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1. Macro Miners. - in Player Features and Ideas Discussion [original thread]
I might have read it wrong but it seems to me that your system is designed around the miners not fighting back. Advanced botting tools have entire modules designed for combat and will readily battle any pirates that comes near them. This includes ...
- by Boshell - at 2010.05.09 21:46:00
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2. new standings system to terminate wars - in Player Features and Ideas Discussion [original thread]
This would also bring an end to people adding alts to their corps, as that would increase the work they have to do in order to get out of the war. If a 3 user corp had 9 characters in corp, their work has increased by 3x. The only way around it wo...
- by Boshell - at 2010.05.09 21:41:00
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3. CCP PLEASE Realign planets out of warp paths. It's annoying - in Player Features and Ideas Discussion [original thread]
Originally by: Aqriue Quote: Why you put a planet directly between a stargate and a station baffles me. Because you came from a direction that intersects through a planet to the station, regardless of where two celestials are plac...
- by Boshell - at 2010.05.09 11:36:00
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4. Stopping suicide Gankers - in Player Features and Ideas Discussion [original thread]
Edited by: Boshell on 09/05/2010 11:28:44 Drop insurance for CONCORD kills and make scanning put you on a 15 minute timer with the fleet/corp of the hauler you just scanned (similar to stealing from a wreck). No insurance: Will DETER (not sto...
- by Boshell - at 2010.05.09 11:28:00
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5. The ECM problem - in Player Features and Ideas Discussion [original thread]
I've always been really happy with the Falcon nerf. Every time someone points out that being perma-jammed was overpowering, folks always say "yea but your friends can kill them". That starts to remove the "skill" from fights in EVE and replace it ...
- by Boshell - at 2010.05.07 15:18:00
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6. POS (deploy for self) - in Player Features and Ideas Discussion [original thread]
Originally by: Party Scout Originally by: Da'iel Zehn I'd like to be able to deploy a POS for self rather than for corp. Also, individual faction standings for high sec deployment could be used. I have to disagree with this ...
- by Boshell - at 2010.05.07 15:08:00
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7. Start with Learning Skills at 4/3 - in Player Features and Ideas Discussion [original thread]
Originally by: Crumplecorn Originally by: Boshell lolwut? So you are saying there is no difference between A) spending 1-2 weeks doing nothing but training learning skills B) opting to lose a portion of your bonus SP to start w...
- by Boshell - at 2010.05.07 02:10:00
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8. Start with Learning Skills at 4/3 - in Player Features and Ideas Discussion [original thread]
Originally by: Crumplecorn Edited by: Crumplecorn on 07/05/2010 01:45:18 Originally by: Boshell Because sitting around learning skills that increase the rate at which you learn skills for the first week of your gameplay is so s...
- by Boshell - at 2010.05.07 01:52:00
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9. [PROPOSAL] Jump Bridge Tolls - in Player Features and Ideas Discussion [original thread]
Edited by: Boshell on 07/05/2010 01:45:58 For the option about the player using their own fuel, have it so that if the owner of the jump bridge does not forcefully incur a toll on the player, it can still be optional for the player to use thei...
- by Boshell - at 2010.05.07 01:46:00
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10. Stopping suicide Gankers - in Player Features and Ideas Discussion [original thread]
Originally by: Crumplecorn Indeed it does. CONCORD exists. Highsec exists. Time and effort gets you a reward. Lack of effort on the part of the victim gets him a loss. Working as intended. Wow. More time and effort means more reward. St...
- by Boshell - at 2010.05.07 01:40:00
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11. Start with Learning Skills at 4/3 - in Player Features and Ideas Discussion [original thread]
Originally by: Misanthra Learning skills are optional, learn them or don't. Make game appealing to new players? Lets just make life easier for new players by giving elec 5, engi 5, WU 5 and AWU 5 while we are at it. Wouldn't want a perso...
- by Boshell - at 2010.05.07 01:30:00
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12. Stopping suicide Gankers - in Player Features and Ideas Discussion [original thread]
Originally by: Crumplecorn Originally by: Party Scout Current suicide ganking allows the attacker to pick their targets at no risk (just scan them), positions your attackers at no risk (high sec after all), bring in as much firepow...
- by Boshell - at 2010.05.07 01:24:00
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13. Stopping suicide Gankers - in Player Features and Ideas Discussion [original thread]
Originally by: Party Scout Current suicide ganking allows the attacker to pick their targets at no risk (just scan them), positions your attackers at no risk (high sec after all), bring in as much firepower as you want (again, high sec, no...
- by Boshell - at 2010.05.07 01:16:00
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14. Stopping suicide Gankers - in Player Features and Ideas Discussion [original thread]
Originally by: Space Pinata Edited by: Space Pinata on 07/05/2010 00:27:15 Originally by: Boshell Make an agro system that they have to turn on for suicide ganking. Yes, I am aware the security system is in place, but hear me o...
- by Boshell - at 2010.05.07 00:54:00
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15. Stopping suicide Gankers - in Player Features and Ideas Discussion [original thread]
Make an agro system that they have to turn on for suicide ganking. Yes, I am aware the security system is in place, but hear me out. At first I thought "Why not increase the security penalty" but it dawned on me that this would defeat the purpose ...
- by Boshell - at 2010.05.07 00:22:00
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16. Start with Learning Skills at 4/3 - in Player Features and Ideas Discussion [original thread]
I've been trying desperately to get my friends into the game, but it is very difficult when I have to explain to them that their first week must be devoted to learning skills, during which character progression is simply non-existant. Needless to ...
- by Boshell - at 2010.05.07 00:10:00
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