Pages: [1] |
1. Blueprint Booklets Making Industry Easier - in Player Features and Ideas Discussion [original thread]
Carton Mantory wrote: Cant you run multiple slots now. Are you doing manufacturing from your hanger and not the cool interface CCP has already given you? You misunderstand me. What I'm talking about is the equivalent of selecting 11 blue...
- by August Guns - at 2012.03.22 13:44:00
|
2. Blueprint Booklets Making Industry Easier - in Player Features and Ideas Discussion [original thread]
tl;dr: fantastic new way of managing blueprints that allows chaining jobs and makes the server happy. I keep stumbling across the idea of "chaining" or setting up multiple industry jobs at once. I think it's a fantastic idea; but can be a bit ...
- by August Guns - at 2012.03.20 14:18:00
|
3. A Plea to CCP - Tyrannis is lacking - in Player Features and Ideas Discussion [original thread]
Tyrannis is lacking excitement. I want this upcoming expansion to contain more than what amounts of reaction chains (for those of you that have used reactions and played with PI, you know what I mean). But I want, well, more! I tell you what- c...
- by August Guns - at 2010.04.21 14:25:00
|
4. UI Improvement: Status Effect Indicators - in Player Features and Ideas Discussion [original thread]
Dear God, yes! I've been thinking that eve needs something like this for a while now. Expand the scram to a "cannot warp indicator." So if you're inside a bubble or have more points than WCS, the symbol appears. I think that being able to drag th...
- by August Guns - at 2010.02.01 15:34:00
|
5. Why aren't bomb launchers BS sized weapons? - in Player Features and Ideas Discussion [original thread]
Damage bombs have resists only of the same damage type. I hear that they can only take 3 bomb blasts as well. August Guns
- by August Guns - at 2008.08.01 04:12:00
|
6. Assault frigates MK II - in Player Features and Ideas Discussion [original thread]
The OP's idea is intriging. Personally, I would take AFs in a different direction: No anti-frigate/ceptor with good tracking, and all AF roles would be geared towards anti-support. How? Bigger weapons, much like how the Stealth Bombers work. I wo...
- by August Guns - at 2007.12.31 05:40:00
|
7. Fighter & Drone changes to reduce lag - in Player Features and Ideas Discussion [original thread]
Reduce the amount of fighters carrier can deploy to 5. Reduce the number a Mothership can deploy to 8. Multiply all fighter damages, structure, armor, shields, and all relevant values by 3. Give mothership pilots a slight damage bonus per fighter ...
- by August Guns - at 2007.10.26 00:05:00
|
8. Fighter & Drone changes to reduce lag - in Player Features and Ideas Discussion [original thread]
Reduce the amount of fighters carrier can deploy to 5. Reduce the number a Mothership can deploy to 8. Multiply all fighter damages, structure, armor, shields, and all relevant values by 3. Give mothership pilots a slight damage bonus per fighter ...
- by August Guns - at 2007.10.26 00:05:00
|
9. Yet another bounty thread - in Player Features and Ideas Discussion [original thread]
Quite the contrary- a bounty amount means that instead of killing a player (and hurting them) just once, your money will hurt them again and again and again through negating insurance payouts. Post a 1 bil bounty on someone and unless they fly cap...
- by August Guns - at 2007.08.14 15:07:00
|
10. Yet another bounty thread - in Player Features and Ideas Discussion [original thread]
I posted this in another thread, but I have modified it further, so I feel it deserves its own. Tie the bounty payout to the insurance payout value of the ship and 80% of the clone value while removing insurance payments on the bountied player ...
- by August Guns - at 2007.08.14 13:49:00
|
11. New proposal for bounty system. - in Player Features and Ideas Discussion [original thread]
80% of the clonecost would be fine with me on top of the ship payout. Heck, implants too. Why not? An additional (and interesting) twist: Bounties would negate insurance payouts up to the bounty value if both the ship and the pod were destroyed. ...
- by August Guns - at 2007.08.14 00:11:00
|
12. New proposal for bounty system. - in Player Features and Ideas Discussion [original thread]
Tie bounty amounts to the value of the ship that is destroyed, but not mods and implants. Value of the bounty payout will not exceed, say, 80% of the market value of the ship, and will require someone to kill the player's ship and the pilot within...
- by August Guns - at 2007.08.13 22:05:00
|
Pages: [1] |
First page | Previous page | Next page | Last page |