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1. ECM rework - in Player Features and Ideas Discussion [original thread]
Well it sounds like ECM is working well, and changing this to make ECCM or basic sensors stronger would simply render ECM pointless as gangs would suddenly face other gangs with easily stronger ECCM capabilities. Your main issue is with other gan...
- by Eagle Hawkstrike - at 2009.10.02 05:28:00
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2. Wreaks: looting and salvage ideas. - in Player Features and Ideas Discussion [original thread]
Originally by: Adunh Slavy Edited by: Adunh Slavy on 02/10/2009 01:17:39 I like the basic premise of the idea. I'll share an alternative. Leave current wrecks as they are, if someone wants to nab salvage from an owned wreck, then fine...
- by Eagle Hawkstrike - at 2009.10.02 04:16:00
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3. New Idea: ôMore info in (Selected Item Window)ö. - in Player Features and Ideas Discussion [original thread]
Bumping as Concept 1 is a pretty good idea especially if its customizable. My position in the corp "Logistics Coordinator" just a fancy name for Janitor.
- by Eagle Hawkstrike - at 2009.10.01 05:39:00
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4. Tech 1,2,3 Upgrading - in Player Features and Ideas Discussion [original thread]
OK i think i got what your trying to do. You want T1 ships to be modular like the T3 ships are now, but to get T2 ships the idea is that you keep the T1 hull and add T2 subsystems turning it into an effective T2 ship. Now this sounds like an inter...
- by Eagle Hawkstrike - at 2009.10.01 05:26:00
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5. Ninja Salvaging. - in Player Features and Ideas Discussion [original thread]
CCP won't change this cause people cannot own the wreaks. They let you own the loot from the wreaks but its up to you to be fast enough to salvage the rooms. your lucky they aren't stealing your loot too not to mention the mission objective, reall...
- by Eagle Hawkstrike - at 2009.10.01 05:12:00
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6. new colors - in Player Features and Ideas Discussion [original thread]
Seems reasonable, simple addition. My position in the corp "Logistics Coordinator" just a fancy name for Janitor.
- by Eagle Hawkstrike - at 2009.10.01 05:06:00
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7. ISK SINKns - in Player Features and Ideas Discussion [original thread]
With all of these changes implemented to make the game way more complex and expensive, i have a feeling a few people would leave. I know i would if retaining ISK is any harder than it is right now. I struggle to afford lots of things, and if other...
- by Eagle Hawkstrike - at 2009.10.01 04:59:00
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8. Tradeable LP Certificates - in Player Features and Ideas Discussion [original thread]
Responding to the updated initial post. I like idea 2 provided its a small faction standing increase, maybe have two potions with that trade LP for corporation standings (so your standings with chemal tech for example) or trade at a lower rate fo...
- by Eagle Hawkstrike - at 2009.10.01 04:51:00
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9. Lets remove Microwarp drives from the game! - in Player Features and Ideas Discussion [original thread]
I noticed that this is coming from a PVP setting and i haven't had much experience with PVP in this game but i still want to offer up a view for this, as it will affect my future PVP experiences. When the module is overheated will it cause damag...
- by Eagle Hawkstrike - at 2009.10.01 04:35:00
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10. Making Characters Useful - in Player Features and Ideas Discussion [original thread]
I can see how CCP could stand to make a little bit more but they could also stand to lose money doing this too. As it is some people have that 2nd or 3rd account but they might not have it to use both of them at the same time. I have a friend who'...
- by Eagle Hawkstrike - at 2009.10.01 04:22:00
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11. Tech 1,2,3 Upgrading - in Player Features and Ideas Discussion [original thread]
Yes T3 adds more cruisers, but they are not exactly the same as what we have, in that way it is new content with new uses. I'm also not sure how your "adding stuff on" idea would work. The subsystems used in T3 ships, which i assume is what your a...
- by Eagle Hawkstrike - at 2009.09.30 10:09:00
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12. Tech 1,2,3 Upgrading - in Player Features and Ideas Discussion [original thread]
I think the Tech level system is pretty good as it is, before changing what it is like they should finish off what they are doing with T3 ships. If we want more modular ships after that add a T4 modular ship level then a T5 but before all this we ...
- by Eagle Hawkstrike - at 2009.09.30 09:11:00
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13. Ship Crews (They're Here, They're Real, get Over it) - in Player Features and Ideas Discussion [original thread]
I've always liked the idea of having crews, I understand that the pod is a very efficient control device rendering crews rather pointless but i also know that crews would not be completely pointless and would more than anything just offer a small ...
- by Eagle Hawkstrike - at 2009.09.30 08:59:00
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14. POSs: Flogging the Dead Horse - in Player Features and Ideas Discussion [original thread]
I love this idea, the modular system looks awesome. Free floating guns I'm not phased with, normal stations have those, but the rest of it in modular form would make it look so much more better. /sign My position in the corp "Logistics Coordi...
- by Eagle Hawkstrike - at 2009.09.30 06:55:00
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15. Valid ships for missions: Quit wasting my time - in Player Features and Ideas Discussion [original thread]
Yeah having a ship size notice on all missions would be nice. I think there might be some that do already, not sure, but it would be nice to know before hand. Its frustrating accepting a mission then going to do it finding out you have to go back ...
- by Eagle Hawkstrike - at 2009.09.30 06:40:00
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16. Financial Realism - Insurance and CONCORD - in Player Features and Ideas Discussion [original thread]
Originally by: Serge Bastana Just make it 0% for losses to CONCORD, that will reduce the return for suicide ganks and let ppl head out to low sec and 0.0 to pvp as the game intends. No need to hit people who are defending their territory ...
- by Eagle Hawkstrike - at 2009.09.30 05:30:00
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17. Corporation and Alliance Uniforms - in Player Features and Ideas Discussion [original thread]
I agree with comments about the small picture, its not going to be too noticeable and probably have very little affect. A logo on the ships would probably be more noticeable but again would just give people to look at and not be too important. My ...
- by Eagle Hawkstrike - at 2009.09.30 05:15:00
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18. Noobships giveout - annoying! - in Player Features and Ideas Discussion [original thread]
The whole reason for the giving out of the newbie ship is that if your crushed to nothing you have a chance to work it back without starting a new character. But i do agree that it should be a tick able option, as some of use are not anywhere near...
- by Eagle Hawkstrike - at 2009.09.30 05:07:00
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19. Covert Ops Mining Barge - in Player Features and Ideas Discussion [original thread]
Originally by: Dagejoor Take the Skiff as it is; Quote: Mining Barge Skill Bonus: 3% better yield for Strip Miners per level. 7.5% bonus to all shield resistances per level Exhumers Skill Bonus: 60% bonus to Mercoxit Mining Cryst...
- by Eagle Hawkstrike - at 2009.09.30 04:42:00
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20. Giving Outposts move love, fighter bay upgrade - in Player Features and Ideas Discussion [original thread]
I can see this as a good idea for POS's, but are the fighter bays individual modules to the POS tower so that you could set up multiple fighter bays or is it a one bay per tower thing? Cause i have a concern of some people putting up multiple bays...
- by Eagle Hawkstrike - at 2009.09.30 04:30:00
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