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381. Dropping Drone Groups on Module Hotkeys - in Player Features and Ideas Discussion [original thread]
Really straightforward. Drone groups can be dragged and dropped into the slots for hotkeys that modules use. Then activating that hotkey will launch the drones. This allows a player to define which drone groups to be set to what hotkey per ship an...
- by Abrazzar - at 2013.05.02 13:55:00
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382. New Mining Mechanics: Multi Ore, Multi Methods - in Player Features and Ideas Discussion [original thread]
The Ore As said, every Asteroid has a composition of the ores appropriate for its location. Starting general density, deposit type, density and distribution and number of veins depend on the security level of the system or type of gravimetric s...
- by Abrazzar - at 2013.05.01 13:01:00
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383. New Mining Mechanics: Multi Ore, Multi Methods - in Player Features and Ideas Discussion [original thread]
Goal of this is to move all ores into single asteroids and offer three distinct methods to extract them: Strip Mining, Deposit Mining and Vein Mining. Putting all ores into single rocks is not just a realism thing, it is also offering the game pla...
- by Abrazzar - at 2013.05.01 13:00:00
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384. Comet mining - in Player Features and Ideas Discussion [original thread]
Comets are far too fast for any EVE ship to be able to catch up with them. At least with normal means. I described a method of Comet Mining in my thread here .
- by Abrazzar - at 2013.04.30 11:07:00
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385. Sovereignty and Population - in Player Features and Ideas Discussion [original thread]
Alright, post FanFest bump and some more stuff from my side. Target Sizes The modular system is intended to offer different sized targets for different sized fleets. So a roaming gang can harass the Colonies but most likely will not be able...
- by Abrazzar - at 2013.04.29 11:31:00
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386. Sovereignty and Population - in Player Features and Ideas Discussion [original thread]
Deadspace Colonies A Deadspace colony consist of three types of installations: - The Colony, which defines the purpose of the installation. - The Section, which define the areas within the purpose that can be upgraded - The Modules, which defi...
- by Abrazzar - at 2013.04.27 09:47:00
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387. Sovereignty and Population - in Player Features and Ideas Discussion [original thread]
System Administration Complex - Station Defence Bunker -- Small sentry slot -- Medium sentry slot -- Large sentry slot -- Ewar sentry slot - Outpost Administration Center -- Manufacturring slot -- Copy slot -- Invention slot - Starbase Administrat...
- by Abrazzar - at 2013.04.27 09:47:00
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388. Sovereignty and Population - in Player Features and Ideas Discussion [original thread]
Population and Workforce To control a system, you must control the people. People loyal to you will support with Workforce. This Workforce can be directed to different areas with Deadspace colonies and Planetary Administration Stations. Maximu...
- by Abrazzar - at 2013.04.27 09:46:00
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389. Sovereignty and Population - in Player Features and Ideas Discussion [original thread]
Sovereignty Planets are controlled through the Ownership of the Player Owned Customs Office (POCO). A POCO can be upgraded to a Planetary Administrations Station (PAS) that allows installation of Sections and Modules to it for improving the pla...
- by Abrazzar - at 2013.04.27 09:46:00
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390. Sovereignty and Population - in Player Features and Ideas Discussion [original thread]
Warfare -Vulnerability A Module is always Vulnerable until it is Incapacitated A Section is Vulnerable when all connected Modules are Incapacitated until it itself is Incapacitated A Colony is Vulnerable when all connected Sections are Incapa...
- by Abrazzar - at 2013.04.27 09:46:00
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391. Sovereignty and Population - in Player Features and Ideas Discussion [original thread]
~ What is a sovereign without people? ~ Current sov mechanics are rather detached from the systems that are laid claim upon. It almost completely consists of grinding structures and arbitrary indexes to claim, improve and conquer systems. This...
- by Abrazzar - at 2013.04.27 09:45:00
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392. [IDEA] Increase Tech 1 ship flexibility - in Player Features and Ideas Discussion [original thread]
I always favour the idea of T1 sub systems that replace one or both of the ship's skill bonuses. So you can vary the ship's performance somewhat, fitting to your style and intended function. It would also add some ISK drain on blueprints and rese...
- by Abrazzar - at 2013.04.18 09:52:00
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393. Advanced settings request for chat windows (e.g. local, etc) - in Player Features and Ideas Discussion [original thread]
The mechanics of a chat that can be sorted and filtered would be a vital step towards replacing Local with more sophisticated intelligence methods. Though it wouldn't surprise me if that wouldn't need a complete rewrite of the chat code, thus the...
- by Abrazzar - at 2013.04.15 09:02:00
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394. Racial Diversity - Fight against the 6/6/6 ships with a choice of color! - in Player Features and Ideas Discussion [original thread]
Once the current tiericide and balancing is finalized, tested and considered good, they can work on individualizing the races (again), making them different, yet equal, with established tactics and countermeasures distributed in a fair manner.
- by Abrazzar - at 2013.04.13 20:40:00
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395. graphical remodeling required - in Player Features and Ideas Discussion [original thread]
It is supposed to take six months to change a ship. Thus, they want to test the balancing out before going through the model change, lest they have to change it again when they fiddle with the balance some more and end up adding the hardpoint or s...
- by Abrazzar - at 2013.04.13 19:25:00
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396. Sticky:[Odyssey] Large Energy Turrets - in Player Features and Ideas Discussion [original thread]
Daniel Plain wrote: Buzzmong wrote: Homogenisation is not a good thing. worth quoting, please keep it in mind during your balance rampage. Or at least take into consideration an individualization iteration after everything is balanced, b...
- by Abrazzar - at 2013.04.13 14:36:00
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397. Split Weapon Upgrades - in Player Features and Ideas Discussion [original thread]
Hakan MacTrew wrote: I was thinking more along th elines of Damage+Optimal / Damage+Tracking. Low slot options for Drones are severly lacking compared to turrets. Considering there is already a highly effective module for optimal and trackin...
- by Abrazzar - at 2013.04.12 16:26:00
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398. Split Weapon Upgrades - in Player Features and Ideas Discussion [original thread]
Hakan MacTrew wrote: Why leave out drone mods from your 'merger'? If you feel they are left out, why not just post how you would like to see them? How about this? Drone Reactor Upgrade : +Damage , +Speed Drone Processing Upgrade : +RoF , +Ag...
- by Abrazzar - at 2013.04.11 09:36:00
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399. Nerf the Damage Control - in Player Features and Ideas Discussion [original thread]
Roime wrote: Oh yeah, and propulsion mods too, every ship fits one and they give INSANE speed boosts. If you want to compare a propulsion mod with the damage control, you'd have it cost little to no cap, improve agility and increase warp s...
- by Abrazzar - at 2013.04.11 07:50:00
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400. Nerf the Damage Control - in Player Features and Ideas Discussion [original thread]
I feel somewhat iconoclastic today, so I'll just slaughter this holy cow. Remove the shield and armour resistance bonus from Damage Controls but make it a passive module. It's the only module with such a wide spread bonus around and ridiculously ...
- by Abrazzar - at 2013.04.11 06:57:00
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