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301. Reworking of scouting and exploration designs - in Player Features and Ideas Discussion [original thread]
2.10. All data from 2.4 (whoÆs in the system, who lost ship, who got podded) is also logged. Owner of the sensor array can access it the same way as 2.9 data. Owner can also empty this log. 2.11. Sensor Arrays donÆt function unless properly an...
- by Ephemeron - at 2004.10.01 18:33:00
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302. Reworking of scouting and exploration designs - in Player Features and Ideas Discussion [original thread]
2.10. All data from 2.4 (whoÆs in the system, who lost ship, who got podded) is also logged. Owner of the sensor array can access it the same way as 2.9 data. Owner can also empty this log. 2.11. Sensor Arrays donÆt function unless properly an...
- by Ephemeron - at 2004.10.01 18:33:00
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303. Reworking of scouting and exploration designs - in Player Features and Ideas Discussion [original thread]
Edited by: Ephemeron on 01/10/2004 18:37:54 The current scouting and exploration system design is simplistic and inadequate. Both scouting and exploration have strong potential of being true enjoyable professions in a game like EVE. But right ...
- by Ephemeron - at 2004.10.01 18:31:00
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304. Reworking of scouting and exploration designs - in Player Features and Ideas Discussion [original thread]
Edited by: Ephemeron on 01/10/2004 18:37:54 The current scouting and exploration system design is simplistic and inadequate. Both scouting and exploration have strong potential of being true enjoyable professions in a game like EVE. But right ...
- by Ephemeron - at 2004.10.01 18:31:00
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305. New Modules: Suggested. (list thread) - in Player Features and Ideas Discussion [original thread]
Edited by: Ephemeron on 28/09/2004 00:01:33 module: Thermal Shield Field Distorter Effect: -15% to ENEMY thermal shield resistence. Works similar to shield hardener, with same stacking penalties. Attributes: high slot, 40 grid, 45 CPU, 20K...
- by Ephemeron - at 2004.09.27 22:43:00
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306. New Modules: Suggested. (list thread) - in Player Features and Ideas Discussion [original thread]
Edited by: Ephemeron on 28/09/2004 00:01:33 module: Thermal Shield Field Distorter Effect: -15% to ENEMY thermal shield resistence. Works similar to shield hardener, with same stacking penalties. Attributes: high slot, 40 grid, 45 CPU, 20K...
- by Ephemeron - at 2004.09.27 22:43:00
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307. Enough repetitive ship types! Give us something new! - in Player Features and Ideas Discussion [original thread]
Edited by: Ephemeron on 07/09/2004 17:35:27 how about artellery ships - their size is between cruiser and frigate. They can carry either 1 battleship class weapon or 1 siege launcher. Few other slots, like frigates. Speed is also between cruis...
- by Ephemeron - at 2004.09.07 17:31:00
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308. Enough repetitive ship types! Give us something new! - in Player Features and Ideas Discussion [original thread]
Edited by: Ephemeron on 07/09/2004 17:35:27 how about artellery ships - their size is between cruiser and frigate. They can carry either 1 battleship class weapon or 1 siege launcher. Few other slots, like frigates. Speed is also between cruis...
- by Ephemeron - at 2004.09.07 17:31:00
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309. simple kill/death stat tracker! - in Player Features and Ideas Discussion [original thread]
Why not keep track of all the times a character has died, killed PC, and killed NPC? just a simple count, and have it displayed somewhere in Show Info! it's cool idea, come on
- by Ephemeron - at 2004.08.31 23:11:00
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310. simple kill/death stat tracker! - in Player Features and Ideas Discussion [original thread]
Why not keep track of all the times a character has died, killed PC, and killed NPC? just a simple count, and have it displayed somewhere in Show Info! it's cool idea, come on
- by Ephemeron - at 2004.08.31 23:11:00
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311. Scooping Cargo Containers. - in Player Features and Ideas Discussion [original thread]
My solution: a new module! Small Intensity Tractor Beam High slot range - 15 km with skill to increase range effect: transfers 10 m3 per second. Items are randomly selected for transfer. If an item is more than 10 m3, then it simply takes a lit...
- by Ephemeron - at 2004.08.30 18:50:00
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312. Scooping Cargo Containers. - in Player Features and Ideas Discussion [original thread]
My solution: a new module! Small Intensity Tractor Beam High slot range - 15 km with skill to increase range effect: transfers 10 m3 per second. Items are randomly selected for transfer. If an item is more than 10 m3, then it simply takes a lit...
- by Ephemeron - at 2004.08.30 18:50:00
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313. New Modules: Suggested. (list thread) - in Player Features and Ideas Discussion [original thread]
Stealth Armor MK1 module: Effect: -15% Armor HP, -10% Signature Radius Purpose: sacrifice some armor but make yourself harder to hit and longer for enemy to lock Slot size: low slot PG: low CPU: low Special effect: 100% stacking penalty. Making ...
- by Ephemeron - at 2004.08.27 21:08:00
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314. New Modules: Suggested. (list thread) - in Player Features and Ideas Discussion [original thread]
Stealth Armor MK1 module: Effect: -15% Armor HP, -10% Signature Radius Purpose: sacrifice some armor but make yourself harder to hit and longer for enemy to lock Slot size: low slot PG: low CPU: low Special effect: 100% stacking penalty. Making ...
- by Ephemeron - at 2004.08.27 21:08:00
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315. New Modules: Suggested. (list thread) - in Player Features and Ideas Discussion [original thread]
Scanner Hack module: Effect: prevents user from having more than 1 active target lock at a time. Locking speed is increased by 200%. Purpose: can help big ships target smaller ones, but if there's a group of enemies, it could be a costly choice ...
- by Ephemeron - at 2004.08.27 20:48:00
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316. New Modules: Suggested. (list thread) - in Player Features and Ideas Discussion [original thread]
Scanner Hack module: Effect: prevents user from having more than 1 active target lock at a time. Locking speed is increased by 200%. Purpose: can help big ships target smaller ones, but if there's a group of enemies, it could be a costly choice ...
- by Ephemeron - at 2004.08.27 20:48:00
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317. New Modules: Suggested. (list thread) - in Player Features and Ideas Discussion [original thread]
Cosmic Stealth module: Purpose: Makes the ship invisible on the galactic map. Primary use is to prevent people from noticing you move in the main map. Also helps prevent blob wars. Slot size: medium PG: very low CPU: low Main disadvantage - take...
- by Ephemeron - at 2004.08.27 20:26:00
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318. New Modules: Suggested. (list thread) - in Player Features and Ideas Discussion [original thread]
Cosmic Stealth module: Purpose: Makes the ship invisible on the galactic map. Primary use is to prevent people from noticing you move in the main map. Also helps prevent blob wars. Slot size: medium PG: very low CPU: low Main disadvantage - take...
- by Ephemeron - at 2004.08.27 20:26:00
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