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1381. Internal Market - in Player Features and Ideas Discussion [original thread]
Originally by: Merdaneth Originally by: Clansworth Default the market to the current sell to all for a single price when creating an order, but have an 'advanced pricing' check box, that enables 4 boxes (Min Standing, Max Standing...
- by Clansworth - at 2008.09.10 22:16:00
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1382. Internal Market - in Player Features and Ideas Discussion [original thread]
Along with this, I wouldn't mind the addition of some standings based pricing discounts/surcharges. Allow you to set min and max standings you will sell to, and a high and low price. Lowest standings gets the highest price, highest standing gets t...
- by Clansworth - at 2008.09.10 22:02:00
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1383. Various Little Ideas - in Player Features and Ideas Discussion [original thread]
Packaging - Provide a method of creating wrapped up packages (parcels?) of any random mix of items. Basically select items, right click, 'wrap up'. Brings up a window asking for the package name (can be renamed later, as well). Creates a conta...
- by Clansworth - at 2008.09.10 21:56:00
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1384. Slightly different multi-training idea. - in Player Features and Ideas Discussion [original thread]
Hey, I happen to LIKE the tax laws... perhaps that's why i like eve online so much... New Prospector Class
- by Clansworth - at 2008.09.09 22:20:00
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1385. Slightly different multi-training idea. - in Player Features and Ideas Discussion [original thread]
this would help by providing a method of training more than one skill at a time, which has been asked for form a large portion of the population for as long as I have been playing, but in a way that would be a little more intersting and varried th...
- by Clansworth - at 2008.09.09 21:41:00
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1386. Reprocessing change after the sptember 2 patch - in Science and Industry [original thread]
Finally... been wondering for quite some time (basically, since salvaging was introduced) if they would ever make them worth NOT jetisoning... New Prospector Class
- by Clansworth - at 2008.09.09 21:38:00
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1387. Slightly different multi-training idea. - in Player Features and Ideas Discussion [original thread]
I honestly haven't given this much deep thought, but it occurred to me that since the skills are being 'programmed' into the brain, that different skills would more than likely tie up different portions of the brain (in eve, we'll say it's split b...
- by Clansworth - at 2008.09.09 21:10:00
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1388. Reserved - in Player Features and Ideas Discussion [original thread]
Edited by: Clansworth on 08/09/2008 19:24:34 I think a smoother semi-solution would be to implement some illegal mining crystals. Pirate faction items, that have a significantly increased yield (only availbe for mid/low-ends), but are illegal ...
- by Clansworth - at 2008.09.08 19:21:00
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1389. An Egocentrically Emporium of Eve Embellishments - in Player Features and Ideas Discussion [original thread]
Originally by: Fullmetal Jackass In a perfect world. ^^ Eve needs some polish in some areas yes. The good news is they are improving eve all the time. As we speak they are still upgrading graphics. I personally prefere they work on game ...
- by Clansworth - at 2008.09.08 15:16:00
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1390. Node filter - in Player Features and Ideas Discussion [original thread]
Problem is, there really isn't a measure of how worked the node is, as it can literally change by the second, which is why the advisory overlay simply uses how long the entry queue is. New Prospector Class
- by Clansworth - at 2008.09.07 23:25:00
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1391. Addition to missile ships. - in Player Features and Ideas Discussion [original thread]
It's something the playerbase has been asking for for almost 5 years now... i dont' think it will ever change. Even after the big 'graphics' upgrade, still nothing. New Prospector Class
- by Clansworth - at 2008.09.07 23:01:00
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1392. Why won't my R&D agent give me any research missions? - in Science and Industry [original thread]
Originally by: Elaine Valkyr Edited by: Elaine Valkyr on 07/09/2008 11:43:31 A simple question, but one I can't find an answer to here on the forums. I run research on 2 other characters as well and they always get their daily researc...
- by Clansworth - at 2008.09.07 12:10:00
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1393. Tier 2 Destroyers and their tech 2 variants - in Player Features and Ideas Discussion [original thread]
Originally by: Patrice Macmahon I agree, destroyers need some loving. They are designed to be Frigget Killers. Which means in the paper rock sissors department, Destroyers kill Frigs (easily), Cruisers trounce Destroyers (easily). They di...
- by Clansworth - at 2008.09.06 02:58:00
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1394. Can we have a module or secondary implant to reduce Sig Radius? - in Test Server Feedback [original thread]
I think part of the problem with providing larger reductions in sig radius is how signature plays into damage received. In particular, masking a ships signature shouldn't reduce the amount of damage it receives from a gun or missile, but it SHOULD...
- by Clansworth - at 2008.09.06 02:49:00
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1395. Removal of (Most) Stargates w/ free limited warping - in Player Features and Ideas Discussion [original thread]
Originally by: TaatelinTallaaja With my limited resources and understanding, I've got the picture that raw calculating power isnt the problem with servers today. Its the speed the data is moving around between clients and servers. If one c...
- by Clansworth - at 2008.09.06 02:35:00
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1396. Removal of (Most) Stargates w/ free limited warping - in Player Features and Ideas Discussion [original thread]
There must also be significant changes to travel (which you have already discussed). I envision a life without gates existing as such: Jump Drives: All ships contain a jump drive, and a separate fuel bay. Fuel can be transferred to/from car...
- by Clansworth - at 2008.09.04 10:32:00
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1397. Removal of (Most) Stargates w/ free limited warping - in Player Features and Ideas Discussion [original thread]
Edited by: Clansworth on 04/09/2008 10:41:14 This would require a lot of system wide changes to how information is handled. It could be implemented though, just with a lot of changes. Ship Scanner (Short-range): This is what feeds infor...
- by Clansworth - at 2008.09.04 10:30:00
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1398. Osprey Navy Issue missile velocity bonus - in Ships and Modules [original thread]
Originally by: Foocurr They don't want it to be a standard missile sniper? I don't know really, but who cares? I guess I do... anyways, even the Caracal has a bonus to ALL missile velocities, so it's not like there isn't a precident fo...
- by Clansworth - at 2008.08.11 19:16:00
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1399. Osprey Navy Issue missile velocity bonus - in Ships and Modules [original thread]
Originally by: Viqtoria assault launchers use standard missiles. Umm.. thank you, yes, I know they use standard missiles. That was the point of my question. The assault launchers are affected by bonus one, but NOT by bonus two, as curr...
- by Clansworth - at 2008.08.11 18:57:00
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1400. Osprey Navy Issue missile velocity bonus - in Ships and Modules [original thread]
In looking at the Osprey Navy Issue, it's bonuses are read as: Special Ability: 5% bonus to Assault, Heavy Assault and Heavy Missile Launcher rate of fire and 10% bonus to Heavy Assault and Heavy Missile velocity per level. Any reason it doe...
- by Clansworth - at 2008.08.11 18:50:00
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