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61. Fleet Command Options: Mass Gate and Mass Dock. - in Player Features and Ideas Discussion [original thread]
Discretionary use is one of the purposes of this suggestion, commanders have additional options to help sort their fleets.
- by Deep Nine - at 2015.05.23 15:55:52
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62. Faction Mining Foreman Link. - in Player Features and Ideas Discussion [original thread]
25% Increase to command bonus or mining Foreman Link Modules. Replaces mining Foreman skill bonus with fixed 15% Laser Range and 15% Capacitor Bonus.
- by Deep Nine - at 2015.05.23 15:52:25
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63. Faction Rigs. - in Player Features and Ideas Discussion [original thread]
Increased Calibration Cost, reduced drawback. With added bonus' to chosen enhancement. Better then T2 bonus'.
- by Deep Nine - at 2015.05.23 15:45:44
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64. The Bank. - in Player Features and Ideas Discussion [original thread]
The Bank provides endless services. This was a display of the services our bank already supplies.
- by Deep Nine - at 2015.05.23 15:42:07
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65. Overheating Ice/Gas/Ore Havesters. - in Player Features and Ideas Discussion [original thread]
Iain Cariaba wrote: Forums are constantly bombarded by people who fit their barges for yield over tank, then come here to cry about how a single catalyst did violence on their boats. This particular bad idea of yours will only do two things:...
- by Deep Nine - at 2015.05.23 15:39:09
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66. The Bank. - in Player Features and Ideas Discussion [original thread]
We are always looking for new employees and contracts. When you contact us, we will set up an interview decide how we can help you.
- by Deep Nine - at 2015.05.23 15:18:39
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67. Fixing Mines. - in Player Features and Ideas Discussion [original thread]
That is up to Dev to decide. I just passed on an Idea. I never said I had a reason.
- by Deep Nine - at 2015.05.23 15:17:17
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68. Fleet Command Options: Mass Gate and Mass Dock. - in Player Features and Ideas Discussion [original thread]
Dev and CCP can determine that for the good of all pilots, the idea is proposed and its merits laid bare.
- by Deep Nine - at 2015.05.23 15:10:35
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69. Fixing Mines. - in Player Features and Ideas Discussion [original thread]
The mines would be a useful edition, so long as they were handled correctly and their production wasent rushed. With the new specifications given, they would be practical and useful. As with all good ideas, it takes time before you see results.
- by Deep Nine - at 2015.05.23 15:09:12
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70. Overheating Ice/Gas/Ore Havesters. - in Player Features and Ideas Discussion [original thread]
Penalty being a 30% shield capacity reduction and Active Shield hardeners couldent be used. Benefit being faster harvesting or larger yields at the expense of defenses.
- by Deep Nine - at 2015.05.23 15:07:18
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71. The Bank. - in Player Features and Ideas Discussion [original thread]
The suggested proposal is as follows: Currently contributions of The Bank are provided through funding of orgranized research and advocacy concerning topics such as social policy, political strategy, economics, military, technology, and culture. ...
- by Deep Nine - at 2015.05.23 14:59:06
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72. Fleet Command Options: Mass Gate and Mass Dock. - in Player Features and Ideas Discussion [original thread]
(Updated from the original) The joining of a fleet and the faith put in the fleet commander is by definition an act of trust, in EVE especially. Trust is a commodity that is difficult to earn, easy to violate, and impossible to buy. The current ...
- by Deep Nine - at 2015.05.23 11:20:36
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73. Fleet Command Options: Mass Gate and Mass Dock. - in Player Features and Ideas Discussion [original thread]
Bump
- by Deep Nine - at 2015.05.23 02:33:27
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74. Fixing Mines. - in Player Features and Ideas Discussion [original thread]
Bump
- by Deep Nine - at 2015.05.23 02:31:02
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75. Fixing Mines. - in Player Features and Ideas Discussion [original thread]
Specia1 K wrote: Unfortunately, the argument for why mines should be brought back into the game hasn't been made. Is there a need? They were pulled once, I don't see them coming back. Please clarify in which ways it hasen't been properly p...
- by Deep Nine - at 2015.05.22 02:52:20
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76. Mining probes and planet ring mining. - in Player Features and Ideas Discussion [original thread]
Bump.
- by Deep Nine - at 2015.05.22 00:46:42
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77. Fixing Mines. - in Player Features and Ideas Discussion [original thread]
Quote: (Updated from Original Post.) Bringing back Mines has been spoken about but not properly discussed or proposed. Limiting amount that can be placed, restricting security they can be placed in, setting them to become inert after a timer ...
- by Deep Nine - at 2015.05.22 00:23:43
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78. Mining probes and planet ring mining. - in Player Features and Ideas Discussion [original thread]
erg cz wrote: Deep Nine wrote: Thank you for reiterating the ideas already proposed, but we basically already have this. Pleasure. I agreed with you and even quoted your post, where is the problem? There was no offense intended, I w...
- by Deep Nine - at 2015.05.20 15:36:19
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79. Fixing Mines. - in Player Features and Ideas Discussion [original thread]
James Baboli wrote: Deep Nine wrote: We've addressed all fundamental questions, saying otherwise doesen't make it so. Since you speak for all of CCP and they have obviously given you permission to speak on their behalf, I will address thes...
- by Deep Nine - at 2015.05.20 15:27:20
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80. Fixing Mines. - in Player Features and Ideas Discussion [original thread]
Specia1 K wrote: Okay I have read the whole thread. Here are my thoughts: Minelaying -should be laid by Industrial ships or transports. not stealth bombers. Engineers don't fly stealth bombers. -minelaying has inherent risk of self-detonation,...
- by Deep Nine - at 2015.05.20 15:24:08
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