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1. Medium Assault Ships/Destroyers (MESs/MADs) - in Player Features and Ideas Discussion [original thread]
I would love an assault destroyer. Bella
- by Bellatrix VanFeldt - at 2007.02.02 04:51:00
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2. NOS Fix: Stacking - in Player Features and Ideas Discussion [original thread]
Pluses: Minuses: Doesn't address issue of BS vs. frigate really. Heavy stacking penalties are good against smaller ships but leave NOS underpowered same size of larger.
- by Bellatrix VanFeldt - at 2007.02.01 05:35:00
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3. NOS Fix: Sig radius - in Player Features and Ideas Discussion [original thread]
Pluses: This is an explicit nerf of the large NOS vs. frigate scenario. It doesn't affect balance between similar sizes of ships.
- by Bellatrix VanFeldt - at 2007.02.01 05:30:00
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4. NOS Fix: Heavy NOS, short range - in Player Features and Ideas Discussion [original thread]
Pluses: This is somewhat similar to the current warp jammer balancing which players seem to feel is a fair tradeoff. Allows faster ships to avoid being uber-nossed while allowing them to drain a usable amount of power from a larger ship. Gives a r...
- by Bellatrix VanFeldt - at 2007.02.01 05:28:00
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5. NOS Fix: Cap hardeners - in Player Features and Ideas Discussion [original thread]
Originally by: Reggie Stoneloader Why high slot modules? If I'm going to use a high slot for handling enemy nos, I'll just use a nos. How about a nos feedback module that comes in three sizes, occupies a high slot and prevents you from be...
- by Bellatrix VanFeldt - at 2007.02.01 05:00:00
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6. T2/Faction/Officer Icons - in Player Features and Ideas Discussion [original thread]
I like it. Bella
- by Bellatrix VanFeldt - at 2007.01.31 18:20:00
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7. NOS Fix: Sig radius - in Player Features and Ideas Discussion [original thread]
Edited by: Bellatrix VanFeldt on 31/01/2007 18:06:46 Make NOS amoutn vary by sig radius. This limits the amount of cap drained explicitly based on the size of the target ship. edit: I posted several threads on this to try and gauge the intere...
- by Bellatrix VanFeldt - at 2007.01.31 18:07:00
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8. NOS Fix: Stacking - in Player Features and Ideas Discussion [original thread]
Edited by: Bellatrix VanFeldt on 31/01/2007 18:07:03 Reduce the amount of cap drained depending upon the number of NOS affecting the target ship. The problem with this is that three or four heavy NOS can still entirely shut down a cruiser or i...
- by Bellatrix VanFeldt - at 2007.01.31 18:02:00
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9. NOS Fix: Tracking - in Player Features and Ideas Discussion [original thread]
Edited by: Bellatrix VanFeldt on 31/01/2007 18:07:39 Give NOS tracking so that smaller ships can get underneath it. edit: I posted several threads on this to try and gauge the interest in each of the solutions by thread read and response coun...
- by Bellatrix VanFeldt - at 2007.01.31 18:00:00
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10. NOS Fix: Heavy NOS, short range - in Player Features and Ideas Discussion [original thread]
Edited by: Bellatrix VanFeldt on 31/01/2007 18:07:22 Make the range on Heavy NOS 6KM, med nos 12KM, and light nos 24KM. Battleships could mount heavy NOS if they wanted to fuel their tank vs. another battleship, med NOS if they wanted to shut ...
- by Bellatrix VanFeldt - at 2007.01.31 17:59:00
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11. NOS Fix: Cap hardeners - in Player Features and Ideas Discussion [original thread]
Add a cap resist stat that reduces NOS drain. Give active and passive high slot modules to increase cap resists. Amarr ships would have the best cap resists.
- by Bellatrix VanFeldt - at 2007.01.31 17:57:00
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12. Top 10 List Revelations and beyond - in Player Features and Ideas Discussion [original thread]
Edited by: Bellatrix VanFeldt on 30/01/2007 23:04:36 1) Drone Bugs. Drones stop chasing their assigned target. Drones get stuck on each other and fail to return. Drones return slowly. Drones aggro entire rooms. 2) Lag 3) Make containers more v...
- by Bellatrix VanFeldt - at 2007.01.30 23:02:00
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13. Once again, drones - in Player Features and Ideas Discussion [original thread]
Add a "Drone Attack Settings" similar to overview settings which can be saved and loaded. Settings could be applied to a group of drones and the setting will stay with the group. There would be a set of standard setups such as "Boost Friendlies", ...
- by Bellatrix VanFeldt - at 2007.01.21 21:38:00
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14. Cap resists/cap hardeners - in Player Features and Ideas Discussion [original thread]
I suggest adding a "Cap resistance" that would affect the amount of cap drained or neutralized by cap weapons. In addition, add cap hardeners: low-slot passive 30% and mid-slot active 50%. No need to nerf NOS, just add an effective counter. Give t...
- by Bellatrix VanFeldt - at 2006.11.27 21:48:00
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15. Remote Drone Repairer - in Player Features and Ideas Discussion [original thread]
We just need a Micro Remote Armor Repairer that can be fit to a frigate. IMHO all the remote repair ranges need to be massively increased as well but I've never noticed a range problem repairing drones orbiting me. Bella
- by Bellatrix VanFeldt - at 2006.11.27 21:27:00
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16. A Slight UI modification [Module Active/Inactive Info] - in Player Features and Ideas Discussion [original thread]
An active module would have a border that ticks down from 100% to 0% coverage (or up from 0 to 100%). Somewhere on the background there is a symbol to signify the activity of the module. | Bar (stop): manual trigger, not running || Two bars (pa...
- by Bellatrix VanFeldt - at 2006.11.22 14:33:00
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17. Character Sold Indicator - in Player Features and Ideas Discussion [original thread]
Make it so!
- by Bellatrix VanFeldt - at 2006.11.18 14:59:00
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18. Experience for ships - in Player Features and Ideas Discussion [original thread]
This might be an alternative for skill training. While you are in a particular ship your skill for it trains simultaneously with your selected ship, so if you are always flying domonix your gallente battleship skill trains while you are out in spa...
- by Bellatrix VanFeldt - at 2006.11.18 14:55:00
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19. Extend combat by extending remote repair range - in Player Features and Ideas Discussion [original thread]
Originally by: Sarah Meiskin ...the proposed changes would make logistical Ships focused on RAR's and RSB's obsolete... But, if everyone can repair so well, then it'll take away any need for Logistical ships at all :( I don't think it ...
- by Bellatrix VanFeldt - at 2006.11.17 19:07:00
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20. Extend combat by extending remote repair range - in Player Features and Ideas Discussion [original thread]
Originally by: Sarah Meiskin Edited by: Sarah Meiskin on 17/11/2006 18:40:03 What about the logistics ships? Already with an Exequorer I can repair people around 32k away from me, that's pretty far. With the changes you're suggesting, ...
- by Bellatrix VanFeldt - at 2006.11.17 18:45:00
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