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1. 2 New Ship Classes - in Player Features and Ideas Discussion [original thread]
Originally by: Alkirin I'm all about bigger lasers and more range for miners. If you add a refinery that is completely worthless because of it's ineffecincy, then nobody in their right mind would use it. With upgrades and skills, there a...
- by NattyDreadlock - at 2006.12.23 02:39:00
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2. Can we get module insurance - in Player Features and Ideas Discussion [original thread]
perhaps the insurance model needs to reference regional market info. insurance companies take into account regional trends determine their coverages. _____________________________ You hit " insert pirate " with a frozen turd right in the eye from...
- by NattyDreadlock - at 2006.03.22 10:06:00
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3. Capital Nosferatu - in Player Features and Ideas Discussion [original thread]
Are NOS sensitive to sig radius and if not why arent they? That would make the giant NOS as useless against small targets as their guns. _____________________________ You hit " insert pirate " with a frozen turd right in the eye from your 150mm r...
- by NattyDreadlock - at 2006.03.22 10:02:00
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4. Fast attack cruisers - in Player Features and Ideas Discussion [original thread]
I can see there being a fast cruiser. As mentioned it would require a significant reduction in HP, and likly have reduced cap and possibly less powergrid. I'd think one less hi-slot would be appropriate also. It'll basically be a light cruiser, de...
- by NattyDreadlock - at 2006.03.21 22:39:00
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5. Can we get module insurance - in Player Features and Ideas Discussion [original thread]
When I say insure items, I dont mean you get a replacement for the item, just ISK for the loss. If you lose your house the insurance covers items in it, so does car insurance, why not items...the insurance itself becomes another ISK sink itself. ...
- by NattyDreadlock - at 2006.03.20 10:40:00
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6. Can we get module insurance - in Player Features and Ideas Discussion [original thread]
I'd like to be able to insure my high priced modules. Especially when the module costs significantly more than the ship itself. Would it be a bad thing? CONCORD already knows whats lost when your ship is destroyed, have the insurance make use of ...
- by NattyDreadlock - at 2006.03.18 07:22:00
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7. New Post with New Idea but BASED On - in Player Features and Ideas Discussion [original thread]
Edited by: NattyDreadlock on 17/03/2006 21:54:34 Actually implants do nothing to help noobs catch up because the older players are just as likly to have implants, and are likly to have the better variants. I also agree that there should be s...
- by NattyDreadlock - at 2006.03.17 21:53:00
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8. COVERT OPS - in Player Features and Ideas Discussion [original thread]
Originally by: K Shara I love the way people hate cov ops, it means they are doing there job. The usual complaint is that they cant mine or rat in system because there is someone else in local. ROFL..... Anyway... Countewr to cov ops ...
- by NattyDreadlock - at 2006.03.16 20:56:00
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9. COVERT OPS - in Player Features and Ideas Discussion [original thread]
Originally by: Mihail d'Amour Natty, my only real issue was that one could be locked and not able to hit the warp button because of still being cloaked. Right now being locked prevents cloaking, so let it disrupt the cloak as well if you'r...
- by NattyDreadlock - at 2006.03.16 20:47:00
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10. Re: Hybrid and Projectile Ammo - in Player Features and Ideas Discussion [original thread]
Originally by: Jade Mitch Edited by: Jade Mitch on 16/03/2006 18:22:17 Originally by: K Shara why ? tracking is based on the gun rather than the ammo (except tech 2) tracking is the rotation of the gun as it follows the targ...
- by NattyDreadlock - at 2006.03.16 20:30:00
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11. COVERT OPS - in Player Features and Ideas Discussion [original thread]
I assume you'd be using the mid-grade cloak in which case you either use a BM to insta-jump which makes counter-cloak sensors moot for you as a hauler, or you warp within 15km giving you the chance to cloak, line up with another location and warp ...
- by NattyDreadlock - at 2006.03.16 06:14:00
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12. Capital Mining Vessels: Not more efficient, but more deployable - in Player Features and Ideas Discussion [original thread]
Hmmm, interesting idea. Certainly a useful corp vessel, maybe it doesnt need to be limited to just one size. maybe some intermediate sized variants with little to no minning ability would be nice too. Basically a large, slow, reasonably sturdy BS ...
- by NattyDreadlock - at 2006.03.15 07:43:00
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13. COVERT OPS - in Player Features and Ideas Discussion [original thread]
Originally by: Mihail d'Amour You keep assuming that the only ships that cloak are covert ops. Other ships use cloaks in a purely defensive manner that would be negatively impacted greatly by that change. Any other ship that uses the a...
- by NattyDreadlock - at 2006.03.15 02:40:00
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14. COVERT OPS - in Player Features and Ideas Discussion [original thread]
Edited by: NattyDreadlock on 15/03/2006 00:06:03 The cloaked ship that is target locked(only lockable at close range)would get the weapon's lock warning on the overview. That gives the covert ops vessel warning enough to warp away or attempt t...
- by NattyDreadlock - at 2006.03.15 00:03:00
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15. I Want Drugs :) - in Player Features and Ideas Discussion [original thread]
I hope they dont become like buffs in Star Wars Galaxies. they became injecta-ganks. _____________________________ You hit " insert pirate " with a frozen turd right in the eye from your 150mm railgun for 0.0 damage.
- by NattyDreadlock - at 2006.03.14 23:52:00
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16. COVERT OPS - in Player Features and Ideas Discussion [original thread]
The use of a smart-bomb(persumably EM) type weapon to attmept to de-claok or intermittently de-claok covert ops vessels is on the right track. Its acts and travels like a active sonar ping. It would travel out and do nothing unless it impacts the ...
- by NattyDreadlock - at 2006.03.14 22:32:00
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17. COVERT OPS - in Player Features and Ideas Discussion [original thread]
Originally by: Mihail d'Amour If you're going to use the submarine analogy let us recall that subs move slow, turn slower, and can't really vanish again once you know they are there. They are frail and don't have warp drives. A sub attacki...
- by NattyDreadlock - at 2006.03.14 21:27:00
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18. The only thing wrong with the EVE economy - in Player Features and Ideas Discussion [original thread]
Hmmm, that is certainly something to think about Grismar. I think you maybe on to something there. _____________________________ You hit " insert pirate " with a frozen turd right in the eye from your 150mm railgun for 0.0 damage.
- by NattyDreadlock - at 2006.03.14 21:07:00
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19. Auto-destroy Rokie ship - in Player Features and Ideas Discussion [original thread]
agreed for any ship or can left un-used. _____________________________ You hit " insert pirate " with a frozen turd right in the eye from your 150mm railgun for 0.0 damage.
- by NattyDreadlock - at 2006.03.14 08:54:00
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20. Ability to BUY SOLAR SYSTEM inside empire - in Player Features and Ideas Discussion [original thread]
It shouldnt be buy solarsystems, but maybe lease/contract rights to use or manage solarsystems for a substantial fee given to the Empire, CONCORD security would be an additional fee. _____________________________ You hit " insert pirate " with a ...
- by NattyDreadlock - at 2006.03.14 08:52:00
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