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1. Double Wrapped Contract Discussion. (Serious Discussion.) - in Player Features and Ideas Discussion [original thread]
As much as I enjoy watching Gankbears cry, and while I have been guilty of double wrapping Carbon and sending an alt afk through trade routes in a hauler with it until someone takes the bait. I feel that Double Wrapping should be fixed, I don't co...
- by Bimmerman - at 2014.08.28 15:19:00
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2. Ship model changing and naming - in Player Features and Ideas Discussion [original thread]
Speaking strictly of ship models and not stats or bonuses I could see the old models of ships being introduced as BPCs available via exploration missions (thinking abandoned shipyards) or LP rewards or something. Or if if they don't want to create...
- by Bimmerman - at 2014.08.25 18:45:00
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3. New Ship Idea: Sub Capital Carrier(can enter Empire) - in Player Features and Ideas Discussion [original thread]
Did we forget the days when Drone Interfacing gave +1 drone per level and drone ships also got +1 per level of their ship skill where Vexors and Dominixs could field 15 Medium / Heavy drones at a time. Remember the lag that **** used to cause, gra...
- by Bimmerman - at 2014.08.25 12:48:00
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4. Asteroid Belt Changes, Mining and a Minigame - in Player Features and Ideas Discussion [original thread]
Asteroid Belts - Reduce Clutter while Keeping Spread - Possibly remove Ore Variants What I would like to see done to belts is greatly reduce the amount of asteroids in the belts, increase the amount contained in remaining asteroids (same overa...
- by Bimmerman - at 2014.04.03 19:56:00
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5. A Rumor - in Player Features and Ideas Discussion [original thread]
Daichi Yamato wrote: elise densi wrote: landring a super or a titan on a planet would couse severe lag and other issues think about the shadow effects and probably a landing sequence visual future stuff perhaps titans are supposed to be ...
- by Bimmerman - at 2014.04.02 18:35:00
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6. Ideas for new missions - in Player Features and Ideas Discussion [original thread]
I would think any new missions they would make should finally start implementing the second half of the NPC AI changes and making missions contain fewer but more powerful and better setup so its more akin to PvP (or at least closer than it is now)...
- by Bimmerman - at 2014.04.02 18:26:00
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7. Mining needs a change, it's to boring - in Player Features and Ideas Discussion [original thread]
Make it like mining in Space Engineers, drills on the front and mining by taking manual control of the ship and smashing it into an asteroid, allow damage to the ship if you aren't cautious. Smash into the asteroids carefully.
- by Bimmerman - at 2014.03.29 16:28:00
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8. Tiericide - Blockade Runner and Deep Space Transport - in Player Features and Ideas Discussion [original thread]
For DST's how about them getting a cargo hold of about 75-100k base but not allowing them to fit hull modifications (cargo expanders, inertia stabs, bulkheads, nanos) so it will allow them to fit tank or stabs and adjusting their slots accordingly...
- by Bimmerman - at 2014.03.27 17:39:00
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9. Freighter Slots and the In between hauler. - in Player Features and Ideas Discussion [original thread]
If CCP ever does implement a type of Cargo Transport that sits in between Industrials and Freighters I hope they make some changes to the Orca to make it more of an operations support platform and less of a skill intensive hauler. Could lower the ...
- by Bimmerman - at 2014.03.27 16:23:00
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10. [@CCP t0rfifrans] Let's do another thing with a Jovian module - in Player Features and Ideas Discussion [original thread]
Do people no longer remember t0mb? He was a Jovian, they're pretty ugly.
- by Bimmerman - at 2014.03.27 15:50:00
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11. Freighter Slots and the In between hauler. - in Player Features and Ideas Discussion [original thread]
The base align did seem a tad too low for me too but I figured see what others have to say. No idea where you pulled the 500k m3 at cruiser align speeds from. 2x Expander2's gives you about 320k while 1 FOU and Expander2 gives you over 600k but pu...
- by Bimmerman - at 2014.03.26 17:17:00
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12. Freighter Slots and the In between hauler. - in Player Features and Ideas Discussion [original thread]
I've seen a lot of threads about freighters and slots as well as a request for a hauler in between industrials and Freighters (not counting the Orca). I came up with an idea that hopefully covers both a middle class hauler and giving freighter slo...
- by Bimmerman - at 2014.03.26 16:28:00
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13. Add neut range rigs - in Player Features and Ideas Discussion [original thread]
While a neut range for things like the arbitrator would be nice (though I think it should have it as a skill related bonus) I think things would get a little silly on the Curse as well as the Sentinel
- by Bimmerman - at 2014.03.10 13:07:00
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14. Fix to make Deep Space Transports viable - in Player Features and Ideas Discussion [original thread]
Aside from making them warp immune, if they're designed for deep space transport in hostile territory, let them jump to Blops cynos. I may or may not be serious about that.
- by Bimmerman - at 2014.03.08 17:59:00
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15. Typhoon new Model - in Player Features and Ideas Discussion [original thread]
No! Don't you touch my Typhoon. The scorpion was the first victim and now with the crucifier being the latest it feels they are trying to remove the asymmetry from a lot of these ships. There is nothing wrong with the typhoon it's an old matar war...
- by Bimmerman - at 2014.02.19 19:48:00
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16. Planetary, Lunar, and Station Orbits - in Player Features and Ideas Discussion [original thread]
+1 For people having to use their 'tactical prowess' again instead of having to warp down the checklist.
- by Bimmerman - at 2013.10.30 13:25:00
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17. Slight change to how Station containers are viewed - in Player Features and Ideas Discussion [original thread]
+1 But I would ask for an option to apply it to all containers. "Only show containers in drop down menu" or something
- by Bimmerman - at 2013.10.29 18:24:00
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18. Tech 3 Industrials - in Player Features and Ideas Discussion [original thread]
I would hope there would be a limit to how many strip miners you could put on this thing and that there would be cargo limitations. If not I could see 6/6/4 layout with 6 strip miners being a bit silly and way to safe.
- by Bimmerman - at 2013.10.29 17:57:00
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19. Why so omnipotent, CONCORD? - in Player Features and Ideas Discussion [original thread]
It used to be possible to survive concord a long time ago before RR would get their attention. Then some corps would set up a disco apoc at a gate and just smartbomb everything coming through indefinitely or until they got bored. This probably had...
- by Bimmerman - at 2013.10.28 18:49:00
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20. Grav Sites - in Player Features and Ideas Discussion [original thread]
How about instead of all grav sites automatically popping up and allowing anyone to warp to them without the effort of scanning them down, how about you break them down into 3 categories Asteroid Belts: Veldspar / Scordite / Plagioclase ( Trit / ...
- by Bimmerman - at 2013.10.23 19:52:00
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