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41. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Ehcks Argentus wrote: The old imbalance was that Gallente had the best industrial ship. No plural. If you cared about hauling at all you trained Gallente Industrial V for the Iteron V. And nothing else. It was the best industrial in every way. ...
- by Edward Pierce - at 2013.06.28 01:01:00
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42. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Eladaris wrote: At Indy V the Badger can rig and fit for max. cargo capacity and carry 36k m3 of anything. That same pilot can then spend 19 minutes training time, two million ISK, and fly a Itty IV and carry 43k of Ice / Ore / Gas without sacr...
- by Edward Pierce - at 2013.06.28 00:50:00
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43. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
If you really want to add some racial variety, remove the Iteron M. V so that Gallente don't have a general hauler option. All the pro-variety people should be cool with that right? Since cross-training is no big deal.
- by Edward Pierce - at 2013.06.28 00:18:00
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44. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Ellahan Vhektor wrote: maybe caldari and amarr should get bigger bays to make up for the fact that they dont have special bays i don't get the point of the special bays any way you can still put ore/ice in a normal bay unless they were much la...
- by Edward Pierce - at 2013.06.28 00:16:00
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45. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Eladaris wrote: We don't have homogenization in any other class of ship in Eve. Why should we have it in haulers? I personally trained one race's indy to V (Minnie) for their BR. I wanted a faster aligning freighter, because who needs all that ...
- by Edward Pierce - at 2013.06.28 00:07:00
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46. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Eladaris wrote: If you really want more homogenization, please read the first thread with 30+ pages of people screaming about not wanting homogenization.. The first thread went 42 pages in 7 days before Rise announced he would redo the whole ...
- by Edward Pierce - at 2013.06.27 23:35:00
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47. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Tiber Ibis wrote: This is why they will need to release new racial industrials to transport various materials sometime in the future. That's the problem. With this "re-balance" move they are effectively creating a larger imbalance than what we...
- by Edward Pierce - at 2013.06.27 23:30:00
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48. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Eladaris wrote: Funny notion, you can train all four races to IV, in about the same time you train Gal. to V... and reap ALL the benefits of all the races. What benefits from the other races? Gallente is the only winner here. Eladaris wrote:...
- by Edward Pierce - at 2013.06.27 23:27:00
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49. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Orakkus wrote: Edward Pierce wrote: You wanted to introduce a little racial variety, but all you ended up doing was break the class even more than it was originally, give those specialized industrials a 10-15% extra capacity in their specia...
- by Edward Pierce - at 2013.06.26 22:16:00
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50. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Chris Winter wrote: Allow me to introduce you to the Giant Secure Container. Good point, I hadn't considered that extra 23%. I look forward to seeing what they come up with for the missing 8 industrial ships needed to round this whole thing...
- by Edward Pierce - at 2013.06.26 22:15:00
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51. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Two things I would like to point out here, first the cargo holds you're introducing all have a base capacity that is at least 30% higher than the largest regular hauler with full expanders and racial skill to 5, with skills this differential goes ...
- by Edward Pierce - at 2013.06.26 21:39:00
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52. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Because that makes it universally better than neuts and extremely powerful for small and large ships alike. The eternal draining of the old NOS was just one part of the problem, even with your proposed change you'd essentiall...
- by Edward Pierce - at 2013.06.19 16:13:00
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53. [IDEA] Adding untrained skills to queue - in Player Features and Ideas Discussion [original thread]
Allow us to inject a book when the prerequisites are trained but not to the required level would address this issue without affecting the market dynamic too much. You still need to go and buy your books when you're almost ready to use them, but y...
- by Edward Pierce - at 2013.05.31 19:46:00
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54. Mindlinks/Ganglinks/Ongrid Boosting - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Mara Rinn wrote: Bagehi wrote: All that said, the warfare link (on/off-grid) issue was brought up at fan fest and the answer was "that's a lot of code to rewrite" much like the answer to questions about the POS overhaul....
- by Edward Pierce - at 2013.05.24 20:56:00
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55. Thank you for resetting all of my settings to default - in Player Features and Ideas Discussion [original thread]
AetomHaert Mother wrote: Thank you so much CCP, all of my shortcuts were awful, all of my preferences were sup par, I had the game customized just like I like it, but this was obviously sup par and obviously out of alignment with how the game s...
- by Edward Pierce - at 2013.05.24 20:33:00
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56. Increase all ships warp speed velocity by X (where X is ~ 25 - 50%). - in Player Features and Ideas Discussion [original thread]
Your proposal would reduce the benefit of the faster warp speeds of interceptors and interdictors, here is why: When you consider the total time it takes for a ship to go from one system to the next, on the average system, the actual full speed i...
- by Edward Pierce - at 2013.05.24 20:22:00
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57. Ability to probe through gates - in Player Features and Ideas Discussion [original thread]
Any small gang that is currently viable would be completely unaffected since you're not removing the ability of your current scouts to do whatever it is they are doing now... You'd be giving covops a new scouting ability, whether you use it or no...
- by Edward Pierce - at 2013.05.24 19:40:00
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58. Ability to probe through gates - in Player Features and Ideas Discussion [original thread]
Limiting this ability to just covops means you don't really change gate camp mechanics much. Most gate camps won't catch a decent covops pilot anyways. This would mostly give covops an advantage for scouting over interceptors or other cloaky ship...
- by Edward Pierce - at 2013.05.23 22:53:00
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59. Ability to probe through gates - in Player Features and Ideas Discussion [original thread]
Not sure if someone's suggested this before. I would like to see covops have the ability to launch a special probe through gates that will report what is on the other side. The results could be what's in the immediate vicinity of the gate or eve...
- by Edward Pierce - at 2013.05.23 22:09:00
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60. Sticky:[Odyssey] Clone Costs - in Player Features and Ideas Discussion [original thread]
Corey Fumimasa wrote: The neat thing about Eve is that if one door closes you can roll another char up and try again. I knew you were a troll...
- by Edward Pierce - at 2013.05.20 20:25:00
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