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1. freighter with ship hangar?!? - in Player Features and Ideas Discussion [original thread]
after patch you'll be able to put 2 assembled bs in a freighter.
- by Darpz - at 2007.11.09 10:43:00
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2. Simple POS Spam Solution - in Player Features and Ideas Discussion [original thread]
only issue I can think of is some planets don't have moons. but if ccp just ran a script on those systems to randomly redisribute some moons to those planets it shouldn't be an issue.
- by Darpz - at 2007.06.04 14:47:00
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3. T2 Battleships: Frontline carrier - in Player Features and Ideas Discussion [original thread]
I think the best roll for t2 battleships is fleet escort - Limited Jump Bridge ability (ablity to jump 2-3 BS or 10 or so support with it into the field of battle) - maybe a lesser version of the Titans gang bonus (half as effective but same bonu...
- by Darpz - at 2006.12.23 21:22:00
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4. Capital Mining Ship - in Player Features and Ideas Discussion [original thread]
idea I've been bouncing around. Capital miner would make no more isk per hour than a maxed out hulk (read isk per hour not m3 per hour) essentially the ship would be for low end mining in 0.0. would be jump drive capable but very short distances...
- by Darpz - at 2006.12.23 07:47:00
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5. Autopilot & Afterburners wish - in Player Features and Ideas Discussion [original thread]
yup then I could afk thru 0.0 in a nano fiberd inty
- by Darpz - at 2006.09.15 17:32:00
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6. Tech 2 Battleships - in Player Features and Ideas Discussion [original thread]
T2 BS should be Fleet Escorts, slot layout/and grid simlar to navy issue, and maybe a slight racial resistence boost maybe 25% primary Racial and 12.5% secondary racial Jump drive capable, able to jump as far as a carrier with lvl 4 Fleet Escort ...
- by Darpz - at 2006.08.09 15:44:00
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7. Interesting tech 2 idea - in Player Features and Ideas Discussion [original thread]
yes DO IT this will put an end to the cartels yet still make things expensive hacs would stablelize at a bit over 60m or 120m based on demand Cap II cartel would end finally \o/ although not sure if the general release print would be required ...
- by Darpz - at 2006.06.14 19:39:00
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8. True shipc capture. or at least for haullers. - in Player Features and Ideas Discussion [original thread]
sound idea and it would also lead to a nice drop in prices on the t2 ship market since not as many would be blown up
- by Darpz - at 2006.06.14 19:12:00
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9. Industrial > Transport > *?*?*?*?*?*?* > Freighter - in Player Features and Ideas Discussion [original thread]
Originally by: Ellaine TashMurkon Originally by: Darpz I agree no mid size frieghter, full size freighters are too easy to get the way it is. make a new ship the size of a carrier that costs 2-3B and like the frieghter can fit no m...
- by Darpz - at 2006.04.09 17:30:00
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10. Industrial > Transport > *?*?*?*?*?*?* > Freighter - in Player Features and Ideas Discussion [original thread]
I agree no mid size frieghter, full size freighters are too easy to get the way it is. make a new ship the size of a carrier that costs 2-3B and like the frieghter can fit no mods, and can hold about 100-200k m3 of cargo. give it a jump range siml...
- by Darpz - at 2006.04.07 03:52:00
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11. "Housing" - in Player Features and Ideas Discussion [original thread]
the way I thought these would work is just make them a hanger in space, you would dock just like a outpost but the only thing available in it would be a hanger repair and fitting facilities. no market, escrow, factory or any of that other fancy st...
- by Darpz - at 2006.04.07 03:22:00
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12. Single Player Owned Small Structures - in Player Features and Ideas Discussion [original thread]
love this idea, but it needs to be lowsec only to make sence. or if its allowed in highsec make it follow the same rules high sec POS now have to follow. my thoughts would be to just have one have it cost about 500 Million or so fully equiped (co...
- by Darpz - at 2006.03.10 16:42:00
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13. Fix for the THORAX!! - in Player Features and Ideas Discussion [original thread]
the thorax is more powerful than it was before it just takes skill to fly it. 5xElectron IIs MWD Web Scram MAR II 800mm II 3x Adaptive Nanos 5xtech 2 medium drones the drones do the same damage as the tech 1 haevys did on the rax pre RMR, and n...
- by Darpz - at 2006.01.05 17:49:00
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14. gedding peeps in 0.0 - in Player Features and Ideas Discussion [original thread]
silly carebears...I have been in 0.0 since I was 2 months old and its no big deal, I'm in an allaince currently, but if I wasn't I know several areas where I could mine crock in reletive Peace and have fairly safe chokepoints to navagate, all with...
- by Darpz - at 2005.12.21 01:19:00
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15. Cargo Pod Crimes. INFURIATING! - in Player Features and Ideas Discussion [original thread]
Edited by: Darpz on 19/12/2005 01:01:37 has anyone else thought of using flagging to your advantage? make like a poor noob and start taking people cans with a cheap ship. they kill that ship. now you got 15 min to go back to station grab a rea...
- by Darpz - at 2005.12.19 01:01:00
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16. Next-Gen Research & Manufacturing - in Player Features and Ideas Discussion [original thread]
Some thoughts for branding. Make it so any blueprint owner can take a ship BPO they own, and with sufficent standings to a R&D agent they can get slots installed in that print. those slots would be used for "stat modifiers" which would be purchace...
- by Darpz - at 2005.12.14 00:58:00
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