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1. [CSM] July 2011 Prioritization Crowdsourcing -- Vote Here! - in Assembly Hall [original thread]
Draiman,14,31,35,41,99,166
- by Draiman - at 2011.07.31 15:12:00
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2. Best Use For Captains Quarters Found At Last!! - in EVE General Discussion [original thread]
Edited by: Draiman on 25/07/2011 03:00:39 http://www.theonion.com/video/warcraft-sequel-lets-gamers-play-a-character-playi,14240/
- by Draiman - at 2011.07.25 03:00:00
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3. Where are my overview settings? - in EVE General Discussion [original thread]
So I just bought a new computer and I'm trying to copy over all my settings so I dont have to go through and make 5 new overview tabs for multiple characters. So I installed a fresh download of EVE from the website. After installing, I completely...
- by Draiman - at 2008.05.30 02:00:00
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4. Updating skills on sisi - in Test Server Feedback [original thread]
Would it be at all possible to allow players to manually update their skills on the sisi server? Maybe by using the API? I'm not asking for a mirror of all objects.. Just a skill update to keep our sisi characters up to date without having to re...
- by Draiman - at 2008.05.27 21:45:00
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5. remapping concord - in Player Features and Ideas Discussion [original thread]
To think, I almost didnt read this because the title was less than interesting. I like this idea. And to expand.. Instead of only the victim being able to send a distress call to Concord, witnesses could be able to call for them. That way AFK tra...
- by Draiman - at 2008.05.25 03:01:00
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6. Ideas to tie into ranks - in Player Features and Ideas Discussion [original thread]
Edited by: Draiman on 24/05/2008 00:28:58 How about using ranks for what they're meant to be? A chain of command. Example Rank 8-10 are strategic commanders. Able to direct the war by assigning priority to different systems. The FW agents wi...
- by Draiman - at 2008.05.24 00:28:00
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7. Dedicated AEGIS Gang Role - in Player Features and Ideas Discussion [original thread]
I like the idea, but that would severely unbalance gameplay. Missile boats are already gimped by the long flight times to target, compounded by the fact that in the year 549874984649 AD we still dont have fire and forget missiles. So now we have...
- by Draiman - at 2008.05.23 02:03:00
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8. Removing local; replacing ship scanner with ship sensors - in Player Features and Ideas Discussion [original thread]
I agree, first post updated.
- by Draiman - at 2008.05.19 00:58:00
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9. Fixing Local with scanners and stealth - in Player Features and Ideas Discussion [original thread]
Edited by: Draiman on 19/05/2008 00:52:54 I was intentionally vague. The devs dont need detailed ideas. They'll descide exactly how things will work and how to balance things. I proposed a basic idea and used a few examples to illustrate how I...
- by Draiman - at 2008.05.19 00:51:00
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10. Removing local; replacing ship scanner with ship sensors - in Player Features and Ideas Discussion [original thread]
I honestly expected more resistance to this. Though in the end, I'm sure its all wasted breathe. The devs are probably well set on whatever path they've chosen. We'll just have to wait a few years to find out what they're thinking.
- by Draiman - at 2008.05.18 23:28:00
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11. Fixing Local with scanners and stealth - in Player Features and Ideas Discussion [original thread]
Edited by: Draiman on 18/05/2008 23:25:13 Sounds like an expansion of this , which I posted just a few hours ago. In any case.. The details aren't too important as those will work themselves out. So /signed
- by Draiman - at 2008.05.18 23:25:00
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12. Removing local; replacing ship scanner with ship sensors - in Player Features and Ideas Discussion [original thread]
Good question, I hadnt considered that. And since the station environment is completely separate from the 3d environment, adding any interaction between the two would be tricky. Maybe a station sensor screen thats limited to 1 refresh every 5 mi...
- by Draiman - at 2008.05.18 21:43:00
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13. Removing local; replacing ship scanner with ship sensors - in Player Features and Ideas Discussion [original thread]
I know this isnt a new topic, but here's my take on the local issue. - Remove local - Replace scanner with sensor screen - Sensors are based off of sensor type and resolution of ship type - Sensor detection of a target is based off sensor res, ra...
- by Draiman - at 2008.05.18 21:24:00
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14. Deep space - in Player Features and Ideas Discussion [original thread]
/signed Kinda goes along with an idea I suggested a few days ago; link
- by Draiman - at 2008.05.18 15:57:00
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15. Free Movement - in Player Features and Ideas Discussion [original thread]
/signed To expand on this, I'd also like to see a few other small enhancements to the overlay. Fully configureable using a checkbox interface like the overview settings - Range rings (as is) - Heading ring in degrees - Pitch ring in degrees - Ta...
- by Draiman - at 2008.05.17 22:21:00
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16. A different way to travel - in Player Features and Ideas Discussion [original thread]
Just for referance. A carrier can jump 14.5 light years. Thats the distance of anywhere from 8-14 or so jumps for most of EVE. Most systems are 1-3 ly from each other. I proposed a cruise speed of 1 ly per minute (just a number I threw out really,...
- by Draiman - at 2008.05.17 05:37:00
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17. A different way to travel - in Player Features and Ideas Discussion [original thread]
You seem to have missed the point entirely. Its not to make travel boring or be able to warp to nowhere and fly around. Its to open up the game to new possibilities and allowing more varied and in depth use of tactics. Being able travel without be...
- by Draiman - at 2008.05.17 05:14:00
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18. A different way to travel - in Player Features and Ideas Discussion [original thread]
Edited by: Draiman on 17/05/2008 01:30:10 Edited by: Draiman on 17/05/2008 01:29:43 Not everyone would have the ability to scan people down. I said with the use of a module. So it could operate not much different than it does now. And the...
- by Draiman - at 2008.05.17 01:28:00
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19. A different way to travel - in Player Features and Ideas Discussion [original thread]
First of all, every ship does not operate as a capital jump drive, as those operate to cover space instantly. Secondly, load screens would still be present, but would occur at the fringes of system space while you're still a ways out from your des...
- by Draiman - at 2008.05.16 23:55:00
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20. A different way to travel - in Player Features and Ideas Discussion [original thread]
Remove jump gates entirely. In its place, add something like an 'inter-system cruise drive'. The inter-system cruise drive is like a standard warp drive, but much faster. Maybe, 1000 au/sec (~1 light year/min) or so depending on the ship type. How...
- by Draiman - at 2008.05.16 23:07:00
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