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61. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Ocih wrote: Polo Marco wrote: I know lots of vets who will probably never permanently live there again because they got kicked out of system after system. One guy offered to contract me fifty billion Isk worth of his stuff still sitting d...
- by Andy Landen - at 2014.10.15 03:05:00
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62. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Skyler Hawk wrote: Andy Landen wrote: Capitals have always been able to travel on their own using their own independent jump drives so don't say that they aren't supposed to be able to travel solo because that is just flat wrong. Capitals ...
- by Andy Landen - at 2014.10.14 13:43:00
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63. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Lord TGR wrote: Andy Landen wrote: If the capital is expected to travel through gates, it should have special abilities to make it so that gate travel was not extremely risky and thus suicide. 1) Warp bubble immunity is a "must" otherwise t...
- by Andy Landen - at 2014.10.14 13:35:00
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64. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
If the capital is expected to travel through gates, it should have special abilities to make it so that gate travel was not extremely risky and thus suicide. 1) Warp bubble immunity is a "must" otherwise the cap will be slow boating at around 50m...
- by Andy Landen - at 2014.10.13 19:22:00
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65. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Alavaria Fera wrote: Andy Landen wrote: The limit to jumping should be imposed on the cyno generation side of the equation where the sovereign owner applies restrictions which prevent cynos from being generated in their space. This would nat...
- by Andy Landen - at 2014.10.13 18:09:00
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66. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Nevyn Auscent wrote: smokeydapot wrote: *snip* I do not think those words mean what you think they mean. Also, can I have your stuff, especially your capitals & characters who can fly them. Send 10 mil ISK to my account if you want m...
- by Andy Landen - at 2014.10.13 03:22:00
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67. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
So, according to Eve lore, the jump drive utilizes wormhole technology. Therefore the idea of distance limits is absurd. Since there is no fatigue in jumping through natural wormholes, the idea of jump fatigue is equally baseless. The limit to ju...
- by Andy Landen - at 2014.10.12 02:23:00
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68. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
CCP Greyscale, are you insane? Black ops (7.5ly) can jump farther than carriers (5ly) now? And my JDC 5 super long train has been gimped from 25% on a base 2.5ly carrier on training wheels down to 20%? And you actually had the audacity to suggest ...
- by Andy Landen - at 2014.10.11 22:04:00
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69. Announcement:Dev Blog: Long-Distance Travel Changes Inbound - in EVE Information Portal [original thread]
Akrasjel Lanate wrote: Can i have your stuff ? As I said, just send me 10 million. idiot.
- by Andy Landen - at 2014.10.10 15:39:00
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70. Announcement:Dev Blog: Long-Distance Travel Changes Inbound - in EVE Information Portal [original thread]
Bkdvr wrote: Domanique Altares wrote: *Actual number of current sov holders that rage quit over this is vastly exaggerated by bluster and unsubcribe threats; most of these people are not actually going anywhere. You might be wrong. I ...
- by Andy Landen - at 2014.10.10 11:28:00
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71. Announcement:Dev Blog: Long-Distance Travel Changes Inbound - in EVE Information Portal [original thread]
I predict that capitals will prefer the space around 5 ly out from npc null sec and low sec, that capitals will not be jumping through stargates to be caught by subcap km chasers, and that the pos will be relied on much more for safe points at abo...
- by Andy Landen - at 2014.10.10 11:14:00
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72. Announcement:Dev Blog: Long-Distance Travel Changes Inbound - in EVE Information Portal [original thread]
Even with support, it is suicide for a cap to warp to a gate or to any known point in space besides a dockable station, where it can be bubbled, unless the support fleet can be assured to clear and hold the gate long enough for all dictor bubbles ...
- by Andy Landen - at 2014.10.07 22:04:00
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73. Announcement:Dev Blog: Long-Distance Travel Changes Inbound - in EVE Information Portal [original thread]
Mr Epeen wrote: Andy Landen wrote: How is a carrier (or any other captial for that matter) supposed to survive traveling through gates in null sec? Maybe by bringing some friends? I'm pretty sure that's the whole idea behind a Massiv...
- by Andy Landen - at 2014.10.07 21:13:00
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74. Announcement:Dev Blog: Long-Distance Travel Changes Inbound - in EVE Information Portal [original thread]
Two questions: How is a carrier (or any other captial for that matter) supposed to survive traveling through gates in null sec? AND How is a carrier (or any other captial for that matter) supposed to survive jumping through systems without blue ...
- by Andy Landen - at 2014.10.07 14:38:00
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75. Announcement:Dev Blog: Long-Distance Travel Changes Inbound - in EVE Information Portal [original thread]
If I read that right, we are looking at wait times of 6 min, 5 min, 25 min and 2 hours with maximum segments of 5 ly forcing capitals through gates and through space which may not contain a blue station. Are we trying to kill every capital ship th...
- by Andy Landen - at 2014.10.06 05:42:00
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76. Player-led NPC constellation defense fleets - in Player Features and Ideas Discussion [original thread]
The NPC fleets would integrate into the player fleets when the respective player joins a fleet. While in a player fleet, the NPC fleet (appearing as a single entry in the fleet) would follow the primaries of the designated primary caller, provide ...
- by Andy Landen - at 2014.10.02 22:06:00
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77. Player-led NPC constellation defense fleets - in Player Features and Ideas Discussion [original thread]
Thank you, Lao. Andrew Indy wrote: Andy Landen wrote: So if you and your fleet aren't big enough to engage and you are in an inty, escape should be fairly easy. If you want bigger kills, then bring bigger fleets. Makes sense to me. Ok ...
- by Andy Landen - at 2014.09.27 11:49:00
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78. Player-led NPC constellation defense fleets - in Player Features and Ideas Discussion [original thread]
Andrew Indy wrote: So what you are saying is that this is designed to bone small roaming fleets. When a couple of Inties head over to Provi to kill some Ratters suddenly they have like 1000 TPing Angle Rats shooting them. (pretty sure a few Eli...
- by Andy Landen - at 2014.09.26 10:23:00
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79. Player-led NPC constellation defense fleets - in Player Features and Ideas Discussion [original thread]
The NPC fleets would not be used casually due to the time required to build them. Casual pve use would naturally result in NPC fleet ship losses which would have to be replaced after additional time and work. Therefore NPC fleets would likely be u...
- by Andy Landen - at 2014.09.25 00:32:00
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80. Player-led NPC constellation defense fleets - in Player Features and Ideas Discussion [original thread]
Zan Shiro wrote: Correct if wrong but you said you'd get the backing to the "enemy" of the pirate race. If living in delve obviously the blood raiders are not going to have me on their x-mss card list. Now in another npc pirate race's space......
- by Andy Landen - at 2014.09.22 21:43:00
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