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41. stupid pirates also need some luv - in Player Features and Ideas Discussion [original thread]
You should be able to actually BE a true pirate. Therefor, when somone get warpscarmbled, they (the pilot beeing scrambled) should be able to choose one of 3 options. 1. No action. 2. Cargo dropping. -Depending on the strengt of all scramblers,...
- by Dux Dar - at 2006.01.14 19:35:00
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42. The T2 Problem. - in Science and Industry [original thread]
I personally think that there should be NO T2 bpo's, only bpc's. The number of runs should be determinied by the level of the agent, while the quality should be determined by the points used to cash out the bpc. Also, the person working with the r...
- by Dux Dar - at 2006.01.14 12:55:00
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43. POS for building in hi sec space profitable? and buy orders... - in Science and Industry [original thread]
Yes, flying the final product to a station to sell, and the hauling requirement for the ore, will more or less make hi-sec posses useless for smal corps. So the only realistic use for a manifacturing hi-sec pos would be for corps that has alot o...
- by Dux Dar - at 2005.12.20 19:06:00
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44. How to earn some money from a POS - in Science and Industry [original thread]
So, i guess that for the moment we can assume nothing, as we basically dont know anything for sure... (is the bonuses bugged, only working on waist, or working as intended?) Why dont CCP ever give good and correct information on new content be...
- by Dux Dar - at 2005.12.20 15:27:00
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45. How to earn some money from a POS - in Science and Industry [original thread]
Nice compilation of info Feighseva. If indeed the bonuses actually is what they was on test, using POS'es for building will actually be profitable (however, hauling will be a pain in the #$% if your not a good miner). Now, if only we could actual...
- by Dux Dar - at 2005.12.20 14:57:00
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46. POS for building in hi sec space profitable? and buy orders... - in Science and Industry [original thread]
So, basically, you can NOT build freighters at a hi-sec POS'es, only at stations or low-sec POS'es/Outposts. You CAN build 3 battleships at a time with 10% reduced material cost, but 10% slower then at stations, or you can build 1 battleship at a...
- by Dux Dar - at 2005.12.20 04:41:00
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47. Hi-sec POS'es for building info - in Science and Industry [original thread]
Edited by: Dux Dar on 20/12/2005 04:40:34 So, I'm trying to find out whats what in the hi sec POS system. Is the following true, or did i get anything wrong? The charters needed to build/run a POS in hi-sec space is given out as mission rewar...
- by Dux Dar - at 2005.12.20 04:39:00
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48. new Escrow mission type for cargo delivery to POS/outpost. - in Player Features and Ideas Discussion [original thread]
Also, a smal idea for helping ppl getting the LARGE amount of ore needed for building some of the new stuff... How abouth adding the possibillity for POS and Outpost owners to put out "deliver X amount of Y cargo for Z creds to Outpost/POS W" co...
- by Dux Dar - at 2005.12.19 06:00:00
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49. POS for building in hi sec space profitable? and buy orders... - in Science and Industry [original thread]
Edited by: Dux Dar on 19/12/2005 06:04:20 Hi a question for the ppl who know math It seems the cost of running a pos in hi sec space will be around 23 mill a day for charters, pluss fuel. As far as i can see, the only (good economically) r...
- by Dux Dar - at 2005.12.19 05:48:00
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50. microjump module / warp disruption field - better combat - in Player Features and Ideas Discussion [original thread]
The microjump module and new warp field. 1. let the mobile warp disruption fields (and future field ships) get a MASSIVE boost in range, but let it disrupt the warp depending an the nearest distance a ship in warp will have to the disruptor. T...
- by Dux Dar - at 2005.08.20 16:18:00
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51. Chenge agent missions and better general npc AI - in Player Features and Ideas Discussion [original thread]
Problem: -missions are scaled only for the normal tech 1 combat ships, and not the tech 2 (example, many people complains that HAC's are too good for level3 and to bad for level4). -the jump in mission difficulty between levels is a bit much. A...
- by Dux Dar - at 2005.06.14 17:51:00
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