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101. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Asuka Solo wrote: Would it be at all possible to code the mechanism to allow different tax rates depending on corp/alliance standings? i.e Blue pays 5% tax neutrals pay 10% Reds pay 15% Cuz that would just be win sauce. Pretty sure that's ...
- by Dominus Alterai - at 2011.10.21 18:13:00
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102. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Adamantor wrote: rootimus maximus wrote: Dominus Alterai wrote: THIS^^ Awww, bless, my first ever "this". I feel all warm and fuzzy inside now. :) CCP, any chance of getting corporate hangers added to the list of wants? I realise you'...
- by Dominus Alterai - at 2011.10.21 18:02:00
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103. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Gizznitt Malikite wrote: I have a few questions I'd like answered: 1.) How is the location of a new POCO to be determined? Is the only tool available to use warping around and dropping bookmarks, or will ccp develop some deployment tool? 2...
- by Dominus Alterai - at 2011.10.21 17:36:00
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104. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Meldan Anstian wrote: Scrapyard Bob wrote: While I agree that P1 & P2 export tariffs need to go up, existing P0 export tariffs being multiplied by 10x would absolutely crush the ability (for those who want to) to move P0 to another pla...
- by Dominus Alterai - at 2011.10.21 17:30:00
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105. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Meldan Anstian wrote: Jack Dant wrote: Meldan Anstian wrote: After you put up or capture a PCO, it can not be attacked for a period of time. How long would have to be discussed. If it stays operational while reinforced (the devs said...
- by Dominus Alterai - at 2011.10.21 17:14:00
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106. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
rootimus maximus wrote: CCP Phantom wrote: List of concerns and whines A hefty chunk of that list comes down to people whining because of change, whining because they'll have to work with other people in a multiplayer game, whining becaus...
- by Dominus Alterai - at 2011.10.21 17:09:00
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107. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Scrapyard Bob wrote: pmchem wrote: Allowing the POCO owner to set a straight up isk per m3 tax would make more sense. It's makes cost immediately clear to the user, it encourages users to have more complex setups on a planet instead of expor...
- by Dominus Alterai - at 2011.10.21 16:42:00
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108. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
pmchem wrote: CCP Phantom wrote: Please remember that there are a lot of good ideas in this thread also. You folks bring really constructive feedback! As I posted here ( https://forums.eveonline.com/default.aspx?g=posts&m=208048#pos...
- by Dominus Alterai - at 2011.10.21 16:04:00
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109. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Ingvar Angst wrote: Dominus Alterai wrote: Jack Dant wrote: Dominus Alterai wrote: The "protection" is that the fleet that lost it can come back an hour or two later and re-capture it if they truly want it. No pvp gang will wait around...
- by Dominus Alterai - at 2011.10.21 15:57:00
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110. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Meldan Anstian wrote: Jack Dant wrote: Dominus Alterai wrote: The "protection" is that the fleet that lost it can come back an hour or two later and re-capture it if they truly want it. No pvp gang will wait around for hours for a SURE fi...
- by Dominus Alterai - at 2011.10.21 15:43:00
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111. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Jack Dant wrote: Dominus Alterai wrote: The "protection" is that the fleet that lost it can come back an hour or two later and re-capture it if they truly want it. No pvp gang will wait around for hours for a SURE fight where a larger, bette...
- by Dominus Alterai - at 2011.10.21 15:41:00
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112. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Jack Dant wrote: Dominus Alterai wrote: Jack Dant wrote: The reason you need a big hitpoint buffer is to keep the attacker from "blitzing" the structure and leaving, completely ignoring the defense fleet. If you reduce the EHP, at you ne...
- by Dominus Alterai - at 2011.10.21 15:30:00
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113. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Zhula Guixgrixks wrote: Jack Dant wrote: Zhula Guixgrixks wrote: Low-Sec CO - Current Tax Rate+ small offset ,indestructible (Owner: CONCORD). A gang can attack the structure and put it out of order for a few hours. HP ~ Small Pos.
...
- by Dominus Alterai - at 2011.10.21 15:28:00
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114. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Jack Dant wrote: Dominus Alterai wrote: Another way to solve this is to not make POCOs in low-sec destructible, as this will GREATLY decrease the costs of low-sec PI, as well as making them more attractive to smaller corps or smaller gangs, ...
- by Dominus Alterai - at 2011.10.21 15:15:00
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115. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Ingvar Angst wrote: This may be too radical of a suggestion for most people to handle, but how about this for an idea... (ideally would be not introducing them at all, but...) Customs offices remain where they are until someone puts up a POC...
- by Dominus Alterai - at 2011.10.21 14:59:00
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116. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Zhula Guixgrixks wrote: Because of the known griefing potential I myself was thinking of a more griefer-proofed approach. With current rates of 50% of the materials being produced in hi-sec, the current iteration will force much more people to ...
- by Dominus Alterai - at 2011.10.21 14:58:00
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117. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Scrapyard Bob wrote: Dominus Alterai wrote: Tax rates in high-sec are being increased, however, not nearly as much as you are saying. the increase of 50% is plenty and will still make PI available to newer players (ie a 6% tax will increase...
- by Dominus Alterai - at 2011.10.21 14:53:00
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118. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Ingvar Angst wrote: War Kitten wrote: Ingvar Angst wrote: Yes, launches from the planet will be available. How about getting things to the planet? If customs offices go >poof<, this whole aspect of PI is shut down. If someone e...
- by Dominus Alterai - at 2011.10.21 14:21:00
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119. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Scrapyard Bob wrote: Meldan Anstian wrote: A few hundred posts in the thread ago, I calculated that it's about 6 times (from memory, exact number may be different) more expensive tax wise to export a unit of robotics, than it is to export a...
- by Dominus Alterai - at 2011.10.21 14:19:00
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120. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Vanessa Vansen wrote: I don't know what to think about it, will see if it turns out good or bad. But I'm kind of surprised to see a feature not even mentioned in the winter expansion dev blog (more negative than positive!) But I do have some...
- by Dominus Alterai - at 2011.10.21 14:03:00
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