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1. Odyssey: The Big Lie - Let's bring back exploration in exploration. - in Player Features and Ideas Discussion [original thread]
CCP Bayesian wrote: Cailais, that's the sort of thing I mean. By more dynamic I also mean how the Universe works should be more dynamic, rather than static mission data we should allow for some procedural variation, likewise exploration and oth...
- by Cailais - at 2013.05.31 15:42:00
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2. Odyssey: The Big Lie - Let's bring back exploration in exploration. - in Player Features and Ideas Discussion [original thread]
CCP Bayesian wrote: This can only really happen if the universe is reasonably dynamic and more unpredictable. Probably the best way of doing that is giving players the tools to shape the universe and making the universe itself more dynamic. ...
- by Cailais - at 2013.05.24 15:53:00
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3. Planetary Interaction 2.0 - (Cities, tax, terraforming and beyond) - in Player Features and Ideas Discussion [original thread]
I think this is a quite interesting topic, but it does need to link into DUST 514 to make it truly meaningful. I would suggest that this could be achieved relatively simply - Each planet has a given population figure. Each player with operati...
- by Cailais - at 2012.12.05 17:31:00
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4. Sticky:Combat frigate changes for Inferno - in Player Features and Ideas Discussion [original thread]
CCP Ytterbium wrote: Split and re-purpose frigates into Combat , Attack , Bombardment and Support roles (includes revamping mining frigates into this) In this topic we will focus on Combat frigate rebalancing, which affects: T...
- by Cailais - at 2012.04.23 14:31:00
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5. Captains Quarters... ideas, suggestions and enhancements - in Player Features and Ideas Discussion [original thread]
Add a doorknob. C.
- by Cailais - at 2012.04.20 13:26:00
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6. POS's Flogging the Dead Horse - in Player Features and Ideas Discussion [original thread]
Kitt JT wrote: Well that blue tag up there ^^^^^^ seems to be a good thing. But yeah. Please do this. I also would like to know how the shields would work Or if there WOULD be a shield. It was a good thing 5 years ago. Nothing happened. C.
- by Cailais - at 2012.03.03 18:38:00
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7. Planetary Interaction 2.0 - (Cities, tax, terraforming and beyond) - in Player Features and Ideas Discussion [original thread]
There are some interesting ideas here. What I would hope to see is that your 'civilian population', or work force determines the efficiency of your PI processes. In turn the political system, civilian structures and so forth determines to what ex...
- by Cailais - at 2011.11.09 11:11:00
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8. How to improve a nomadic lifestyle - in Player Features and Ideas Discussion [original thread]
Lakshmii wrote: Quote: allow T3 subsystems to be changed in space -> one ship can cover several roles (one at a time), this is possible for station nomads already I really like this, but surely there should be some great penalty for doi...
- by Cailais - at 2011.11.07 00:29:00
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9. Nullsec design goals feedback: Territory and conquest - in Player Features and Ideas Discussion [original thread]
Of course we haven't mentioned the 'nuclear option yet': remove sovereignty in its entirety. This would mean that POS stations and moon mining might need to be reviewed (or we go back to the POS ping pong of old). One advantage would be that any...
- by Cailais - at 2011.08.23 22:12:00
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10. Nullsec design goals feedback: Smallholding - in Player Features and Ideas Discussion [original thread]
Originally by: Newt Rondanse Originally by: catinboots Originally by: Blatanicus Alticus I don't see how you can do this without it being seen as a major threat to security. They will be used as fuel stations run by cyno al...
- by Cailais - at 2011.08.23 13:37:00
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11. Nullsec design goals feedback: Home - in Player Features and Ideas Discussion [original thread]
I'm not sure you can create a sense of 'home' through mechanics. The idea of 'home' is more of a field than a point - for example for most of us our 'home' consists of our house or flat and then expands out to comprise our local area (neighbourho...
- by Cailais - at 2011.08.23 13:01:00
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12. Nullsec design goals feedback: Smallholding - in Player Features and Ideas Discussion [original thread]
Originally by: Zey Nadar Edited by: Zey Nadar on 23/08/2011 05:59:49 Originally by: Cailais Have you considered tying in the concept of 'small holdings' with that of 'influence (a term I prefer over 'sovereignty')? By this I ...
- by Cailais - at 2011.08.23 09:38:00
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13. Nullsec design goals feedback: Smallholding - in Player Features and Ideas Discussion [original thread]
Originally by: CCP Greyscale Originally by: Holy One You could really look in to creating some kind of symbiosis between 'homesteaders' and 'sov' holders. If you conceptualize nullsec as a kind of psuedo-fuedal enterprise then 'tra...
- by Cailais - at 2011.08.22 23:19:00
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14. Nullsec design goals feedback: Exploration - in Player Features and Ideas Discussion [original thread]
Edited by: Cailais on 22/08/2011 23:05:00 Originally by: CCP Greyscale Originally by: Cailais Im not sure why there's a distinction between 'within 5 AU and 10 AU) of a celestial? Do players really feel they are in 'deep space'...
- by Cailais - at 2011.08.22 23:03:00
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15. Nullsec design goals feedback: Intel - in Player Features and Ideas Discussion [original thread]
Originally by: CCP Greyscale Originally by: Razin Originally by: CCP Greyscale You guys all saw the post where I said we'd likely deal with local before addressing the rest of this stuff, right? Thing is most of us here...
- by Cailais - at 2011.08.22 19:26:00
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16. Nullsec design goals feedback: Exploration - in Player Features and Ideas Discussion [original thread]
Im not sure why there's a distinction between 'within 5 AU and 10 AU) of a celestial? Do players really feel they are in 'deep space' 10AU away from a planet?? I'd suggest not but I could be mistaken. Deep space, in my view, would be an absence o...
- by Cailais - at 2011.08.19 15:51:00
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17. Nullsec design goals feedback: Intel - in Player Features and Ideas Discussion [original thread]
Originally by: CCP Greyscale I guess maybe we're just coming at this from very different angles. From my point of view, local and the whole "who's in this system with me right now " thing are a pretty small part of the overall picture as ...
- by Cailais - at 2011.08.19 15:36:00
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18. Nullsec design goals feedback: Intel - in Player Features and Ideas Discussion [original thread]
I wrote up a short blog post on the problems around tactical intelligence and 'situational awareness' ( here ). Intelligence generally scales (and degrades) over time. A scout in a system will provide short lifed information (hostile at planet). ...
- by Cailais - at 2011.08.17 14:25:00
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19. Nullsec design goals feedback: Industry - in Player Features and Ideas Discussion [original thread]
I think T2 production is too well embedded into the psyche of Empire to be easily clawed back to Null Sec. However you do have an opportunity with respect to what might be needed to be manufactured through and for DUST514. If the flow of ships ...
- by Cailais - at 2011.08.17 00:10:00
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20. Nullsec design goals feedback: Territory and conquest - in Player Features and Ideas Discussion [original thread]
I think if you are looking at 'descriptive ownership' you should consider that 'ownership' need not be an absolute. For example rather than describe System X as owned by Y (with a HP beacon or similar) the boundaries of ownership might be blurred....
- by Cailais - at 2011.08.15 21:38:00
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