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1. New Blog from Oveur on COSMOS. Yes, it's as big as it sounds! - in EVE General Discussion [original thread]
Looks very good. What will truly se Eve apart from all the garbage out there is that if it manages to create an environment where you have FREEDOM and the associated ACCOUNTABILITY. In order to have freedom, you must have an area where your behav...
- by Marcus Khan - at 2005.05.13 07:32:00
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2. Players needing and using trade goods - in Player Features and Ideas Discussion [original thread]
SHIP MAINTENANCE Add additional cargo bays to the ship. These function the same way as the drone bay does, where you can only enter items in that category. These could be for example: - oxygen tank - water tank - spare parts storage - slave den ...
- by Marcus Khan - at 2005.05.11 07:26:00
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3. Please for the love of god fix Travel Times - in EVE General Discussion [original thread]
Toridima, Why do you need to make that 40 jump trip? When you answer that, I will give a far better solution to your problem than reduced travel time.
- by Marcus Khan - at 2005.05.10 12:02:00
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4. Please for the love of god fix Travel Times - in EVE General Discussion [original thread]
The key here is actually territoriality in design. A region or even a constellation should be interesting in itself to interact in, be it in 0.0 or empire. This is something they seem to be aiming at with their COSMOS project. We, the players, sho...
- by Marcus Khan - at 2005.05.10 10:26:00
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5. How to introduce deep space agents to 0.0 - in Player Features and Ideas Discussion [original thread]
Roshan, Quote: Yeah what he said. The only ones that use the 0.0 agents are the ones that CANNOT enter empire. Not enough people would go out there, and they would just drop down to the level three agents. Then what, demand level three be m...
- by Marcus Khan - at 2005.05.05 12:54:00
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6. How to introduce deep space agents to 0.0 - in Player Features and Ideas Discussion [original thread]
Kasei, Funny that you should mention us freelancers as an example of people who don't have access to 0.0. I have never really let that bother me too much. It's good to scout the known chokepoints one way or another before entering. Once you're th...
- by Marcus Khan - at 2005.05.05 12:46:00
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7. How to introduce deep space agents to 0.0 - in Player Features and Ideas Discussion [original thread]
Premises: 1) higher risk should yield higher profit 2) less populated areas of eve should become more attractive Currently we have some agents in 0.0 space. This is good, but we need more. Many writers here have stated that mission running in em...
- by Marcus Khan - at 2005.05.05 10:36:00
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8. fleetbattles and ganking - in EVE General Discussion [original thread]
Limiting the number of people who can lock you wouldn't work. I know everyone in my fleet would just lock the key support ships before the enemy can. I can see the reasoning behind the idea, but it would simply be abused.
- by Marcus Khan - at 2005.04.24 11:59:00
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9. fleetbattles and ganking - in EVE General Discussion [original thread]
Comparisons between real life warfare and Eve pvp serve as inspirational at the best. Scifi explanations can be invented as the game is developed. The main focus ought to be in playable and fun fleet battles, while also keeping in mind the economi...
- by Marcus Khan - at 2005.04.24 11:57:00
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10. fleetbattles and ganking - in EVE General Discussion [original thread]
IF it is the will of CCP to make fleet battles into something else than concentrated fire on one target at a time, there are two methods for accomplishing that. As already suggested here 1) Make ship under fire be less effective in combat. If a ...
- by Marcus Khan - at 2005.04.23 20:30:00
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11. New missile skills *sigh* - in Skill Discussions [original thread]
Speaking of the new missile skills and the desire for specialization, I think the following would be in order: - To train the T2 skill, you need to have the T1 skill at level 5. - There'd be specialization skill for each damage type. - To train ...
- by Marcus Khan - at 2005.04.22 06:39:00
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12. Specialization Skills? - in Skill Discussions [original thread]
It is fine as it is now. However, when the T3 turrets come out, I hope that the only requirement to learn them is level 5 in their respective T2 skill. The small hi-tech weapons will not be anything special if they are mandatory for learning the h...
- by Marcus Khan - at 2005.04.20 07:09:00
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13. Anyone RP an Ammatar at all? - in EVE General Discussion [original thread]
I think playing Ammatar is unappealing because they get hit ny the traffic both ways. The Minmatar loyalists think they are the worst possible abomination, while Amarr loyalists find them to be second class at the best (and RP wise this makes sens...
- by Marcus Khan - at 2005.04.16 06:56:00
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14. HP Reduction; Or, How I learned to love Mutually Assured Destruction. - in Player Features and Ideas Discussion [original thread]
Lygos, True. Even if it's true that in Eve you come up with your own goals, we could certainly benefit from more tools from which to shape these goals. Also, these goals need to be more appealing than "I want to shoot people at random" - even to ...
- by Marcus Khan - at 2005.03.29 12:49:00
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15. Some true meaning to PvP combat - in Player Features and Ideas Discussion [original thread]
Lygos, Good points. The reason I suggested factional bonuses was more to add some relevant game mechanics based tension between the factions. But that's actually another matter entirely. Reading on these replies, I have now narrowed down my sugge...
- by Marcus Khan - at 2005.03.29 08:51:00
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16. astrology should have 6% bonus per level... - in Player Features and Ideas Discussion [original thread]
Well, more mining skills should be good, but instead of generalisations, I would go for ore specific skills, like we have now with refining. More specialisation is good. And needed. Then require level 5 in a particular ore type in order to use the...
- by Marcus Khan - at 2005.03.29 08:17:00
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17. Some true meaning to PvP combat - in Player Features and Ideas Discussion [original thread]
Keriann, Are you sure that CCP wants pvp to remain a money sink? That would mean that they want to controll the risk/reward factor purely by pve elements. I think that it would be natural if the best rewards were located so that the risk of pvp w...
- by Marcus Khan - at 2005.03.28 08:02:00
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18. Some true meaning to PvP combat - in Player Features and Ideas Discussion [original thread]
Premises: 1) There needs to be more reasons for PvP than the mere excitement of it. 2) More reasons for PvP will make it both more frequent and more exciting. 3) Choosing to not to PvP will have to be less profitable than choosing to PvP. Why do ...
- by Marcus Khan - at 2005.03.26 12:50:00
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19. Negative standing to "widescreen"... but nobody can see it? (ccp? bug? - in EVE General Discussion [original thread]
If server load is the issue, a similar approach could be used as was used with market, ie. limit it with skills. For each level of "INFLUENCE" you would be able to optionally name and shame five people or praise their loyalty or trustworthiness. O...
- by Marcus Khan - at 2004.12.07 12:05:00
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20. Negative standing to "widescreen"... but nobody can see it? (ccp? bug? - in EVE General Discussion [original thread]
If server load is the issue, a similar approach could be used as was used with market, ie. limit it with skills. For each level of "INFLUENCE" you would be able to optionally name and shame five people or praise their loyalty or trustworthiness. O...
- by Marcus Khan - at 2004.12.07 12:05:00
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