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1. closed - in Timecode Bazaar [original thread]
sent
- by Charlie Chambers - at 2009.01.11 20:19:00
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2. WTB 60 day GTA code 665 mil - in Timecode Bazaar [original thread]
sent
- by Charlie Chambers - at 2009.01.11 20:03:00
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3. Salvaging other peoples wrecks needs to be a criminal act !!!!!!! - in Missions & Complexes [original thread]
Originally by: syphurous You know why I dont ask before I take ? Because I'm not stealing. I LOL at the people here posting mulitple times with their alts. I've seen a frigate kill a BS, so you all need to go and learn how to actually fi...
- by Charlie Chambers - at 2008.02.03 21:14:00
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4. Salvaging other peoples wrecks needs to be a criminal act !!!!!!! - in Missions & Complexes [original thread]
signed Think about game balance for a second. 1. You can't kill BS mission rats with a frigate. 2. You can't salvage mission wrecks with a BS. 3. Any frigate that jumps into an area (even a deadspace area) is going to *by default* get to the w...
- by Charlie Chambers - at 2008.02.03 20:09:00
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5. The Ten Commandments of EVE - in EVE General Discussion [original thread]
Originally by: Joe Starbreaker Originally by: Charlie Chambers 7. Thou shalt not salvage thine own mission wrecks. To do so is to fund the ever-growing population of parasites. Remember that parasites are scum-sucking flesh eaters ...
- by Charlie Chambers - at 2008.02.01 00:44:00
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6. The Ten Commandments of EVE - in EVE General Discussion [original thread]
The Ten Commandments of EVE passed down through the Holy Trinity by the Gods of CCP. 1. EVE is thy one and only God. If thou shalt suspend thine account, thou shalt forever receive spam asking you to sign up again. 2. Thou shalt not make any gra...
- by Charlie Chambers - at 2008.01.31 14:34:00
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7. Regarding Possible Mission Changes - Dev Blog 2/21/07 - in Missions & Complexes [original thread]
Originally by: Guillame Herschel Edited by: Guillame Herschel on 27/02/2007 00:45:34 *snip* And you suddenly discover this game is a two-way - actually N-way - street. Your way of playing affects my way of playing, even if we never m...
- by Charlie Chambers - at 2007.02.27 01:15:00
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8. Regarding Possible Mission Changes - Dev Blog 2/21/07 - in Missions & Complexes [original thread]
I'm Gallente... if there were to be faction war, I would definitely want to hit my enemies hardest where they would hurt the most *in high sec*. The Caldari have the most to lose in their central systems, as do all of the factions. Allow capital ...
- by Charlie Chambers - at 2007.02.27 00:49:00
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9. Regarding Possible Mission Changes - Dev Blog 2/21/07 - in Missions & Complexes [original thread]
Originally by: Ezra Originally by: Charlie Chambers but capital ships can only be used in 0.0. Um, no. With the exception of Titans (which are limited to 0.0) and possibly motherships, capships are not limited to 0.0. Dreads ...
- by Charlie Chambers - at 2007.02.24 19:43:00
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10. Regarding Possible Mission Changes - Dev Blog 2/21/07 - in Missions & Complexes [original thread]
Heh, I actually went back and read the actual dev blog. Problems, though. If I, as a mission runner, am allowed to have a capital ship in low sec, it probably means that a pirate is allowed to have one too, which means that even fewer people are...
- by Charlie Chambers - at 2007.02.24 19:32:00
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11. Regarding Possible Mission Changes - Dev Blog 2/21/07 - in Missions & Complexes [original thread]
Though I will say that technical issues aside, it'd be interesting to have a licensing system whereby players with high standing with Concord and/or a faction could bring capital ships into empire. That way we could continue to do our missions in ...
- by Charlie Chambers - at 2007.02.24 18:37:00
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12. Regarding Possible Mission Changes - Dev Blog 2/21/07 - in Missions & Complexes [original thread]
This is so typical of any game company. IMO, CCP designed their game this way and now they've painted themselves into a corner. Level 5 missions would need more powerful ships to complete. You have 2 choices, tech 2 BS's or the capital ships that...
- by Charlie Chambers - at 2007.02.24 17:58:00
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13. Cloaking Suggestion - in Ships and Modules [original thread]
Originally by: Grey Area Originally by: Sexorella hotz As stated though, what happens to covert ops in fleet combat. As good as the solution sounds for the present situation, fleet combat coverts get ******, completely nullified. A...
- by Charlie Chambers - at 2007.02.23 18:23:00
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14. Cloaking Suggestion - in Ships and Modules [original thread]
Crazily enough, I'm reminded of something I learned in grade school a long time ago. Who knows if it's true or not, but I think the principal might be applicable. Make probable cloaks a matter of sovereignty, so that only POS's can use the probes...
- by Charlie Chambers - at 2007.02.23 17:56:00
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15. We need more LARGE (not capital) ship types. - in Ships and Modules [original thread]
Sufficient is the day... I seem to remember seeing talk somewhere about lvl 5 missions. Last I checked, a BS can do lvl 4's with effort, but this would obviously be a step above that. Command ships can take lvl 4's (as I hear) solo, so I'd guess ...
- by Charlie Chambers - at 2007.02.21 20:48:00
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16. Cloaking Suggestion - in Ships and Modules [original thread]
Originally by: Sexorella hotz The result, AFK cloakers don't get nearly the immunity they have, and they shouldn't, because they can disrupt ISK making activities very easily. Force recon can drop a barge in seconds, a cloaked battleship, ...
- by Charlie Chambers - at 2007.02.21 00:57:00
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17. A simple fix for nos - in Ships and Modules [original thread]
One of Murphy's laws is "If you try to please everybody, nobody will like it." With that in mind, and being a mere 3 mil SP AF pilot, I'm going to try to make sense of this whole situation. 1. People are not perfect, therefore nothing that a pers...
- by Charlie Chambers - at 2007.02.20 22:28:00
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