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1. Sticky:[Summer 2014] Starbase tweaks - in Player Features and Ideas Discussion [original thread]
Red Teufel wrote: I like the changes except now let us drop dreads in highsec to RF these towers pls. Bastion mode...
- by Clansworth - at 2014.05.07 22:02:00
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2. Sticky:[Rubicon 1.3] Mobile Tractor Unit Meta Types - in Player Features and Ideas Discussion [original thread]
The MTU's lack target priority isn't just going against using multiple MTU's, it also seriously hampers those who would like to use salvage drones. Seriously, anyone in their right mind who was building a mobile device used for pulling in distant...
- by Clansworth - at 2014.02.27 09:22:00
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3. Sticky:[Summer 2014] Pirate Faction Frigates - in Player Features and Ideas Discussion [original thread]
Akrasjel Lanate wrote: CCP Rise wrote: We need a missile based pirate faction - yes! We didn't want to use an existing faction for this for a few different reasons (Imagine the rage if Angel turned into missiles or Guristas just became Ca...
- by Clansworth - at 2014.02.26 10:31:00
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4. Sticky:[Summer 2014] Pirate Faction Frigates - in Player Features and Ideas Discussion [original thread]
stg slate wrote: Worm: I enjoy the new bonuses drone direction, but I'm afraid of what the Gila will look like based on that. No matter what bandwidth you give the Gila I'll fill it full of Warrior 2's and a few drone nav computers and have ...
- by Clansworth - at 2014.02.26 10:10:00
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5. Replacing Local - in Player Features and Ideas Discussion [original thread]
Lucas Kell wrote: Clansworth wrote: Because my proposal does not give you EVERYTHING local does (I said most). It is good that it gives you only partial information (who, not what or where)... but that is the wrong partial information to get...
- by Clansworth - at 2013.12.28 03:08:00
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6. Replacing Local - in Player Features and Ideas Discussion [original thread]
Lucas Kell wrote: Clansworth wrote: I really think those saying that removing local equals more work haven't read some of the proposals here. My proposal would give you much of what local does without any extra work, and extra work would sim...
- by Clansworth - at 2013.12.27 17:11:00
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7. Replacing Local - in Player Features and Ideas Discussion [original thread]
DragonGrace wrote: I have read through the majority of this and i am smiling my ass off. i would like to maybe add a little thing to the "constellation" local idea. I think its a good idea, however i do see a little bit of a failing. Would...
- by Clansworth - at 2013.12.27 16:45:00
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8. Cargo hold handling. - in Player Features and Ideas Discussion [original thread]
I can see this working well if it is part of the stored ship fits. The problem would be it would only work with non-singular items - meaning things like partially used mining crystals would likely not work in it properly.
- by Clansworth - at 2013.12.25 10:39:00
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9. Set destination button - in Player Features and Ideas Discussion [original thread]
Swiftstrike1 wrote: I'm not sure why anybody would ever want to save the location of a solar system, but whatever... By that token, I'm not sure why you'd only set your destination to the system, when you can set it to specific locations with...
- by Clansworth - at 2013.12.24 14:41:00
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10. The future of in-space structures - in Player Features and Ideas Discussion [original thread]
Clansworth wrote: Nevyn Auscent wrote: Clansworth wrote: Tryaz wrote: Clansworth wrote: Onlining a module isn't the only thing that sucks the cap. The modules actual operation uses a certain cap/time period. Some modules (storage ty...
- by Clansworth - at 2013.12.23 19:57:00
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11. The future of in-space structures - in Player Features and Ideas Discussion [original thread]
Nevyn Auscent wrote: Clansworth wrote: Tryaz wrote: Clansworth wrote: Onlining a module isn't the only thing that sucks the cap. The modules actual operation uses a certain cap/time period. Some modules (storage types - CHA's, SMA's, e...
- by Clansworth - at 2013.12.23 18:04:00
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12. Replacing Local - in Player Features and Ideas Discussion [original thread]
Nikk Narrel wrote: Clansworth wrote: Teckos Pech wrote: Clansworth wrote: Ahhh.. there you are my long lost thread: http://oldforums.eveonline.com/?a=topic&threadID=1073947 Dang that is kinda old.... But sadly enough, sti...
- by Clansworth - at 2013.12.23 17:37:00
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13. Replacing Local - in Player Features and Ideas Discussion [original thread]
Teckos Pech wrote: Clansworth wrote: Ahhh.. there you are my long lost thread: http://oldforums.eveonline.com/?a=topic&threadID=1073947 Dang that is kinda old.... But sadly enough, still completely relevant...
- by Clansworth - at 2013.12.23 17:28:00
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14. Replacing Local - in Player Features and Ideas Discussion [original thread]
Ahhh.. there you are my long lost thread: http://oldforums.eveonline.com/?a=topic&threadID=1073947
- by Clansworth - at 2013.12.23 17:17:00
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15. Replacing Local - in Player Features and Ideas Discussion [original thread]
Long ago my proposed idea for this was an 'intelligence network' that basically aggregated the information received by all members. In this way, you'd only know what you (or a friend) had eyes on. Those eyes could be direct on-grid, in-station gue...
- by Clansworth - at 2013.12.23 16:59:00
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16. CCP Show us the Timers! - in Player Features and Ideas Discussion [original thread]
It is a good idea - but how to represent it? personally, I'd like to see the module red (as it is when being deactivated), and the cycle bar ticking down from full to empty. When empty, it goes back to white, and awaits reactivation. This method, ...
- by Clansworth - at 2013.12.23 16:54:00
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17. The ability to use a second monitor entirely for windows keeping - in Player Features and Ideas Discussion [original thread]
Notorious Fellon wrote: So instead of you buying a second monitor that matches your main (so you can span them without issue), you want them to custom code a secondary rendering window for your vertical monitor? Really? Relax, it's somethin...
- by Clansworth - at 2013.12.23 16:49:00
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18. The future of in-space structures - in Player Features and Ideas Discussion [original thread]
Tryaz wrote: Clansworth wrote: Onlining a module isn't the only thing that sucks the cap. The modules actual operation uses a certain cap/time period. Some modules (storage types - CHA's, SMA's, etc) use a small amount of cap). Other modules...
- by Clansworth - at 2013.12.23 14:26:00
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19. The future of in-space structures - in Player Features and Ideas Discussion [original thread]
Tryaz wrote: Clansworth wrote: I don't see a reason to online and offline a power plant, or almost any module for that matter. How often do you offline modules on your ships? The idea here is to improve the starbase management system, not ad...
- by Clansworth - at 2013.12.23 13:53:00
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20. The future of in-space structures - in Player Features and Ideas Discussion [original thread]
Tryaz wrote: Clansworth wrote: The reason the power plants need to cycle, instead of just buff the basic cap recharge, is to regulate fuel block usage to follow actual use. And while the power plants may seem to duplicate the cap booster met...
- by Clansworth - at 2013.12.23 13:01:00
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