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101. Investing In NPC Stations - in Player Features and Ideas Discussion [original thread]
PopeUrban wrote: I don't agree with limiting it to one per station. Its a capsuleer owned station after all, and requires standings with those organizations to function. Part of the draw would be the ability to house more than one faction with...
- by Deckel - at 2016.12.13 07:02:37
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102. Investing In NPC Stations - in Player Features and Ideas Discussion [original thread]
PopeUrban wrote: This sounds like aperfect service module niche for the "office" style upwell stations CCP was collecting feedback on. Keep in mind the station types, as planned, are roughly: Citadels (Fortresses, bonused for combat) Engineer...
- by Deckel - at 2016.12.13 01:58:26
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103. Make Minmatar Great Again! - in Science and Industry [original thread]
goudaMob wrote: I don't understand markets or profits from manufacturing. You guys all have really detailed analysis of how markets work and how to make isk by building/moving. I want to learn how to do this so I can play eve on my laptop aroun...
- by Deckel - at 2016.12.13 00:42:33
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104. Investing In NPC Stations - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: Regarding station "investment" and "ownership": That is the whole point behind Citadels. The DEVs are trying their hardest to make Citadels more appealing than NPC stations... your idea kinda runs counter to that. Regardin...
- by Deckel - at 2016.12.12 18:13:43
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105. Investing In NPC Stations - in Player Features and Ideas Discussion [original thread]
Three possible things: Upgrades to station services -Either by market, ship or agent traffic or periodic player donations I think stations should be able to have their services upgraded or slightly variable. No I don't think they should all star...
- by Deckel - at 2016.12.12 10:53:47
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106. Make Minmatar Great Again! - in Science and Industry [original thread]
it would probably be best if both Rens and Hek actually moved to Eystur as it will get most of the location benefits of Hek but have better security rating. Having the main hub in a 0.5 security system is just asking for gankers as they'll have so...
- by Deckel - at 2016.12.12 10:07:02
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107. Make Minmatar Great Again - in EVE General Discussion [original thread]
instead of saying "Come to Rens to make it better" you should really have a convincing argument. Do you even know why it is the weakest of the 4 major hub? do you know what it is lacking to make it better? Lets review points on some of what a hub...
- by Deckel - at 2016.12.12 09:01:51
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108. Cyno on Alpha - in Skill Discussions [original thread]
A couple months ago I had the same thoughts as you in hoping to be able to get a free cyno alt, but I came to agree that it would be tactically unwise for CCP to allow it. They can't allow multi-boxing of alphas, that's a given, and if cyno traini...
- by Deckel - at 2016.12.12 05:03:51
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109. Ability to steal pirate ship. - in Player Features and Ideas Discussion [original thread]
A better idea might be to change them into a normal wreck if you destroy them. That way they may drop some meta modules or be salvageable.
- by Deckel - at 2016.12.10 18:52:33
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110. Blueprint copying included with both Industry and Research services - in Player Features and Ideas Discussion [original thread]
Zhilia Mann wrote: I've always found it most convenient to have two copies of each blueprint: one to copy for invention without research and one max researched for building. I don't see citadels/ECs changing that one bit. And in most cases t...
- by Deckel - at 2016.12.10 07:34:19
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111. Camp Killing - in Warfare & Tactics [original thread]
SurrenderMonkey wrote: Jump in, light a cyno, drop supers. But seriously, there's not really enough information to provide a meaningful answer. Relatively similar numbers and strength? Numbers are easy enough to gauge, but how are you quantif...
- by Deckel - at 2016.12.10 07:24:42
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112. Blueprint copying included with both Industry and Research services - in Player Features and Ideas Discussion [original thread]
With Engineering complexes mostly being tailored for either research or Industry a procedure question comes into play. Where do I keep the original blueprints? Currently the game seems to imply that you need to keep them in your research facility...
- by Deckel - at 2016.12.10 06:22:35
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113. Deadspace Field Generator - in Player Features and Ideas Discussion [original thread]
PopeUrban wrote: No, see, my problem is this: It allows players to create choke points for literally any reason they want, which in turn makes brawling/smartbombing fleets disproportionately valuable because in stead of being good picks for ...
- by Deckel - at 2016.12.08 00:55:22
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114. Deadspace Field Generator - in Player Features and Ideas Discussion [original thread]
PopeUrban wrote: Deadspace pockets exist to give players a little extra time to disengage from PVE combat in prepration for PVP. We don't need player created deadspace pockets because everything players themselves build is intended to be prima...
- by Deckel - at 2016.12.07 22:58:24
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115. Stat difference between Simulation and normal Fitting mode - in EVE General Discussion [original thread]
Why does the displayed Navigation information and reported isk cost of my ship change when I switch into and out of simulation mode even though all the modules are exactly the same? Even my ehp seems to change. Shouldn't all fittings that I view ...
- by Deckel - at 2016.12.07 19:48:09
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116. Deadspace Field Generator - in Player Features and Ideas Discussion [original thread]
Donnachadh wrote: Deckel wrote: The generator structure will beam energy into a neighboring area, making the area inaccessible except through an acceleration gate. Deckel wrote: The gate will be capable of locking out undesirables by...
- by Deckel - at 2016.12.07 17:28:41
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117. Deadspace Field Generator - in Player Features and Ideas Discussion [original thread]
Xcom wrote: This is an interesting idea. But what would be the point other then anchoring a few cans in this space? It would be nice to have covert hideouts for pirates that don't want to anchor a tower or temporary staging base into enemy terf...
- by Deckel - at 2016.12.07 10:56:01
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118. Deadspace Field Generator - in Player Features and Ideas Discussion [original thread]
Nevyn Auscent wrote: Xcom wrote: This is an interesting idea. But what would be the point other then anchoring a few cans in this space? It would be nice to have covert hideouts for pirates that don't want to anchor a tower or temporary stag...
- by Deckel - at 2016.12.07 10:32:39
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119. "Access to the blueprint is denied" - in Issues, Workarounds & Localization [original thread]
Yes, I logged this issue a week ago. I hope it's fixed soon
- by Deckel - at 2016.12.07 09:44:47
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120. Deadspace Field Generator - in Player Features and Ideas Discussion [original thread]
Allow Players to create and maintain their own deadspace areas. The generator will be a deployable structure with low defensive capabilities and will have large fuel costs in order to maintain the field. Along with the primary generator structure...
- by Deckel - at 2016.12.07 09:40:01
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