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1. Apotheosis information - in Player Features and Ideas Discussion [original thread]
Sold mine for 5KK isk. Damn... sold so fast... should have asked more
- by Eglarest - at 2009.01.04 05:00:00
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2. Forum Posting restrictions - in Player Features and Ideas Discussion [original thread]
A) Don't agree. I play EVE for over 2 years. I decided to start this char less than two weeks ago and it will be my main from now on. Why shouldn't I be able to post? I don't wanna to use my old chars. B) Same. C) Agree. Most players in EVE are ad...
- by Eglarest - at 2009.01.03 20:07:00
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3. Warp curve - in Player Features and Ideas Discussion [original thread]
By the way. The warp waypoint idea is quite a simple and clean solution, definitely better than warp curve on the stress and calculation side. But it would definitely make travels quite longer. The ship would have to get out of the warp, turn, the...
- by Eglarest - at 2009.01.03 19:57:00
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4. Warp curve - in Player Features and Ideas Discussion [original thread]
Wow... how much technobable... hahaha Simple and straight, I was just thinking about an animation like seen in Stargate movies
- by Eglarest - at 2009.01.03 19:51:00
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5. Warp curve - in Player Features and Ideas Discussion [original thread]
I would still have to explain my friends why ships pass through solid matter when showing EVE to them. Originally by: Abrazzar - Increased travel times Slingshot effect can make ships travel faster then. Would be nice to make safespots...
- by Eglarest - at 2009.01.03 13:19:00
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6. Warp curve - in Player Features and Ideas Discussion [original thread]
(Probably similar ideas were suggested a thousand times, but I could not find any post. Where is the search engine anyway? Sorry for my noob-ness) Damn... it's so damn ugly to have your ships to pass though stations, planets and moons in orde...
- by Eglarest - at 2009.01.03 05:57:00
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7. Posting to get character picture - in EVE Forum Experiments [original thread]
Why don't I have a picture?
- by Eglarest - at 2009.01.03 04:48:00
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8. Low sec and 0.0 surveilance - in Player Features and Ideas Discussion [original thread]
Quote: My alteration is/was only for the bigger things (ie the constellation/central 'net). A gate would be instant within it's alert range (say max scanner range), but relaying to/through a system beacon would be about a minute (penalty for...
- by Eglarest - at 2009.01.02 22:49:00
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9. Low sec and 0.0 surveilance - in Player Features and Ideas Discussion [original thread]
The idea about outposts makes quite a lot of sense. Nice addition, thank you for all your comments Quote: i think the security net would need to allow multiple 'beacons' (or whatever they are) per system, to allow for multiple corps to se...
- by Eglarest - at 2009.01.02 03:07:00
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10. Low sec and 0.0 surveilance - in Player Features and Ideas Discussion [original thread]
Edited by: Eglarest on 01/01/2009 13:36:09 7) IMPORTANT : The surveillance-net should be destroyable, and only detect cloaked ships by certain very low chance (let's say 10% for gate, 5% for planet and system, 2.5% above that) and after 1 s...
- by Eglarest - at 2009.01.01 13:36:00
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11. Low sec and 0.0 surveilance - in Player Features and Ideas Discussion [original thread]
I was alone in a 5-hour travel from my parent's house to mine and I was thinking about how security is handled by corps in low sec space. Also how people are engaged when they meed a camp gate. And... I feel it was so unrealistic. I was thinking o...
- by Eglarest - at 2009.01.01 13:33:00
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