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1. Wrecks and gameplay effects. - in Player Features and Ideas Discussion [original thread]
Might it be interesting if a shipwreck (both from a player and from an npc) has a chance of being surrounded by an effect that surrounds it's immediate area, or even a larger area, depending on the effect? For instance, let's say a frigate explod...
- by Aynen - at 2014.05.01 14:14:00
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2. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
Decoy. Redeployable structure that looks exactly like a mobile depot but when it is looted or destroyed it flags the looter/destroyer as suspect, and can be shot by you without concord intervening.
- by Aynen - at 2013.11.14 11:54:00
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3. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
Mobile spidermining nexus. Deploy inside an ore belt and over time (much slower than a Hulk would) it mines the ores within range and stores the ore in it's cargo bay. Can be destroyed by anyone even in highsec within getting concorded, after whic...
- by Aynen - at 2013.11.14 11:52:00
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4. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
A mobile structure that can either remotely increase your targeting range (gallente version), remotely increase your targetting strength (caldari version), remotely enhance your tracking speed (minmatar version), or remotely transfer cap to you (a...
- by Aynen - at 2013.11.14 02:51:00
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5. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
How about a mobile space structure that allows you to circumvent the fee from using someone else's planetary customs offices? It would have to be placed within 100km of the customs office and the owner of the office gets a report that smuggling ha...
- by Aynen - at 2013.11.14 02:34:00
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6. Low population null-sec idea. - in Player Features and Ideas Discussion [original thread]
Originally by: Robert Caldera I dont think we need such rules or limitations at all. 0.0 is for being governed by people blobs named alliances, where always a bigger/stronger one wins. The idea isn't for all this to happen instead of th...
- by Aynen - at 2010.03.08 18:04:00
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7. Low population null-sec idea. - in Player Features and Ideas Discussion [original thread]
Originally by: Robert Caldera Originally by: David Grogan and your idea wouldnt work as large alliances would form smaller branches of their alliances to take those systems this! Its not a problem of the ruleset, its rather a...
- by Aynen - at 2010.03.08 17:08:00
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8. Low population null-sec idea. - in Player Features and Ideas Discussion [original thread]
Originally by: Jint Hikaru So what happens to your alliance mate who is number 6 in the queue to log in?????? Does he have to wait until one of the five log off? Sure sucks to be him. There are ways around this, he might be able to ...
- by Aynen - at 2010.03.08 13:46:00
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9. Low population null-sec idea. - in Player Features and Ideas Discussion [original thread]
Originally by: David Grogan wall of text and your idea wouldnt work as large alliances would form smaller branches of their alliances to take those systems That they have to create smaller branches is kind of the whole point, it puts ...
- by Aynen - at 2010.03.08 12:50:00
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10. Low population null-sec idea. - in Player Features and Ideas Discussion [original thread]
I've been thinking about ways of getting smaller corporations into 0.0 and one problem that is very hard to get around is that the existing 'powers that be' in 0.0 are so large that smaller corps simply could never compete with them, and therefor ...
- by Aynen - at 2010.03.08 11:53:00
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11. Combat Rescue Cruiser. - in Player Features and Ideas Discussion [original thread]
Perhaps the original ship concept needs an addition: very much like a gang module would, this ship gives pods extra armor or shields which gives them more time to be either rescued or to warp out. It only extends this bonus to ships in it's fleet,...
- by Aynen - at 2009.03.05 20:02:00
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12. Combat Rescue Cruiser. - in Player Features and Ideas Discussion [original thread]
Ok, if you can't have players dock inside other player's ships, then the only way the Rescue Cruiser would be usefull is if instead of docking into it, you'd dock at the nearest jumpclone location you have. And that might not really be that good a...
- by Aynen - at 2009.03.04 23:21:00
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13. Combat Rescue Cruiser. - in Player Features and Ideas Discussion [original thread]
Originally by: Sir Substance what is the point of this? it servers no use in combat. the pod can warp off a lot faster then it can be targeted and tractored into the cargo bay, and why would you want to anyway? seems to me, OP wants a wa...
- by Aynen - at 2009.03.04 11:42:00
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14. Combat Rescue Cruiser. - in Player Features and Ideas Discussion [original thread]
Originally by: Jin Labarre I like the concept. However, I think it would have to be restricted. Like that you can only pull in pods from your own corp and only if the player has selected "Allow combat search and rescue" in his settings. O...
- by Aynen - at 2009.03.04 11:32:00
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15. Combat Rescue Cruiser. - in Player Features and Ideas Discussion [original thread]
I was thinking, a cloakable cruiser that could use tractor-beams to drag friendly pods to it's bay and then cloak up again in the middle of a combat scenario could be very usefull. Warp Scramblers don't affect tractor beams or docking, so it'd be ...
- by Aynen - at 2009.03.04 10:31:00
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16. Make Motherships not mega-overpriced! - in Player Features and Ideas Discussion [original thread]
Originally by: ByFstugan Well, I doubt that would be implanted, it's however another topic than I started here. I still wanna know more about if ppl think Motherships is priced to high in todays version of EVE (masses of dictors and ...
- by Aynen - at 2009.02.28 14:09:00
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17. Make Motherships not mega-overpriced! - in Player Features and Ideas Discussion [original thread]
Originally by: ByFstugan Originally by: Aynen If you look at what carriers are usefull for in real life it leads to an interesting idea... In real life carriers are used to increase the strike range of smaller craft. If the Eve un...
- by Aynen - at 2009.02.26 20:58:00
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18. Make Motherships not mega-overpriced! - in Player Features and Ideas Discussion [original thread]
If you look at what carriers are usefull for in real life it leads to an interesting idea... In real life carriers are used to increase the strike range of smaller craft. If the Eve universe would be expanded again this opens up an interesting ne...
- by Aynen - at 2009.02.26 12:40:00
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19. Arch-type player roles. - in Player Features and Ideas Discussion [original thread]
Originally by: Reven Cordelle Originally by: Aynen While some players would indeed assign such roles by themselves, I don't think the vast majority does so. And if the game would do it for them, would it not be a stimulus for inte...
- by Aynen - at 2009.02.26 12:11:00
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20. Something that stays - in Player Features and Ideas Discussion [original thread]
I see what you're saying Cucac, and I agree. It has nothing to do with 'don't fly what you can't afford to lose'. I think it would be a great stimulus to getting people out there if there was something they where building on other than their skill...
- by Aynen - at 2009.02.26 12:03:00
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