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1. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
Flamespar wrote: Some module ideas. There is a bit of a covert ops/smuggler theme going on here.You could create a new subgroup of skills to go with these. - A module that allows you to detect contraband (skills effect accuracy) - A module tha...
- by Hadez411 - at 2012.01.27 18:00:00
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2. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
Nova Fox wrote: Hadez411 wrote: Rhealee wrote: Hadez411 wrote: MOAR CCP FEEDBACK! Module: PVP: Tactical Tractor Beam. Tractical Beam? Having seen startrek in my time they're always getting grabbed by peoples tractor beams and pulled i...
- by Hadez411 - at 2012.01.26 21:27:00
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3. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
Rhealee wrote: Hadez411 wrote: MOAR CCP FEEDBACK! Module: PVP: Tactical Tractor Beam. Tractical Beam? Having seen startrek in my time they're always getting grabbed by peoples tractor beams and pulled in to their doom. So when I initially s...
- by Hadez411 - at 2012.01.26 21:06:00
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4. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
MOAR CCP FEEDBACK! Module: PVP: Tactical Tractor Beam. Tractical Beam? Having seen startrek in my time they're always getting grabbed by peoples tractor beams and pulled in to their doom. So when I initially started playing this game I assumed tr...
- by Hadez411 - at 2012.01.26 16:32:00
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5. What did you get this pos-fuel christmas? - in Warfare & Tactics [original thread]
pretty much all of its gone now except the odd tidbit here and there. But if you looked at eve-kill.net killboard for the first 4 hours after downtime patch, it was only pos mods
- by Hadez411 - at 2012.01.26 12:30:00
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6. Station Compact Guest Member List - in Player Features and Ideas Discussion [original thread]
When I noticed the local compact list I thought this would just be a given, but apparently not. I'd like the station guest list to be compactable too. Takes almost as long to sift through jita IV station guest list as local.
- by Hadez411 - at 2012.01.26 02:45:00
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7. Orbiting Planets - like real space :o - in Player Features and Ideas Discussion [original thread]
Sure. Anyways... Im just for the concept of planets and moons that move, no matter how often. However CCP implements it is up to them. They obviously hold the final say on what their servers are capable of and how often they'd want to do it.
- by Hadez411 - at 2012.01.26 02:42:00
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8. Orbiting Planets - like real space :o - in Player Features and Ideas Discussion [original thread]
http://en.wikipedia.org/wiki/Moons_of_Uranus As you can see in the chart there about the moons around uranus. The greater the mass of the moon the further out it orbits and the longer it takes to orbit as it has further to travel. That and gene...
- by Hadez411 - at 2012.01.25 21:20:00
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9. Orbiting Planets - like real space :o - in Player Features and Ideas Discussion [original thread]
Nariya Kentaya wrote: Hadez411 wrote: Sure the programming isnt that complex as I can well understand, but sending that information to all the clients is going to add load. And as it WAS argued, by Mary Mercer, more server load during active...
- by Hadez411 - at 2012.01.25 21:16:00
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10. Orbiting Planets - like real space :o - in Player Features and Ideas Discussion [original thread]
Sure the programming isnt that complex as I can well understand, but sending that information to all the clients is going to add load. And as it WAS argued, by Mary Mercer, more server load during active run-time for, as I said, an imperceivable m...
- by Hadez411 - at 2012.01.25 21:08:00
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11. Orbiting Planets - like real space :o - in Player Features and Ideas Discussion [original thread]
And besides, the distance from earth to sun is 1AU and we take 365 days to rotate. So doing it live would be kinda useless anyways, the movement would be barely noticeable, if at all. Some planets move faster, yes, but still unless its a planet le...
- by Hadez411 - at 2012.01.25 17:54:00
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12. Orbiting Planets - like real space :o - in Player Features and Ideas Discussion [original thread]
Nova Fox wrote: Hadez411 wrote: Well gravity would keep you next to "mars" a little and reduce the need to move so fast. But you guys are straying from the, or my, original idea, which was to move these planets at downtime only and maybe not...
- by Hadez411 - at 2012.01.25 17:47:00
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13. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
Area of Effect: Some kind of ammo for turrets that is like our modern day Anti-air ammo which explodes at a certain range or on contact and has a small area of effect damage. In this case most likely with less damage than regular ammo and only s...
- by Hadez411 - at 2012.01.25 17:15:00
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14. Visual representations for RR/Neut/EnergyTrans and all other high slot mods hope... - in Player Features and Ideas Discussion [original thread]
I think its kinda unfair and inconsistent with the rest of the highslot modules that these mods dont have a visual representation like turrets, gas harvesters, mining lasers and some others do. Missile launchers dont even show up on every ship, I'...
- by Hadez411 - at 2012.01.25 17:00:00
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15. Orbiting Planets - like real space :o - in Player Features and Ideas Discussion [original thread]
Well gravity would keep you next to "mars" a little and reduce the need to move so fast. But you guys are straying from the, or my, original idea, which was to move these planets at downtime only and maybe not even every day but every week or mont...
- by Hadez411 - at 2012.01.25 16:50:00
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16. What did you get this pos-fuel christmas? - in Warfare & Tactics [original thread]
Soooooo many pos's offline. Chimera 8 battleships buttload of blueprints all kinds of t2 cruisers Minerals and gasses I cant even imagine what to do with. No idea what modules are on anything yet, still looting.
- by Hadez411 - at 2012.01.24 17:35:00
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17. Sticky:EVE Online: Crucible 1.1 deployment thread - in EVE Information Portal [original thread]
http://www.85qm.de/up/BigRedButton.swf CCP's server-on button process.
- by Hadez411 - at 2012.01.24 14:07:00
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18. Sticky:EVE Online: Crucible 1.1 deployment thread - in EVE Information Portal [original thread]
The count-down timer is just a cruel private joke to keep CCP employee morale up as they make bets on the peak spike of user log-in requests.
- by Hadez411 - at 2012.01.24 14:02:00
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19. Sticky:EVE Online: Crucible 1.1 deployment thread - in EVE Information Portal [original thread]
A shared sentiment among players: http://nooooooooooooooo.com/
- by Hadez411 - at 2012.01.24 13:53:00
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20. Sticky:EVE Online: Crucible 1.1 deployment thread - in EVE Information Portal [original thread]
Downtime will be extended on Tuesday, January 24, 2012 from 11:00 to RAGEQUIT UTC for the deployment of EVE Online.
- by Hadez411 - at 2012.01.24 13:48:00
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