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21. LONG range artilery/bombing - Big Blob Killer (idea/suggestion) - in Player Features and Ideas Discussion [original thread]
It would seem to me that one of the issues here is how to detect the artillery ship if it is hundreds of km away. One idea could be that when the artillery ship opens fire they appear on the your overview and then fade away. This would give a prom...
- by Carmizan - at 2008.04.30 10:17:00
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22. Missiles Rework - in Player Features and Ideas Discussion [original thread]
Edited by: Carmizan on 30/04/2008 07:38:05 Missiles are already split into Long range and short range. Long range are called missiles either standard, heavy, or cruise Short range anr assault missiles called standard, heavy ot torps. There a...
- by Carmizan - at 2008.04.30 07:37:00
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23. End podding!!! - in Player Features and Ideas Discussion [original thread]
I have to agree with jinx on this point. Not only is pod killing a painful experience isk wise but in a war situation it can also be a logistical nightmare as well. Plenty of times i and my corp have been saved in a war by podding the enemy and th...
- by Carmizan - at 2008.04.30 07:25:00
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24. Landing at stations - in Player Features and Ideas Discussion [original thread]
I believe that this is going to be introduced as an option on abulation (walking in station) at least leaving the station if not docking
- by Carmizan - at 2008.01.04 13:19:00
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25. Tech II Destroyer: Heavy Bomber - in Player Features and Ideas Discussion [original thread]
Originally by: Valharu Give a Bomber Destroyer the same bonus that a Stealth Bombers has but switch out the Cruise missils for Torpedos. Sinking 3 Rage Torps into a Capitol ships is nice and it is still very useful vs Battleships. I don'...
- by Carmizan - at 2007.08.31 07:05:00
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26. Tech II Destroyer: Heavy Bomber - in Player Features and Ideas Discussion [original thread]
Yeah I like this idea, but may I take this down a different route. Everyone seems to be going down about the tanking ability of the ship, why not increase the speed of the ships. Then the tanking ability would not be required. This would make th...
- by Carmizan - at 2007.08.30 11:52:00
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27. An Idea for a new ship - in Player Features and Ideas Discussion [original thread]
This ship would be a Container Ship. stats as follows. No slots Speed Tier 1 No containers 500 m/sWith containers 145 m/s Tier 2 No containers 450 m/sWith containers 123 m/s Signature Radius Tier 1 50m as containers added signature radius inc...
- by Carmizan - at 2007.07.06 19:27:00
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28. Strip miner cycle - in Player Features and Ideas Discussion [original thread]
signed great ideas, they all make perfect sense which unfortunatly will probably mean we will not get it
- by Carmizan - at 2006.12.07 07:58:00
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29. Simple and balanced mechanics for 0.0 alliance space security. - in Player Features and Ideas Discussion [original thread]
Why ship? Why not have speacial sentry guns that the alliance can build, but can only install 1 at each gate/ station at a time (for example 1/month)to a maxium of say eight ( or what every is the maxium in 0.8 space). They can be based on the l...
- by Carmizan - at 2006.09.18 13:47:00
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30. A new weapon idea - in Player Features and Ideas Discussion [original thread]
I have read ideas on the forum for things like cluster missiles to help battleships take out smaller ships such as frigates. When I have been in a PVP situation I have found that Frigates are not the problem, its drones and missiles. Now I am no...
- by Carmizan - at 2006.08.25 10:15:00
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31. Single Player Owned Small Structures - in Player Features and Ideas Discussion [original thread]
Small Structures LOVE IT. As a CEO of a small corp we are finding it annoying that CCP have effectively priced POS's out of the reach of small and medium sized corps. A small structure would be ideal. After all we are not asking to mine moons or ...
- by Carmizan - at 2006.07.27 18:34:00
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32. Defender missiles randomly used, role bonus for interdictors? - in Player Features and Ideas Discussion [original thread]
I agree a good idea, but to make defender really useful you might want to consider a bonus on rate of fire rather than speed after all most of the time I have use defenders it not the speed of the missile that has caused the problem it's the numbe...
- by Carmizan - at 2006.07.24 07:08:00
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33. Mobile Refining Ring? - in Player Features and Ideas Discussion [original thread]
Please note that there some areas of empire space that is unviable to mine due to the fact that you have to jump 2 or 3 time to get to a station and there sec rating is to high to put a POS in, therefore while I agree that it can not be too cheap ...
- by Carmizan - at 2006.07.24 07:01:00
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34. Mobile Refining Ring? - in Player Features and Ideas Discussion [original thread]
If you are going to have a ship refining ore in space, then you might as well have a speacial ship to do the job as you do in mining barges. This ship could sit within 1500metres of the barges os at a safe spot and refine the ore as you mine. Leav...
- by Carmizan - at 2006.07.21 07:11:00
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