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161. Non-combat boosters - in Player Features and Ideas Discussion [original thread]
and since all the currently used side effects would be pointless, we'll have a new one: 20% chance that 3x NPC Battleship and 3x scramble inties will spawn on top of your ship and attack it. How's that?
- by Ephemeron - at 2010.04.27 22:24:00
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162. Make Vargurs not suck for PvP - in Player Features and Ideas Discussion [original thread]
I tried Vargur for pvp a few times. It tanks very well. Other than that - nothing special And in PvP, tanking is just half the battle. Paladin and Kronos have a critically important bonus: 90% web capability. So they can tackle like no other bat...
- by Ephemeron - at 2010.04.27 21:24:00
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163. Armour Plates and Extended Shields - in Player Features and Ideas Discussion [original thread]
Buffer tanking became overbalanced when the 15% buffer rigs were released. Buffer tanking has biggest impact on cruiser and BC sized ships. When medium rig prices were droped from 17~ mil to 3 mil, everyone started using them. Buffer rigs aren't ...
- by Ephemeron - at 2010.04.27 20:55:00
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164. Lowsec Suggestion - in Player Features and Ideas Discussion [original thread]
I would like to take that suggestion and apply it to high sec instead Who's with me?
- by Ephemeron - at 2010.04.23 22:26:00
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165. Reducing Blob Focus Fire (a more realistic way) - in Player Features and Ideas Discussion [original thread]
Damage stacking penalties are a horrible perversion against nature and common sense I know CCP designers aren't particularly bright, but even they would think this is a stupid idea.
- by Ephemeron - at 2010.04.14 22:52:00
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166. Assasination PVP Missions - in Player Features and Ideas Discussion [original thread]
it is extremely hard to kill somebody when they know you are gunning for them. Cause they'll just dock/cloak and wait, wait, until they gather a gang 5x stronger than anything you have. It's much easier to ass mission like "you alliance must take...
- by Ephemeron - at 2010.04.11 21:15:00
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167. The T1 base armor resists variation - in Player Features and Ideas Discussion [original thread]
Originally by: VengeX Quote: this, again, helps minmatar and amarr more then caldari and gallente (due to less rounded resists). I oppose it. So tell me, how exactly does my change help Amarr when the only change is increasing Mi...
- by Ephemeron - at 2010.04.09 00:09:00
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168. Fix the NS BS. - in Player Features and Ideas Discussion [original thread]
This problem can be solved by moving all level 4 missions to low sec. There's no CONCORD
- by Ephemeron - at 2010.04.07 22:18:00
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169. A couple ideas I think should be fixed. CCP Please read this post. - in Player Features and Ideas Discussion [original thread]
I'd prefer if new implant sets were added 1 new set for shield HP 1 new set for armor rep boost amount. The prices for full grade set should remain around 2 billion - I think that's enough cost to justify the power. I doubt Drake pilots would ab...
- by Ephemeron - at 2010.04.01 01:31:00
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170. Titan De-Proliferation - in Player Features and Ideas Discussion [original thread]
Originally by: KaiserSoze434 .. Find the titans. Blow them up. Which would actually work if the titan pilots didn't simply vanish every time they choose to log out of EVE.
- by Ephemeron - at 2010.03.19 22:40:00
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171. Titan De-Proliferation - in Player Features and Ideas Discussion [original thread]
Originally by: darius mclever bored titan pilot who wanted a 1v1. you didnt accept? lets make their lives a little more interesting by perma-ing their titans in space, whether they are logged in or not
- by Ephemeron - at 2010.03.19 01:44:00
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172. Titan De-Proliferation - in Player Features and Ideas Discussion [original thread]
Originally by: Misanthra what exactly is the problem with having titans around in numbers? Post dominion you don't even have to worry about DDD's. Just one lucky contestant gets the single target DD and in the right numbers...man, I like t...
- by Ephemeron - at 2010.03.19 01:26:00
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173. Titan De-Proliferation - in Player Features and Ideas Discussion [original thread]
supercaps should not be for trivial player The original CCP design did not even intend titans to be privately owned. Those ships were meant to be alliance/corp assets. I would support new corp interface tools for changing titan pilots, so people...
- by Ephemeron - at 2010.03.19 00:28:00
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174. Titan De-Proliferation - in Player Features and Ideas Discussion [original thread]
Quote: what use would be a super capital if you can be probed out in space after logging out, be killed there and waking up in your medclone on the next login? doesnt sound dumb to you? The non-trivial titan owner would know of some frien...
- by Ephemeron - at 2010.03.19 00:01:00
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175. Titan De-Proliferation - in Player Features and Ideas Discussion [original thread]
Originally by: darius mclever Originally by: Ephemeron Making supercaps not vanish in thin air when character logs off is one way to induce de-proliferation you mean as everyone would self destruct them to get some iskies back ...
- by Ephemeron - at 2010.03.18 23:40:00
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176. Titan De-Proliferation - in Player Features and Ideas Discussion [original thread]
Making supercaps not vanish in thin air when character logs off is one way to induce de-proliferation
- by Ephemeron - at 2010.03.18 23:24:00
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177. Slowing down the capitals. - in Player Features and Ideas Discussion [original thread]
Quote: This would also affect titan bridging right? I forgot about that. But clearly it cannot follow same game mechanic as I proposed. I would propose that the cyno delay be implemented for onlining the titan bridge. So depending on dist...
- by Ephemeron - at 2010.03.18 21:37:00
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178. Slowing down the capitals. - in Player Features and Ideas Discussion [original thread]
I am concerned with how easy and secure cap ship traveling is. There is virtually no way of stopping a cap fleet invasion - just the system cyno jammer, which isn't flexible solution. As cap ships never use gates, they don't face the common dange...
- by Ephemeron - at 2010.03.18 18:20:00
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179. Range modules for points and webs - in Player Features and Ideas Discussion [original thread]
Edited by: Ephemeron on 16/03/2010 19:46:39 bottom line is: there is no serious need to mess with current mechanics, since the current system works. Even a small modification to tackle gear will have big consequences, that we better not fool ...
- by Ephemeron - at 2010.03.16 19:46:00
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180. Range modules for points and webs - in Player Features and Ideas Discussion [original thread]
I am against this idea The range of scramblers, webs, and disruptors plays critical role in defining PvP tactics. Any adjustments to these modules would have widespread consequences and big impact on many pvp strategies. I would like to point ou...
- by Ephemeron - at 2010.03.15 21:26:00
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