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1. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
My Ideas: Mining version of the auto looting structure, possible features are that you can set your drones to use it automatically, it can be accessed from further away (cargo drones?), it has a hangar for ORE and a hangar for mining crystals OR ...
- by ElDiabloRojo - at 2013.11.14 08:26:00
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2. Fuel Pellets - streamlining the fuelling experience - in Player Features and Ideas Discussion [original thread]
Ive been playing eve since 2003. i bought a tower back when there was only 4 towers in game, they cost 100m now those same towers have lots of little brothers and sisters and cost 400m each... time have changed thats for sure. But if your telling...
- by ElDiabloRojo - at 2008.05.18 21:43:00
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3. Carrier Proposal - Balanced change that satisfies requirements - in Player Features and Ideas Discussion [original thread]
Originally by: Zarch AlDain I still don't believe that you are addressing the actual problem though as carriers in your suggestion can still carry ships, refit ships, carry modules in their hangers, tank and gank all at the same time. The...
- by ElDiabloRojo - at 2007.11.13 23:55:00
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4. Carrier Proposal - Balanced change that satisfies requirements - in Player Features and Ideas Discussion [original thread]
Ok maybe I explained it wrong. But with the current system of carriers you get essentially two types of abilities. Those from the ship and those from drones. The greatest damage power from the carrier comes from fighters; I think we can all agree ...
- by ElDiabloRojo - at 2007.11.13 02:29:00
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5. Carrier Proposal - Balanced change that satisfies requirements - in Player Features and Ideas Discussion [original thread]
ok i have caldari carrier lvl 5 so using your model i can fit 2 low slot mods, 2 med slot mods and 3 hi slot mods and get 15 drones (5 more then my current number) and enough drone bay for more then 15 fighters and 15 of each drone in game. Obviou...
- by ElDiabloRojo - at 2007.11.12 14:51:00
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6. Carrier Proposal - Balanced change that satisfies requirements - in Player Features and Ideas Discussion [original thread]
Edited by: ElDiabloRojo on 12/11/2007 02:11:50 What i am saying is that this "fix" stops carriers being good at all the things they are now but allows them to focus their efforts and become dramaticly more effective at other things. Also in te...
- by ElDiabloRojo - at 2007.11.12 02:12:00
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7. Carrier Proposal - Balanced change that satisfies requirements - in Player Features and Ideas Discussion [original thread]
ok if im reading this right then by being a carrier lvl 5 person already means all i do is drop some of my tank to gain all the abilities i already have by putting 1 each of these "new" modules onto the carrier. in fact if im reading it right i ca...
- by ElDiabloRojo - at 2007.11.11 16:25:00
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8. Alternate Carrier Changes - in Player Features and Ideas Discussion [original thread]
Ok i posted this on the carrier changes dev blog comment thing but decided to put it here too. basicly i aimed to make carriers more like real life carriers by adding tactical considerations to launching fighters to counter the "drop 15 fighters a...
- by ElDiabloRojo - at 2007.11.07 10:36:00
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9. An upgrade to the mining "experiance" - in Player Features and Ideas Discussion [original thread]
Ok so at the moment mining is very boring, so here is my idea on a series of changes that would hopefully add a bit of content to the mining experiance and give an advantage over macro miners to people that do it properly i guess. But thats a poss...
- by ElDiabloRojo - at 2007.10.14 08:56:00
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10. Player Owned Station Revamp - in Player Features and Ideas Discussion [original thread]
Hmm interesting points. Im not so sure about the module slots on towers, seems a bit awkward to change around and POS are awkward enough atm. A cpu/power module is a good idea, it should require fuel to be used at a higher rate then the towers th...
- by ElDiabloRojo - at 2006.11.19 06:33:00
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11. Windows, on the ships... why are they there? - in Player Features and Ideas Discussion [original thread]
Originally by: Sarah Meiskin Of course you have a crew. A bunch of nameless beings that help coordinate your ship proccesses. you really think one person limited to the confines of a small pod could maintain a massive Battleship or Dreadna...
- by ElDiabloRojo - at 2006.11.19 06:05:00
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12. New Pos Module - in Player Features and Ideas Discussion [original thread]
Power - A lot CPU - around 4K (large tower only) Require sov? Yes What does it do? Basically it solves the issue with cloaking that means u can AFK a cloaked ship at a safe spot and make every 1 in local think "is he in the belt with us? Is he a...
- by ElDiabloRojo - at 2006.08.12 01:41:00
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13. Jump Drive Fuel Converter - in Player Features and Ideas Discussion [original thread]
cool, positive feedback :D
- by ElDiabloRojo - at 2006.07.19 00:26:00
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14. Jump Drive Fuel Converter - in Player Features and Ideas Discussion [original thread]
BUMP gotta get a dev to see this :) i like the alterations, i still think it should be based on the location of ice comapred to the "home" ice... u know with caldari ice being next to galante ice on the map so its easier to convert.
- by ElDiabloRojo - at 2006.07.17 05:20:00
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15. Jump Drive Fuel Converter - in Player Features and Ideas Discussion [original thread]
Simply put its a low slot module that allows capital ships to use any kind of fuel. obviously it will take more fuel of the wrong kind as a penalty. Will still have the whole using caldari carriers in minmatar space (as an example) penalty but mak...
- by ElDiabloRojo - at 2006.07.07 20:37:00
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16. POS destruction? - in Player Features and Ideas Discussion [original thread]
they will only make outposts destructable when they can figure out a way to let the owners stop u... ie making it take a week or even longer. otherwise u end up with ppl risking billions and billions of isk and freighters and bps and all sorts of ...
- by ElDiabloRojo - at 2006.06.25 07:36:00
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17. Tactical Environments - in Player Features and Ideas Discussion [original thread]
ok theirs far too many on here to check them all so im just gonna asume that my idea(s) are totally unique :) first 1 i got was a gas cloud of some description that has a chance of exploding, bag warning message when u come in saying that your en...
- by ElDiabloRojo - at 2006.03.07 08:28:00
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18. Skill training out of game - in Player Features and Ideas Discussion [original thread]
thier was talk some time ago about allowing stuff like that and even using SMS so u can be notified when u get an eve mail or a skill is about to complete but it never happenend so i wouldnt hold your breath ElDiabloRojo - Director, POS Master ...
- by ElDiabloRojo - at 2006.03.07 08:15:00
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19. Instas... <insert joke about this being yet another post on it> - in Player Features and Ideas Discussion [original thread]
ok heres the thing. leave bms in as they are. next make gates stop you from using BMs on them, so you can use them for stations and belts and starbases and whatever else u want but not gates. next, using the "systems ive visited" data thats ALRE...
- by ElDiabloRojo - at 2006.03.07 08:05:00
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20. make POS Need Staff - in Player Features and Ideas Discussion [original thread]
yeah lets add one more thing people need to haul to and from their pos... are you trying to turn this game into some sort of negative paying job? ElDiabloRojo - Director, POS Master and Head of Human Resources
- by ElDiabloRojo - at 2006.03.07 07:59:00
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