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1. AMMATAR FLEET SHIPS ? - in Player Features and Ideas Discussion [original thread]
As a minor power caught between two major powers, they are going to have the basic needs of a patrol ship, an armed hauler, and a heavy fleet ship - so rather than having the standard three frigate, cruiser, and battleship; why not a destroyer, in...
- by Coyote Laughing - at 2014.06.22 12:36:00
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2. Nestor and Cloaking - in Player Features and Ideas Discussion [original thread]
Fer'isam K'ahn wrote: Can you please stay out of discussions you have no clue about. Sorry, if this breaks any rules, but to be polite, I'll call 'rubbish' when I see it. If you want to be polite, give me a reasoned argument and support ...
- by Coyote Laughing - at 2014.06.22 12:10:00
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3. More high slots for Orca and Rorqual - in Player Features and Ideas Discussion [original thread]
Fer'isam K'ahn wrote: Very unimaginative and uniformed post, here is why. (SNIP) Though 10 drones or even 25 mining drones would make an Orca look a 'mighty whale' of ore hauler, its never going to happen, that's what the increased mining dro...
- by Coyote Laughing - at 2014.06.22 12:04:00
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4. Corpse salvaging? - in Player Features and Ideas Discussion [original thread]
I'd be okay with reaver type spikes (possibly purchased with Aurum) to stick the bodies onto the outside of my ship - perhaps they could then drop as a kind of "Capture the Flag" type scenario. Also, on the subject of reprocessing corpses - prote...
- by Coyote Laughing - at 2014.06.22 11:52:00
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5. T2 Command Destroyers are a bad idea. - in Player Features and Ideas Discussion [original thread]
Trying to create a small gang ship with warfare links is going to be a problem with adding warfare links to a destroyer, as it relies on high slots to do damage. When I fit my command ships, I'm scraping around to find enough CPU to fit the comma...
- by Coyote Laughing - at 2014.06.22 11:48:00
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6. More high slots for Orca and Rorqual - in Player Features and Ideas Discussion [original thread]
I agree that adding more high slots is going to be problem if you can fit command processors. I'm not sure giving it a logistics bonus is going to be a good idea if it is already tight on high slots. I think 4 high slots is a good number - it's ...
- by Coyote Laughing - at 2014.06.22 11:39:00
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7. mineral Compression - in Player Features and Ideas Discussion [original thread]
My preference would of been to turn those now defunct compression blueprints into refining blueprints (which could be researched for higher efficiency). Refined Minerals are pretty compact, I don't see why we need voodoo science compression for t...
- by Coyote Laughing - at 2014.06.22 11:23:00
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8. Nestor and Cloaking - in Player Features and Ideas Discussion [original thread]
Aakkonen wrote: ugh... how many times I have to say this... I DONT WANT COVERT CLOAK in BS's just speed bonus from BlOps But as Saisin said it would be rather nice to have Cloaky capable Logistics ship that doesnt cost over 60 bil (Etana) I...
- by Coyote Laughing - at 2014.06.22 11:16:00
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9. [Idea] T2 Orca - in Player Features and Ideas Discussion [original thread]
Amak Boma wrote: t2 orca should be able to fit a orbital bombardment subsystem that add her additional high slots for orbital strike lasers. drawback , ship lose 95% speed loses 50% agility and capacitor capacity is reduced 25% as orbital strik...
- by Coyote Laughing - at 2014.06.22 11:10:00
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10. Archaeology vs Hacking (and Vanity Items) - in Player Features and Ideas Discussion [original thread]
The mechanics for Archaeology and Hacking are exactly the same and it really doesn't add anything to the game to have to carry both kinds of modules - couldn't they be combined to streamline the game? Are there plans to create a separate mini-gam...
- by Coyote Laughing - at 2014.05.25 19:41:00
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11. Nit Picking Ship Reprocessing Changes - in Player Features and Ideas Discussion [original thread]
1. Why is it necessary to blow a ship up before we can extract the rig components? 2. Why can't rig components be extracted when a ship is reprocessed, at least as much as salvage? 3. Do rig components contain minerals that could be reprocessed ...
- by Coyote Laughing - at 2014.05.25 19:26:00
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12. Jail System (Criminal Justice) - in Player Features and Ideas Discussion [original thread]
Bad . . . Idea . . . people would just switch to an alt and keep on ganking while their sentence runs out.
- by Coyote Laughing - at 2014.05.04 18:55:00
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13. Make Interceptors actually hard to lock - in Player Features and Ideas Discussion [original thread]
I can't see any good fix that won't cause more problems. The only real fix I can see is to give them an equivalent velocity to microwarp drives, like the BLOPS gets while cloaked (so long as it then can't use microwarp as well), instead of an int...
- by Coyote Laughing - at 2014.05.04 18:52:00
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14. Idea for Rorqual/Industrial Core as well as Mining fleet! - in Player Features and Ideas Discussion [original thread]
I really wish they would get rid of the implausible compression mechanic and turn the rorqual into a refinery ship, turning the ores into more portable minerals. Failing that, how about putting some kind of huge drilling rig on it instead, with a...
- by Coyote Laughing - at 2014.05.04 18:45:00
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15. Make prostitutes, dancers, slaves function like boosters - in Player Features and Ideas Discussion [original thread]
That sounds like a way to get distracted - it's bad enough with chats (would link a retriever kill as a result, but I can't get at it from here). Besides, I'm pretty sure they'd empty out my wallet and steal all the ship keys, dumping me naked in...
- by Coyote Laughing - at 2014.05.04 18:39:00
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16. Prospect opens the door; time for T2 Orca? - in Player Features and Ideas Discussion [original thread]
How about giving it some kind of jump capability instead, like the rorqual? I don't know what CCP was thinking giving it covert cyno capacity though - it's enough that it has a cov ops cloak. How about changing the Prospect description to read "...
- by Coyote Laughing - at 2014.05.04 18:34:00
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17. New Star Base Structures - in Player Features and Ideas Discussion [original thread]
I think a drone hive or fighter hanger inside the Shield is a good idea as a separate structure - It allows a smaller POS to respond to long ranged attacks outside the range of the static guns. The game is complicated enough without having 3 diff...
- by Coyote Laughing - at 2014.04.05 02:14:00
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18. Too few , too slow. - in Player Features and Ideas Discussion [original thread]
I think CCP should stop throwing good resources after bad on Dust 514. It's not just a matter of assigning a separate programming team - both games are suffering as a result. The DVD of my PS3 died after 18 months and I can't even play registere...
- by Coyote Laughing - at 2014.04.05 01:51:00
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19. Bringing EOM into the Light - in Player Features and Ideas Discussion [original thread]
Ammatar is a better candidate for a new faction ship - having both agents and territory in high security space. EOM just seem to use existing Amarr ships and fit whatever weapons they can their hands on - according to that link in the lore. I ca...
- by Coyote Laughing - at 2014.01.04 09:47:00
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20. Microwave Utility Weapons (MWUs) - in Player Features and Ideas Discussion [original thread]
Seeing you are sending out such a powerful radiation signal, I would have no problems with your signature expanding a stupendous amount and people even being able to pick you up on overview from D-scan distances.
- by Coyote Laughing - at 2014.01.04 09:21:00
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