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1. ITS TIME TO CHANGE SOMTING WHICH WAS LEFT FROM THE BEGINING ! - in Player Features and Ideas Discussion [original thread]
LOUD NOISES
- by DarkAegix - at 2012.07.22 12:29:00
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2. Suggestion: ban those who say they are quitting - in Player Features and Ideas Discussion [original thread]
Doesn't sound too profitable for CCP!
- by DarkAegix - at 2012.05.26 08:11:00
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3. You guys should see this... - in Player Features and Ideas Discussion [original thread]
I'm a tad confused by the second picture ( http://i.imgur.com/ipcUF.jpg ) Can the creator of it explain why the left side of the range bar is red? Turrets don't have minimum range in EVE.
- by DarkAegix - at 2012.04.05 06:12:00
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4. Nevermind NeX - give us CeX! - in Player Features and Ideas Discussion [original thread]
Oh hoh hoh, I say! Allow the peasants to wallow in whatever attire they can so pitifully afford! And "CeX" pronounced as "sex"? Ingenious!
- by DarkAegix - at 2012.04.03 15:35:00
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5. Drone damage display & Drone bays - in Player Features and Ideas Discussion [original thread]
I would like the option for drone damage reports to be grouped! Right now, the spam is infuriating.
- by DarkAegix - at 2012.04.03 15:32:00
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6. Mining Laser: Why U No Weapon? - in Player Features and Ideas Discussion [original thread]
Pretty please, CCP? Every single other spaceships game with mining lasers allows them to be used as weapons.
- by DarkAegix - at 2012.04.03 13:02:00
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7. Service to change Character Names - in Player Features and Ideas Discussion [original thread]
Yes. As for the corp thief argument, also remember that: -There will be name history -Identity changes happen in real life -Separate, untraceable alt accounts and communication over teamspeak/vent (where all IMPORTANT decisions are made) already ...
- by DarkAegix - at 2012.04.03 07:26:00
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8. overload modules/items - in Player Features and Ideas Discussion [original thread]
CCP are looking towards modules which affect heat. I think overheating is a great mechanic, and could be taken further. Imagine overclocking/volting/charging your ship's speed, capacitor, CPU or powergrid, at the cost of receiving hull damage ov...
- by DarkAegix - at 2012.03.24 13:00:00
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9. Scriptable active hardeners - in Player Features and Ideas Discussion [original thread]
Yes, but perhaps rather long reload times would be appropriate!
- by DarkAegix - at 2012.03.24 12:55:00
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10. Market Buy This Button - in Player Features and Ideas Discussion [original thread]
Yes, something as simple as buying stuff should be kept, appropriately, simple.
- by DarkAegix - at 2012.03.24 12:46:00
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11. Sov warfare change idea - in Player Features and Ideas Discussion [original thread]
Interesting. Capturing sov would no longer be possible by dumping hundreds of supercaps on a TCU, then? Supercaps will need a subcap hacking support fleet? Sounds good. Killmails could even remain, if that matters to people. Plus there's the whol...
- by DarkAegix - at 2012.03.24 12:45:00
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12. regional criminal flagging and fixed bounty system - in Player Features and Ideas Discussion [original thread]
As silly as suicide ganking is, I think the solution lies in the ability to tank mining ships to greater effect. However, regional (Or maybe even system or constellation) criminal zones could certainly be VERY interesting. No more hundreds of s...
- by DarkAegix - at 2012.03.24 12:42:00
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13. Moar simple changes.... - in Player Features and Ideas Discussion [original thread]
Yes. However,what would happen if they cancel this 97% completed skill? Will the other skill uninject (Allowing hilariously unprofitable jump-clone low-volume skill-selling)? Or will the skill remain on your character sheet? Something which may ...
- by DarkAegix - at 2012.03.24 12:37:00
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14. Split/mixed tanking should be viable and interesting - in Player Features and Ideas Discussion [original thread]
Right now, you can either shield tank, armour tank, or hull tank (Like a man) As interesting as the different sub-types (passive, active, buffer) within these are, I think it could be better! Let it all intertwine, allowing truly interesting setup...
- by DarkAegix - at 2012.03.24 12:32:00
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15. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
Energy Absorption Relay (Or some either cool, sci-fi name) Low slot. Damage received by your shields recharges capacitor according to some balanced ratio. And, the armour counterpart: Momentum Redirection Matrix (Or other) Med slot. Damage receiv...
- by DarkAegix - at 2012.03.24 12:05:00
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16. Constellation Intel - in Player Features and Ideas Discussion [original thread]
CCP are looking at ways to remove intel functionality from chat as a whole. However, before doing this, they want to add some kind of super-unified intel scanning and sharing thing.
- by DarkAegix - at 2012.03.03 23:48:00
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17. Implants - CCP's anti-PvP feature? - in Player Features and Ideas Discussion [original thread]
Wukulo wrote: There is a super easy fix for this situation: Allow players to swap clones by flying to the station a clone is in with out having to use their JC timer. Expensive PVE clones can be avoided for PVP use while still keeping PVP imp...
- by DarkAegix - at 2012.03.03 23:47:00
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18. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
Hull nosferatu. For real men.
- by DarkAegix - at 2012.02.24 05:45:00
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19. T1 Ammo: Make it ALL Useful! - in Player Features and Ideas Discussion [original thread]
Oh yes. I might not agree with your specific numbers (Although I haven't given them any thought), but making at the very least more ammo useful is certainly a good idea.
- by DarkAegix - at 2012.02.11 14:03:00
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20. Changing ECM - in Player Features and Ideas Discussion [original thread]
ECM is a terrible game mechanic. There's a reason why a single Falcon is feared more than the other 3 Force Recon ships, even combined.
- by DarkAegix - at 2012.02.07 11:23:00
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