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41. The Blob, it's inevitability, and why Bombs are stupid - in Player Features and Ideas Discussion [original thread]
Originally by: Jin Entres Ugh. Good idea in theory, but too problematic in practice: ò Orbiting would be the best strategy, which would bring us to the nano era again At the moment blobbing is the best strategy, we could just stop...
- by Cemial - at 2007.05.16 20:45:00
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42. Solving Focused Fire from Blobs - An alternative approach to sig-rad - in Player Features and Ideas Discussion [original thread]
Originally by: BaJaiah Edited by: BaJaiah on 16/05/2007 17:14:06 Hmm interresting idea - but wouldn't that mean that if you are surrounded and outnumbered all your targets would have 99% resist EDIT: Here I go again writing before ...
- by Cemial - at 2007.05.16 20:11:00
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43. Solving Focused Fire from Blobs - An alternative approach to sig-rad - in Player Features and Ideas Discussion [original thread]
I think there is a way to encourage a dispersed combat style, more tactical and based on outmanoeuvring your opponent rather than simply outnumbering it. Prerequisites: - Ship defences must be divided in sections: Front, Left, Right, Back. - You ...
- by Cemial - at 2007.05.16 14:20:00
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44. The Blob, it's inevitability, and why Bombs are stupid - in Player Features and Ideas Discussion [original thread]
I think there is a way to encourage a dispersed combat style, more tactical and based on outmanoeuvring your opponent rather than simply outnumbering it. Prerequisites: -Ship defences must be divided in sections: Front, Left, Right, Back. -You mu...
- by Cemial - at 2007.05.16 13:52:00
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45. Elite Battleships - in Player Features and Ideas Discussion [original thread]
Elite Battleships Specifications: Battleships with Capital weapons. Limited to 2 or 3 high slots Bonuses focused on reducing capital weapon requirements (cpu û power grid) Stronger shields in the line of HACs. Limited ability to lock targets sma...
- by Cemial - at 2007.05.10 20:25:00
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46. Sovereignty, Gate Controls and Warp Disruptors. - in Player Features and Ideas Discussion [original thread]
The following lines are quoted from " In Development " in this forum: Quote: Starbases Revisited This is a total revisit of Starbase functionality, introducing more intermediate goals up until the full conquering or destruction of that Star...
- by Cemial - at 2007.04.22 21:22:00
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47. Standing Driven Mobile Warp Disruptors - in Player Features and Ideas Discussion [original thread]
The following lines are quoted from "In Development" in this forum: Quote: Starbases Revisited This is a total revisit of Starbase functionality, introducing more intermediate goals up until the full conquering or destruction of that Starba...
- by Cemial - at 2007.04.21 21:12:00
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48. Standing Driven Mobile Warp Disruptors - in Player Features and Ideas Discussion [original thread]
I would like my mobile warp disruptors to prevent my enemies from warping at the same time it allows my corp/alliance fellows to warp freely. It would be a fair advantage for residents against aggressors. It would make it feasible to have all th...
- by Cemial - at 2007.04.19 23:37:00
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49. I want to kick you out of your ship, board it and steal it. - in Player Features and Ideas Discussion [original thread]
Originally by: Imhothar Xarodit Edited by: Imhothar Xarodit on 19/02/2007 02:00:41 Still I see one problem here: You cannot board a ship if it drops below a certain percentage of Hull. It is already implemented, I know it, I lost a My...
- by Cemial - at 2007.02.19 19:08:00
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50. I want to kick you out of your ship, board it and steal it. - in Player Features and Ideas Discussion [original thread]
What I had in mind when I suggested a 1-10% hull left for the ship to drop the pod automatically, was first that once you set your auto-eject to ON, there is no choice, if your ship runs below the damage limit you are in your pod in space and your...
- by Cemial - at 2007.02.18 22:36:00
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51. I want to kick you out of your ship, board it and steal it. - in Player Features and Ideas Discussion [original thread]
Do we want to steal other players' ships, rather than just destroy it for the salvage, and steal it with modules rigs and the name if you want? I do. How? I think the only way you should be able to steal a ship is if you beat the ship+pilot ...
- by Cemial - at 2007.02.17 09:11:00
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52. I want to kick you out of your ship, board it and steal it. - in Player Features and Ideas Discussion [original thread]
At the moment, your ship ejects your pod at the very moment it blows up. What is left behind is a wreck. I would like the ejection system to have two possible states: Auto-eject OFF : You stay with your ship right to the end, and when the ship ...
- by Cemial - at 2007.02.16 14:54:00
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53. Colourblind Mod - in Player Features and Ideas Discussion [original thread]
/signed By the way, how many subscriptors have to sign a request like this for a dev/GM to say something like "ok guys we agree with you and we are looking into it. We hope it will be released for the next client patch" ?
- by Cemial - at 2007.01.09 21:19:00
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54. In Testing / In Development / Drawingboard Sections Updated - in Player Features and Ideas Discussion [original thread]
"Ship Sub-system Targetting" What about starting with giving ships four different Shield and Armour sectors each with a share of the whole, creating a weak spot typically on the back? Front û 50% of the total Left û 20% Right û 20% Back û 10% ...
- by Cemial - at 2006.09.09 14:29:00
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55. Countering the problem of 'Focused Fire' - in Player Features and Ideas Discussion [original thread]
Originally by: Taedrin Originally by: Reiisha LOS should not be that hard to check for, if the surrounding gameplay mechanic is simple enough. It's just a vector equation, which is a linear calculation and should be very easy for t...
- by Cemial - at 2006.09.06 18:03:00
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56. Player Owned Jumpgates - in Player Features and Ideas Discussion [original thread]
At the moment we have this module, the Jump Portal Generator I, as a module to be fitted in a Capital ship: Jump Portal Generator I A piece of machinery designed to allow a capital vessel to create a bridge between systems without the use of a ...
- by Cemial - at 2006.09.05 18:38:00
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57. Player Owned Jumpgates - in Player Features and Ideas Discussion [original thread]
I think it could be a nightmare for the developers to have new jumpgates springing up all over the place, they probably wonÆt like players messing about with the layout of EVE, doing things like liking a 0.0 system with a 1.0 and such, but if you ...
- by Cemial - at 2006.09.04 21:32:00
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58. Player Owned Jumpgates - in Player Features and Ideas Discussion [original thread]
I would like to be able to build a Jumpgate, or a pair of jumpgates, to link two systems, either already linked or not, and charge some isk to the ships travelling through it. It could be useful to have them built in a deadspace pocket to increas...
- by Cemial - at 2006.09.04 11:48:00
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59. The Blob, AOE, and other silly rantings. - in Player Features and Ideas Discussion [original thread]
What about giving ships four different Shield and Armour sectors each with a share of the whole, creating a weak spot typically on the back? Front û 50% of the total Left û 20% Right û 20% Back û 10% Or a more radical approach: Front û 1000% o...
- by Cemial - at 2006.09.04 10:03:00
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60. At long last, Bloggers #20-something, Tuxford on Blobbing - in EVE General Discussion [original thread]
Your shipÆs gravity field and active sensor systems should interfere with any ship too close to you, making it slightly more difficult or even impossible for big concentrations of ships to lock a target. Make EW modules that have a spread like ar...
- by Cemial - at 2006.09.03 19:27:00
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