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        | 221. New module idea - in Player Features and Ideas Discussion [original thread] Originally by:   Irn Bruce  The way I see it there are 2 possible outcomes.   1) Every single hauler fits them all the time, meaning cargo scanners might as well not exist. Completely nerfs cargo scanners, and it would be easier to just remov...
 - by Doc Iridium - at 2008.04.26 06:49:00
 
 
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        | 222. Stealth limits - in Player Features and Ideas Discussion [original thread] Originally by:   The Ubernomicon    Edited by: The Ubernomicon on 22/04/2008 12:15:42   This is the worst thread I have seen on these forums in a very long. Doc, knock it off. This is not going anywhere for some very obvious reasons.   If you...
 - by Doc Iridium - at 2008.04.22 12:26:00
 
 
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        | 223. Stealth limits - in Player Features and Ideas Discussion [original thread] Originally by:   WillageGirl       Originally by:   Doc Iridium  The battleship blob is the threat, that or betrayal from inside.     So now we have moved from single AFK cloakers into a huge blob of AFK cloakers that somehow are a threat to ...
 - by Doc Iridium - at 2008.04.22 12:21:00
 
 
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        | 224. Stealth limits - in Player Features and Ideas Discussion [original thread] Originally by:   WillageGirl       Originally by:   Doc Iridium  No, you just showed that if you fly a cov ops ship at all, you aren't a competent cov ops pilot. Warping directly to the gate is not safe. To be safe, you warp to a offgrid safe...
 - by Doc Iridium - at 2008.04.22 12:06:00
 
 
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        | 225. Stealth limits - in Player Features and Ideas Discussion [original thread] Edited by: Doc Iridium on 22/04/2008 12:02:57        Originally by:   WillageGirl       Originally by:   Doc Iridium  Actually, multibillion isk ships are _not_ a threat to a high sovereignity system, blobs of battleships or internal betrayal ar...
 - by Doc Iridium - at 2008.04.22 12:02:00
 
 
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        | 226. Stealth limits - in Player Features and Ideas Discussion [original thread] Originally by:   WillageGirl       Originally by:   Doc Iridium  Lets see: One player spends one hour in a high sovereignity system, doing whatever they want for up to an hour in a cloaked ship until they are forced to leave. A gang of player...
 - by Doc Iridium - at 2008.04.22 11:57:00
 
 
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        | 227. Stealth limits - in Player Features and Ideas Discussion [original thread] Originally by:   WillageGirl       Originally by:   Doc Iridium   The AFK cloaker demands attention simply due to their presence. If no attention is given to them, they are free to inflict massive damage when they do decide to actually come b...
 - by Doc Iridium - at 2008.04.22 11:47:00
 
 
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        | 228. Stealth limits - in Player Features and Ideas Discussion [original thread] Originally by:   Ellaine TashMurkon  In fact those 20 interceptors are little over the top. You need 1-2 interceptors, maybe a drone ship or two and a large bubble and chance of success is quite good. Cloaked covops moves 500-700m/s normaly, ...
 - by Doc Iridium - at 2008.04.22 11:43:00
 
 
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        | 229. Stealth limits - in Player Features and Ideas Discussion [original thread] Originally by:   WillageGirl        Originally by:   Doc Iridium   If sovereignity levels were designed to make it more possible to defend systems, by denying multibillion isk ships access, why in the hell do you think there shouldn't be defe...
 - by Doc Iridium - at 2008.04.22 11:37:00
 
 
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        | 230. Stealth limits - in Player Features and Ideas Discussion [original thread] Originally by:   WillageGirl        Originally by:   Doc Iridium   FACT : making it so that cloakers _must_ leave a system once per hour else have their cloaking disabled would not make 0.0 systems into 100% secure carebear areas. There is no...
 - by Doc Iridium - at 2008.04.22 11:26:00
 
 
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        | 231. Stealth limits - in Player Features and Ideas Discussion [original thread] Originally by:   WillageGirl        Originally by:   Doc Iridium   FACT : requiring one side of a PVP conflict to respond with significant cost to the other side's actions taken with _NO_ resource cost is unbalanced. Period.     Noones making...
 - by Doc Iridium - at 2008.04.22 11:04:00
 
 
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        | 232. Stealth limits - in Player Features and Ideas Discussion [original thread] Originally by:   WillageGirl         Originally by:   Doc Iridium   FACT : an afk cloaker, once they get set, is currently a _zero_ resource cost threat.    ..uhm yeah, they are AFK .. means they arent doing anything .. how could they use any...
 - by Doc Iridium - at 2008.04.22 10:43:00
 
 
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        | 233. Stealth limits - in Player Features and Ideas Discussion [original thread] Originally by:   WillageGirl        Originally by:   Doc Iridium   FACT : an AFK cloaker in a highly industrialized system does have an effect. They might not be blowing up ships, but they are at the very least causing wasted effort. Players ...
 - by Doc Iridium - at 2008.04.22 10:31:00
 
 
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        | 234. Stealth limits - in Player Features and Ideas Discussion [original thread] Originally by:   WillageGirl        Originally by:   Doc Iridium   FACT : an AFK cloaker in a highly industrialized system does have an effect. They might not be blowing up ships, but they are at the very least causing wasted effort. Players ...
 - by Doc Iridium - at 2008.04.22 10:26:00
 
 
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        | 235. Stealth limits - in Player Features and Ideas Discussion [original thread] Edited by: Doc Iridium on 22/04/2008 09:12:19        Originally by:   WillageGirl    I think you have missed the purpose of sov. levels. Constellation sov. isnt in game so you could carebear in 100% secure 0.0 systems. Its there to give you more...
 - by Doc Iridium - at 2008.04.22 09:10:00
 
 
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        | 236. Stealth limits - in Player Features and Ideas Discussion [original thread] Originally by:   Coldrice    Edited by: Coldrice on 22/04/2008 04:34:33     Edited by: Coldrice on 22/04/2008 04:33:03   Now wait a minute...  the one thing I've noticed as a stealth pilot is all it takes is a tiny tiny mistake and my ship is...
 - by Doc Iridium - at 2008.04.22 05:08:00
 
 
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        | 237. Stealth limits - in Player Features and Ideas Discussion [original thread] Originally by:   Khan Zu    Edited by: Khan Zu on 22/04/2008 01:57:29        Originally by:   Doc Iridium  Either you do not understand the effects of a stealthed ship in a high sovereignity core industrial system of an enemy     I'll tell yo...
 - by Doc Iridium - at 2008.04.22 04:22:00
 
 
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        | 238. Stealth limits - in Player Features and Ideas Discussion [original thread] Originally by:   Rashiro    Edited by: Rashiro on 21/04/2008 21:01:47   Gentlemen, cloaking ships are broken. Allow me to refer you to _diagram 13445(b)(2):_ the faction fitted _stealth bomber_. Sure the isk spent on this ship could fund a sm...
 - by Doc Iridium - at 2008.04.22 00:48:00
 
 
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        | 239. Stealth limits - in Player Features and Ideas Discussion [original thread] Originally by:   Khan Zu  Its not like we just press one button and thats it, we win. There is a lot of precise control needed to effectively use cloaked ships in hostile space. You have the advantage of numbers, gate camps, bait etc, apparen...
 - by Doc Iridium - at 2008.04.22 00:38:00
 
 
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        | 240. Stealth limits - in Player Features and Ideas Discussion [original thread] Originally by:   WillageGirl    Edited by: WillageGirl on 21/04/2008 19:24:02    So a titan parked one cyno jump away (takes about 4 secs for it to get in your system when it decides to do so) is not a threat, but a cloaker (takes about the s...
 - by Doc Iridium - at 2008.04.22 00:27:00
 
 
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