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1. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
Here's a meta idea , instead of having this, the general chaos of the Features & Ideas forum and the clearly ignored list of frequently proposed ideas, how about making this easier for everyone and build a web page that users can submit an ...
- by Atata Kaiko - at 2012.09.25 16:42:00
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2. If EVE were real, how would local work? - in Player Features and Ideas Discussion [original thread]
I was reading through the commonly proposed ideas page and started to think how local would even work as it is, if EVE were real? If local were a short-range communication band that works in-system only, then okay, but then why would everyone just...
- by Atata Kaiko - at 2012.09.25 16:11:00
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3. Stealth Carrier - in Player Features and Ideas Discussion [original thread]
Emperor Salazar wrote: Mechael wrote: You just need friends. Applies to a good chunk of Eve players. Zing! I also took part in the ops that basically handed Delve to your alliance, so don't go around casually cutting other players down.
- by Atata Kaiko - at 2012.09.25 15:08:00
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4. Stealth Carrier - in Player Features and Ideas Discussion [original thread]
Bobo Cindekela wrote: assigned fighters from a offgrid cloaked carrier? no thanks. your admission that you don't have more than 1 account would explain how you wouldn't instantly be able to comprehend the outcome of what you are suggesting fo...
- by Atata Kaiko - at 2012.09.25 15:04:00
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5. Stealth Carrier - in Player Features and Ideas Discussion [original thread]
Nikk Narrel wrote: Being cloaked limits the risk, while very effectively boosting DPS of others.[\quote] While wasting an account to sit there in a billion-plus ISK ship. [quote=Nikk Narrel]You should have the drones be totally useless while yo...
- by Atata Kaiko - at 2012.09.25 15:00:00
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6. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
This would be a HUGE change but change the %damage mods to reflect how much damage get's through instead of dissipated into space, except that the percentages are cumulative against the total (not what gets through each layer). For example, if my...
- by Atata Kaiko - at 2012.08.17 18:53:00
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7. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
Drone Repair Bay (Small, Medium, Large and Capital); repairs like-sized (in the case of Capital, Fighters and Fighter-Bombers) or smaller drones while docked with the ship and the module is active. This would also require that the armor and hull d...
- by Atata Kaiko - at 2012.08.17 17:47:00
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8. Stealth Carrier - in Player Features and Ideas Discussion [original thread]
Love my Chimera, but unlike many who can fly one, I don't have a cyno alt and can't afford to float a second account for one. It would be nice to have something that can travel on it's own, something like a true mini-carrier. But then I got thinki...
- by Atata Kaiko - at 2012.07.03 22:28:00
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9. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
Singularity bomb: Smart bomb that leaches momentum from all surrounding ships (area effect webbing) by creating a momentary singularity. All ships in range instantly loose 75% of their speed when hit.
- by Atata Kaiko - at 2012.07.03 19:09:00
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10. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
Make defender missile capable of targeting bombs; as it is, no one uses them, this might make them more useful. Jump bombs: Think EMP for jump drives and gates; this temporarily renders a ship or gate incapable of jumping (e.g., leaving). This in...
- by Atata Kaiko - at 2012.07.03 19:04:00
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11. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
One-shot Cyno Drones; like sentry drones they stay where you drop them, and after a random 30~60 seconds generate a cyno. If multiple cyno drones are within range of each other (~20km), only one cyno will be generated at a time -- the other drones...
- by Atata Kaiko - at 2012.06.29 21:24:00
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12. Ship roll - in Player Features and Ideas Discussion [original thread]
Big ships probably shouldn't roll as much when turning -- if at all. The speed at which they do implies agility beyond their real capability.
- by Atata Kaiko - at 2012.03.14 01:34:00
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13. "Heavy" Afterburners - in Player Features and Ideas Discussion [original thread]
Purpose -- sniper kites. "Heavy Afterburners (HABs) are designed to fill the niche between standard afterburners and microwarpdrives, as well as to provide useful alternatives for destroyers and battlecruisers. HABs provide greater acceleration t...
- by Atata Kaiko - at 2012.03.09 20:03:00
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14. WTS 5.8 MSP Minmatar Combat Pilot - in Character Bazaar [original thread]
Originally by: DevilDog11101775 Originally by: Ollora Denebe Originally by: DevilDog11101775 1.9 bil B/O Buyout of 1.9 bil accepted. I'll be online for a few hours today and will watch for the ISK. Upon receipt of 1.9 bi...
- by Atata Kaiko - at 2011.08.31 19:52:00
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15. WTA 24.2 mil SP Industry/Trade/PI/Hulk/Mackinaw/Providence pilot - in Character Bazaar [original thread]
friendly bump
- by Atata Kaiko - at 2010.09.29 18:24:00
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16. WTA -- Hulk/Mackinaw pilot - in Character Bazaar [original thread]
bump
- by Atata Kaiko - at 2010.09.22 17:52:00
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17. WTA 24.2 mil SP Industry/Trade/PI/Hulk/Mackinaw/Providence pilot - in Character Bazaar [original thread]
to the top
- by Atata Kaiko - at 2010.09.22 17:49:00
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18. WTA 24.2 mil SP Industry/Trade/PI/Hulk/Mackinaw/Providence pilot - in Character Bazaar [original thread]
good toon, bump
- by Atata Kaiko - at 2010.09.21 03:39:00
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19. Gate amplifiers - in Player Features and Ideas Discussion [original thread]
Originally by: ddred A specific type of ship that retains momentum and increases gate range? One: I don't see how such a thing would increase the range of a gate. You're either at the gate or you're not. Two: Retaining momentum, kinda alre...
- by Atata Kaiko - at 2010.03.15 20:39:00
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20. Gate amplifiers - in Player Features and Ideas Discussion [original thread]
Provide a low-slot module (for everyone) and a high slot variant (for a specific class of ship) where a) the ranges on BOTH side of the gates are increased and b) a percentage of your momentum is retained. For example, a Basic Warp Amplifier coul...
- by Atata Kaiko - at 2010.03.15 19:48:00
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