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1. [Idea] "Farms and Fields" - in Player Features and Ideas Discussion [original thread]
I like the title Farm and Fields. Its an aspect which can be very fruitfull for small gang pvp. Burn down your enemys ISK making capabilities in the long run and force him to protect his space not on a SOV level. Giving out free stuff in the very ...
- by Dirala - at 2014.01.21 17:45:00
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2. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
I would like a " Mobile Incursion Unit " - Only one Unit per system. - akts like a warp beacon - Disrupts ratting bounty Constellation wide by 10% - Every Unit dropped in different Systems of the Constellation increases the effekt of all Units ...
- by Dirala - at 2014.01.21 13:48:00
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3. Self Destruct - in Player Features and Ideas Discussion [original thread]
signed, I think it makes sense, since activating self destruct is a controlled destruction of the ship and should work as destructive as it was designed to be. When a ship self destructs, the killmail goes out as normal, but no modules drop. That...
- by Dirala - at 2014.01.21 10:58:00
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4. Non-scannable locations in space - in Player Features and Ideas Discussion [original thread]
Dinsdale Pirannha wrote: Yes, I posted earlier in the thread about using the MJD deployable as a possibility, but that also has drawbacks. If my calculations are correct, a player group could string them out at 100 km intervals, and if the 12...
- by Dirala - at 2014.01.20 17:34:00
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5. Non-scannable locations in space - in Player Features and Ideas Discussion [original thread]
Nikk Narrel wrote: Dirala wrote: I absolutly LOVE this idea! I can imagine so much fun to be had just exploring those things. There is one big Problem I see though. If you cant warp at all in them the only chance to get out is by flying...
- by Dirala - at 2014.01.20 15:49:00
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6. Non-scannable locations in space - in Player Features and Ideas Discussion [original thread]
I absolutly LOVE this idea! I can imagine so much fun to be had just exploring those things. There is one big Problem I see though. If you cant warp at all in them the only chance to get out is by flying. This basicly means, everytime you lo...
- by Dirala - at 2014.01.20 14:55:00
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7. A potential solution to lag : Fog of war - in Player Features and Ideas Discussion [original thread]
Altrue wrote: I see where you're trying to get here, and maybe you're right. On the other hand, the server DOES cares about ships that are not targeted because you can see their distance from yourself anyway, and it gets updated every tick too...
- by Dirala - at 2014.01.20 12:56:00
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8. Mobile System Siege Module, a different way of breaking SOV. - in Player Features and Ideas Discussion [original thread]
The stuff I am writing is only a crude draft and should be balanced accordingly. I've put it here because it is not only a Mobile Structure, but it adds to the concept of SOV as well. I was thinking about a different / additional kind of SBU lets...
- by Dirala - at 2014.01.10 18:14:00
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9. Sticky:New dev blog: Changes to War Mechanics - in EVE Information Portal [original thread]
Ten Bulls wrote: CCP SoniClover wrote: Q: Paying mercs? A: The ally contract will enforce a one time payment up front. Other deals (like for length of war, reimburse losses or per kill) is between the defender and the merc and is not enforc...
- by Dirala - at 2012.03.30 13:35:00
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10. Sticky:New dev blog: Capital ship balancing - in EVE Information Portal [original thread]
Pandi V wrote: Example : Lets say Denmark suddenly decides it wants to be a great naval power and builds 5 brand new aircraft carriers but because of lack of funds and manpower it doesn't build any other ships to support them. In their fir...
- by Dirala - at 2011.10.11 16:27:00
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11. Sticky:New dev blog: Capital ship balancing - in EVE Information Portal [original thread]
Velin Dhal wrote: Dirala wrote: The support fleet has to get rid of the attacking 5 ships. Cause the SC can't do anything really. Thats what I'm saying. It's completly useless against smaller ships. I agree, that the super should not be ab...
- by Dirala - at 2011.10.11 15:29:00
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12. Sticky:New dev blog: Capital ship balancing - in EVE Information Portal [original thread]
Tippia wrote: Dirala wrote: Well, unlike Carriers and Dreads, you cant store a Supercap in a Station. So you are saying, you should only log in when there is a support fleet ready? Yes. Bring the right tool for the job. Without a support fl...
- by Dirala - at 2011.10.11 15:21:00
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13. Sticky:New dev blog: Capital ship balancing - in EVE Information Portal [original thread]
Lord Zim wrote: Anile8er wrote: Shadowsword wrote: If your Nyx doesn't have a support fleet, you deserve to lose it. I dont disagree, however I dont deserve to loose a 26 bil isk ship because I could not deal with a solo random ta...
- by Dirala - at 2011.10.11 15:00:00
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14. Sticky:New dev blog: Capital ship balancing - in EVE Information Portal [original thread]
Make a different Type of Drone Bay. Fighter Bay for example. That way its easier to balance Supercarriers and Carriers. The Fighter Bay can only hold fighter Bomber, and fighter. Where the normal Drone Bay can hold the rest. Than make a Drone Ba...
- by Dirala - at 2011.10.11 14:08:00
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15. [SERVICE] EVSCO - SC vs NC combat tracker - in Corporation, Alliance and Organization Discussions [original thread]
Originally by: Cadela Fria Oh for the love of....Peter, please..Just change the colors around. Make us (IT etc etc) Red, and them (NC) Blue. Be done with this stupid overanalytical nonsense. Honestly why you even mentioned colors to begi...
- by Dirala - at 2010.04.13 13:49:00
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16. [SERVICE] EVSCO - SC vs NC combat tracker - in Corporation, Alliance and Organization Discussions [original thread]
Originally by: Peter Powers o/ folks, i just added a few charts today, for people who like it a bit more visual than numbers (alot of people where asking me in chats and other forums for this) (yes im reading more then this, trying to get...
- by Dirala - at 2010.04.13 13:19:00
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17. Module: Heat exchanger - in Player Features and Ideas Discussion [original thread]
Edited by: Dirala on 01/02/2009 10:16:58 Hi there, got a little idea about heat producing when overloading weapons. Right now your weapon slots, when overheated, produce so much heat, that within seconds (more or less) all the different weapo...
- by Dirala - at 2009.02.01 10:11:00
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