Pages: [1] 2 3 |
1. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
Quin Yi wrote: A coolant system for reducing heat on modules in attempt to slow down module damage while overloading. Effective neutralizer drones. Perhaps a special weapon for black ops that would take the place of a covert portal. A master ov...
- by DustinTheWind1 - at 2012.06.03 19:04:00
|
2. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
A mid or low slot item that when activated magnetically attaches your sentry drones to your hull. They are still vunerable to targeting but move with your ship now.
- by DustinTheWind1 - at 2012.05.23 01:29:00
|
3. Coolest feature ever, let piloted ships dock into other ships - in Player Features and Ideas Discussion [original thread]
I would like to see the ability to dock. I used to do it in the game "Independence Day 4" and it was an awesome procedure flying your ship and docking. I don't know if this game could come anywhere near the physics of that flight engine but I cert...
- by DustinTheWind1 - at 2009.07.31 18:33:00
|
4. Ship Crews (They're Here, They're Real, get Over it) - in Player Features and Ideas Discussion [original thread]
Hmm to me it seems instead of a crew it would be an artificial intelligence running your ship. That artificial intelligence could gain or lose experience and possibly even be upgrade. I mean it already tracks your opponents for you and runs nano b...
- by DustinTheWind1 - at 2009.07.31 18:29:00
|
5. A modification to local chat - in Player Features and Ideas Discussion [original thread]
Allow local people to choose if they want to be seen in local channel. Like a switch or something to switch off local broadcasting. Then people cant tell your there by looking in local they have to scan instead. Unless you type in local chat b...
- by DustinTheWind1 - at 2009.07.30 16:47:00
|
6. Drones while disconnected - in Player Features and Ideas Discussion [original thread]
Good point. What is the purpose of leaving your drones in the first place if you cant control them. You might as well recover them before warp off so why not make it automatic? That or just on disconnect. I agree something needs to be done about t...
- by DustinTheWind1 - at 2009.07.30 15:50:00
|
7. Armor regen like shields - in Player Features and Ideas Discussion [original thread]
This would also be different from shields in that *shields recharge at a variable rate "C = C0(1-1/cosh(tau*t)) ; tau=k/T" quoted from "Dust puppy" *The armor regeneration would be linear. So armor repaired/recharge time = armor per second. I re...
- by DustinTheWind1 - at 2009.07.29 20:41:00
|
8. Armor regen like shields - in Player Features and Ideas Discussion [original thread]
Edited by: DustinTheWind1 on 29/07/2009 17:21:10 the main bonus would be in large fleet battles where the lag gets so great that it may take a while for your module to send its repair signal to ccp for the next regen cycle. I'm thinking this w...
- by DustinTheWind1 - at 2009.07.29 17:20:00
|
9. Armor regen like shields - in Player Features and Ideas Discussion [original thread]
Edited by: DustinTheWind1 on 29/07/2009 16:50:38 I was thinking of a solution to the problem of armor recharge lag due to server lag and I had an idea. Why not have armor modules that regen like shields. After all the nano bots are always on y...
- by DustinTheWind1 - at 2009.07.29 16:49:00
|
10. Drone Damage Mod 2 - in Player Features and Ideas Discussion [original thread]
ok marcus you have a point you wouldn't be sacrificing range for damage. I guess the problem is that unlike turrets the range mod is in the high slot. Well my other idea was to have it in the high slot before this one and then I changed my mind be...
- by DustinTheWind1 - at 2009.07.02 04:35:00
|
11. Drone Damage Mod 2 - in Player Features and Ideas Discussion [original thread]
Originally by: Marcus Gideon There is no reason why a Low module would tie up a turret hardpoint. There is nothing being attached to that turret mount, unless it's an antenna or something. Just a little RP perspective there. While having...
- by DustinTheWind1 - at 2009.07.02 01:54:00
|
12. Drone Damage Mod 2 - in Player Features and Ideas Discussion [original thread]
Edited by: DustinTheWind1 on 02/07/2009 01:30:25 Originally by: Marcus Gideon Edited by: Marcus Gideon on 01/07/2009 20:06:54 "Choose between tank or gank" Okay... well, as far as Lows are concerned your only "gank" would be Weapo...
- by DustinTheWind1 - at 2009.07.02 01:27:00
|
13. Drone Damage Mod 2 - in Player Features and Ideas Discussion [original thread]
Originally by: Rip Minner Your wrong. I am? Originally by: Rip Minner Just by placing one of this in a low slot your giving up tank for more gank. Right but your "replacing your gun gank with drone gank" only if it tak...
- by DustinTheWind1 - at 2009.07.02 01:14:00
|
14. Drone bay expanders - in Player Features and Ideas Discussion [original thread]
I came up with an interesting solution for a "drone damage mod" so that it wasn't over powered with drone damage + turrets and is a low slot module. It is in a different thread. http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1110366 ...
- by DustinTheWind1 - at 2009.07.01 17:29:00
|
15. Drone Damage Mod 2 - in Player Features and Ideas Discussion [original thread]
Edited by: DustinTheWind1 on 01/07/2009 17:18:29 Originally by: Marcus Gideon How about just making it a High slot, then you have less room for guns and launchers anyways. Because of 2 reasons I can think of off hand. *with the M...
- by DustinTheWind1 - at 2009.07.01 17:18:00
|
16. Drone Damage Mod 2 - in Player Features and Ideas Discussion [original thread]
How about a drone damage slot that goes in the low slot however there is one added stipulation. These drone damage units/mods tie up a turret/launcher hard point. That way to convert your ship into a drone damage ship you will eliminate your turre...
- by DustinTheWind1 - at 2009.07.01 16:06:00
|
17. Kill off macro miners! - in Player Features and Ideas Discussion [original thread]
Edited by: DustinTheWind1 on 26/06/2009 06:24:15 Originally by: Shea Klant The only solution to macro mining is to simply make it a legitamit part of the game. Having mining be anything other than an automated process is deliberately s...
- by DustinTheWind1 - at 2009.06.26 06:21:00
|
18. Drone dammage mod - in Player Features and Ideas Discussion [original thread]
Ok I have given this some thought and the pepes who think it should be in the low slot do have a point. Sooo... I thought of a compromise. How about a drone damage slot that goes in the low slot however there is one added stipulation. These drone ...
- by DustinTheWind1 - at 2009.06.25 19:08:00
|
19. What about drone ship in high sec that can use Fighter Drones? - in Player Features and Ideas Discussion [original thread]
I also noticed the lack of ability to use drones exclusively for damage per sec compared to turrets also. You can get around 1000 damage/sec with turrets alone but with sentry or heavy drones alone you are stuck in the 500ish damage/sec. Here is o...
- by DustinTheWind1 - at 2009.06.24 20:26:00
|
20. Give us weapons on station! - in Player Features and Ideas Discussion [original thread]
lol wouldn't it be funny if they made it so we had a bunch of walking pods in station with your pic plastered to the surface. Maybe you could custom the pod with a peg leg and an eye patch :P Wha you cant leave that pod that thing is permanent!!
- by DustinTheWind1 - at 2009.06.24 05:48:00
|
Pages: [1] 2 3 |
First page | Previous page | Next page | Last page |