Pages: [1] 2 |
1. New Dev Blog: Cutting it short: EVE shortcuts revamped - in EVE Information Portal [original thread]
A very nice thing for most pilots, and especially for drone heavy ships like gallente, would be to have keys assigned to drone actions. There is already the standard commands for controlling drones in space, but it would be nice to assign start co...
- by AlastarB Frost - at 2010.10.25 14:51:00
|
2. New Weapon: Viral Nanobot Injector - in Player Features and Ideas Discussion [original thread]
That oposes the original idea. It was meant as a synergizing weapon for a group of small vessels, not a weapon to destry blobs with a single ship. The idea is interesting but not what had in mind with it. For large ships like carriers, the synerg...
- by AlastarB Frost - at 2010.10.14 02:08:00
|
3. New Weapon: Viral Nanobot Injector - in Player Features and Ideas Discussion [original thread]
I agree that small ships should not have the dps to kill large ships FAST. But killing them with building up dps by aplying dots over a longer time should be possible. To balance the isk invested, the use of this weapon could be restricted to sma...
- by AlastarB Frost - at 2010.10.13 23:50:00
|
4. New Weapon: Viral Nanobot Injector - in Player Features and Ideas Discussion [original thread]
The idea is simple: Have a weapon that applies nanobots to the target, wich devour shields, armor and hull. It works much like a normal weapon, but with some little twists: - Each shot applies a small portion of nanobots that do damage over time -...
- by AlastarB Frost - at 2010.10.10 22:52:00
|
5. Paid Multicharacter Training - in Player Features and Ideas Discussion [original thread]
The real benefit would be the opportunity to only train those chars if you have a plex to spare. A second active account always means either constantly playing the isk in for plex or paying with cash. With the option to turn in a plex on a second...
- by AlastarB Frost - at 2010.09.23 22:02:00
|
6. T3 Drones - in Player Features and Ideas Discussion [original thread]
Maybe this is an idea for a tech3 ship wich acts like a minicarrier (battleship size). Instead of adding the modules to each drone, the ship could have a set of subsystems for that. Each of the subsystems supplies one drone with special abilitys. ...
- by AlastarB Frost - at 2010.08.15 00:00:00
|
7. World of Caps/SuperCaps - A solution to reduce the imbalance - in Player Features and Ideas Discussion [original thread]
If there is an neut or red in system you are about to get hotdropped? really? you then start to gather a fleet? There are many afk cloakys wich sit in systems almost 24/7 wich cant be scanned down. There is another thread about nerfing cloak espec...
- by AlastarB Frost - at 2010.08.13 13:21:00
|
8. World of Caps/SuperCaps - A solution to reduce the imbalance - in Player Features and Ideas Discussion [original thread]
Why not go a step further? Add a sov module that prevents all enemy cynos except for covert ones. In order to get a capital fleet into a system, one needs to set up a bridge head. This means you light a module that creates some kind of deadspace...
- by AlastarB Frost - at 2010.08.12 23:41:00
|
9. underclocking modules - in Player Features and Ideas Discussion [original thread]
Underpowering could also give an efficiency boost to the modules. Its like doing something very carefully. Maybe like this: Repper/Shieldbooster: Duration x5, Capconsumption x2, Repairamount x3 Guns/Launchers: CycleTime x4, Optimal x2, Damage x1....
- by AlastarB Frost - at 2010.08.07 18:10:00
|
10. Dynamic Security Regions - in Player Features and Ideas Discussion [original thread]
i would not change the security status, as this has some serious drawbacks: if the lowsec response is only tied to the (changing) security status, there is no surprise element. you can exactly tell how much aid you would get from security forces....
- by AlastarB Frost - at 2010.07.10 01:06:00
|
11. Combat Log - turn around the values - in Player Features and Ideas Discussion [original thread]
And it is really not a hard thing to do.
- by AlastarB Frost - at 2010.07.09 12:43:00
|
12. Dynamic Security Regions - in Player Features and Ideas Discussion [original thread]
I would suggest to add a concord response to low sec. in 0.5 to 1.0 the response is how it is yet, concord comes with overwhelming force and the attackers loose the ships. in 0.1 to 0.4 the security is handed to "private security" wich aid players...
- by AlastarB Frost - at 2010.07.09 12:27:00
|
13. Combat Log - turn around the values - in Player Features and Ideas Discussion [original thread]
I usually have a log open to see how good my salvos hit. This is usefull to know when to do something about tracking scripts, orbiting speed and so on. The log as it is shows damage messages like this: Your group of 425mm Prototype I Gauss Gun is...
- by AlastarB Frost - at 2010.07.04 20:22:00
|
14. PI Revamp - in Player Features and Ideas Discussion [original thread]
just an auto-repeat for the cycles would make the whole system useless. everyone would set an auto-repeat for the best cycle and thats it. even a queue for the cycles would render the whole system useless, as everyone would set some of the best cy...
- by AlastarB Frost - at 2010.06.12 10:27:00
|
15. PI Revamp - in Player Features and Ideas Discussion [original thread]
im not complaining about "too much work". I complain about the stupid clicking. What i want is strategy over clicking. Once the Network is set up, the strategy ends with the current system. its just clicking the stuff over and over. i have 3 plan...
- by AlastarB Frost - at 2010.06.09 11:14:00
|
16. PI Revamp - in Player Features and Ideas Discussion [original thread]
With this, you could choose a strategy that fits you and then slowly adjust the parameters to get the maximum out of it. As this all is a dynamic system, not caring will waste some of your efficency (there is no need to grow a 100% ressource or ed...
- by AlastarB Frost - at 2010.06.03 23:02:00
|
17. PI Revamp - in Player Features and Ideas Discussion [original thread]
Yes, i know it is a bit early to talk about PI as only a few have tested it yet on Singularity, but what i have seen there doesnt look like much fun. There have to be changes in the future, and i start this thread to get some input how it may look...
- by AlastarB Frost - at 2010.06.03 22:54:00
|
18. New Dev Blog: Planetary Interaction: Impossible is Our Middle Name - in EVE Information Portal [original thread]
Well, where if not on planets should all the people live? Yes, Spacestations are huge, but not enough to hold billions of people. Yes, you could nuke them from orbit, but you would be concorded and insta-loose your right of existence (-10 Security...
- by AlastarB Frost - at 2010.05.24 12:40:00
|
19. New Dev Blog: Planetary Interaction: Impossible is Our Middle Name - in EVE Information Portal [original thread]
I was looking at the PI on singularity, i have to admit: it needs a serious remake to be fun. 1. What is it like? Its fast to set up a structure to work with, for example getting basic resources: Set up some extractors, set up some basic factorys...
- by AlastarB Frost - at 2010.05.17 15:01:00
|
20. Lowsec as Fun-PVP / Return of the Junkjard-Boys - in Player Features and Ideas Discussion [original thread]
Thats a bit harsh, but yes, thats the idea. not really having the cheap bs killed by a frigate, but thats a matter of balancing. but better making the experience that a frig can kill a bs with a cheap one than with a expensive one, right? Its abou...
- by AlastarB Frost - at 2010.04.19 19:19:00
|
Pages: [1] 2 |
First page | Previous page | Next page | Last page |