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61. The future of in-space structures - in Player Features and Ideas Discussion [original thread]
Beyond station sized skeletons, there could also be 'mobile platforms' that would replace the current mobile depot, mobile tractor unit, etc. These could essentially be a very small skeleton, with a small built-in power supply, and the ability to ...
- by Clansworth - at 2013.12.17 03:08:00
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62. The future of in-space structures - in Player Features and Ideas Discussion [original thread]
Industry could gain some higher granularity from this system as well. Instead of multiple anchorable structures with fixed slot layouts, 'Factory' modules are installed on the station and have a given number of slots. The factory module itself has...
- by Clansworth - at 2013.12.17 02:54:00
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63. The future of in-space structures - in Player Features and Ideas Discussion [original thread]
The basic structure layout: Most larger space complexes would consist of a skeleton (providing the basic structure, utilities, and anchoring capability of the station). Skeletons would vary in size and capability. This is akin to the current cont...
- by Clansworth - at 2013.12.17 02:53:00
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64. The future of in-space structures - in Player Features and Ideas Discussion [original thread]
Some starbase features make sense to NOT be a part of the primary structure. Things like the jump bridge shouldn't be a part of the structure. These would remain a separately anchorable structures, however, they still need to be powered by the sta...
- by Clansworth - at 2013.12.17 02:53:00
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65. The future of in-space structures - in Player Features and Ideas Discussion [original thread]
So with the recent addition of the personal anchored structures, it brings up the age old question of POS improvements. 1st: A lot has changed in the backend of eve in the last 10 years. Some key things that have come in that will ahve an impact ...
- by Clansworth - at 2013.12.17 02:52:00
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66. Tweaks to Mobile Tractor Unit - in Player Features and Ideas Discussion [original thread]
I have found that a Nereus with an MTU, 3 salvage drones, and 2 Drone Link Augemtors makes for an amazing AFK salvager.
- by Clansworth - at 2013.12.12 08:45:00
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67. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
James Nikolas Tesla wrote: I'd like to see a larger capacity ~5,000m^3 Secure Container or some kind of password protected structure that allows miners to store large amounts of ore to reduce trips back to the station. Maybe it could hold 50,00...
- by Clansworth - at 2013.12.12 08:32:00
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68. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
I think my suggestions may be better moved to a different thread, but here's a synopsis: All anchorable objects move to a new system, one that would cover current simple structures (secure cans), personal structures (the new items), and large com...
- by Clansworth - at 2013.12.11 17:45:00
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69. Tweaks to Mobile Tractor Unit - in Player Features and Ideas Discussion [original thread]
Paranoid Loyd wrote: Phoenix Cervantez wrote: Also, jettisonning the module is not possible. I wanted to give it to my other fleet member in space but this is not possible. CCP please sort this. Jettison ammo or bm, then move MTU to can...
- by Clansworth - at 2013.12.10 17:35:00
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70. Tweaks to Mobile Tractor Unit - in Player Features and Ideas Discussion [original thread]
I'd like to pile on some gripes with them as well (please, don't take it harshly, I love the MTU how it is, but some simple tweaks could make it much less 'odd'). Target selection priority: Currently: - all tractorable objects, sorted from closes...
- by Clansworth - at 2013.12.10 17:20:00
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71. "Your computer only supports DX9" - in Issues, Workarounds & Localization [original thread]
Rekon X wrote: I have 2 pc's, win7, eve won't detect directx11. Run dxdiag 32 and 64 bit versions on both pc's and they both detect as dx11. DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: Using System DPI Syste...
- by Clansworth - at 2013.12.02 17:29:00
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72. Null Mining With Rorqaul - in Science and Industry [original thread]
Specialist Nova wrote: Clansworth wrote: As was mentioned earlier, the industrial changes are going to change the dynamic quite a bit. A MWD noctis can haul cans to a warp in point, and have some quick itty IV's hauling to the POS. we are...
- by Clansworth - at 2013.07.04 00:31:00
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73. Null Mining With Rorqaul - in Science and Industry [original thread]
As was mentioned earlier, the industrial changes are going to change the dynamic quite a bit. A MWD noctis can haul cans to a warp in point, and have some quick itty IV's hauling to the POS.
- by Clansworth - at 2013.07.03 14:00:00
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74. What you rememebr the most? - in EVE General Discussion [original thread]
successfully building one of the first outposts in the newly opened drone regions back in 2007.
- by Clansworth - at 2013.06.04 14:00:00
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75. I say BOO to you CCP - in EVE General Discussion [original thread]
Alternate Poster wrote: Now forcing us to use the crappy launcher to update. Launching the exe makes you repatch and starts the launcher. Every time. See here: https://forums.eveonline.com/default.aspx?g=posts&m=3068399
- by Clansworth - at 2013.06.04 11:58:00
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76. Mission Mining and Opportunist Corps - in Science and Industry [original thread]
Nagamor wrote: I recently crossed paths with Pro Synergy who do a great job picking up salvage after I clear a mission and I was starting to wonder if there's a corp out there who frequents High Sec and picks up mission bookmarks for the occasi...
- by Clansworth - at 2013.06.01 01:16:00
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77. EVE: What if mode. - in EVE General Discussion [original thread]
KuroVolt wrote: Note: this idea is completely *What If* I realise it would not work for several reasons, just roll with it damnit! Anyway, what if CCP started hosting a different server Not a mirror of TQ, an entirely different server with dif...
- by Clansworth - at 2013.05.31 18:19:00
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78. When will EVE Online get a 64 bit client? - in EVE General Discussion [original thread]
Ager Agemo wrote: Clansworth wrote: I would like to add that the eve CLIENT is already a fully multithreaded process. Mine is usually running between 50-100 threads simultaneously. All those threads perform different functions - some IO, som...
- by Clansworth - at 2013.05.31 18:04:00
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79. When will EVE Online get a 64 bit client? - in EVE General Discussion [original thread]
I would like to add that the eve CLIENT is already a fully multithreaded process. Mine is usually running between 50-100 threads simultaneously. All those threads perform different functions - some IO, some specific computations, some simply manag...
- by Clansworth - at 2013.05.31 17:07:00
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80. why have system gates? Technical (server side) issue or just legacy "we tho... - in EVE General Discussion [original thread]
The only way to remove gates would be to provide some other method to travel between star systems. Would be great if there was some small sized jump drive that could lock onto a distant star and give a random destination jump into that system. But...
- by Clansworth - at 2013.05.30 05:11:00
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