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1. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Parrot47 wrote: Those of us that have fitted cargo expanding rigs on our current Ity II-IV should have them removed (not destroyed) since I am assuming that cargo expanders will not affect the specialized bays. These are expensive (12Mil+ per...
- by Eladaris - at 2013.07.04 22:14:00
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2. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Highsec Clarke wrote: So we talk about T1 Industrials... What about ORE Industrials ... ??? So the ambitious miner wants to get into an Orca but has to learn "Ore Industrials" for... ... hmm... mining in a Noctis?... or whatever... So the skil...
- by Eladaris - at 2013.07.04 11:08:00
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3. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Abus Finkel wrote: Nagarythe Tinurandir wrote: Khadann wrote: I still don't get why these variation are mostly for gallente industrials. simply because gallente has so many industrial hulls. you might realise, that the races minmatar...
- by Eladaris - at 2013.07.03 23:44:00
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4. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Octoven wrote: Bestower - 2H 4M 6L - For 11 slots, 6 Armor Tank slots Total Base HP - 2240 Armor tank... on a T1 industrial. For reals? Sorry, I pretty much stopped reading anything you were posting after that.
- by Eladaris - at 2013.06.30 01:29:00
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5. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Taleden wrote: Fair enough, I just wanted to clarify since you seemed to think I was suggesting creating a new skill. ... Hah -- we all know that's exactly what will happen, though. Haulers weren't touched for the last ten years, and since Rise...
- by Eladaris - at 2013.06.29 02:14:00
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6. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Taleden wrote: No, that's not what I'm suggesting. If you read carefully, the idea was to make the ships themselves still require only the racial industrial at level 1 to fly, just as they are now, so there's no "if you can fly it before" issue...
- by Eladaris - at 2013.06.29 01:54:00
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7. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Mark Rain wrote: And you validate my point as joke ships, as in the joke is on you if you fly one with more than 100 million isk value inside. Some people are just plain silly, sadly... yourself, I suppose, included. These ships have roles. I...
- by Eladaris - at 2013.06.29 00:34:00
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8. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Mark Rain wrote: They still seem to be merely beginner's disposable joke ships for mission grinding. Anyone with any sense would use a freighter or orca for hauling and not these "gank me" pinatas. We are still talking about T1 industrials ...
- by Eladaris - at 2013.06.28 23:48:00
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9. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Taleden wrote: Alvatore DiMarco wrote: I absolutely agree that the Iteron V should have the lowest max cargo of all the "cargo-focused" industrials, but that impending firestorm of whine.. I dunno about having to deal with that. Or, they ...
- by Eladaris - at 2013.06.28 23:34:00
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10. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Edward Pierce wrote: Eladaris wrote: Really... doesn't seem that bad to me? Sorry, I don't see an issue with spending less than a day to fly a certain ship. The nooblets will probably be guided into Gal Indy's, but they've been doing that fo...
- by Eladaris - at 2013.06.28 01:22:00
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11. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Edward Pierce wrote: Ellahan Vhektor wrote: maybe caldari and amarr should get bigger bays to make up for the fact that they dont have special bays i don't get the point of the special bays any way you can still put ore/ice in a normal bay ...
- by Eladaris - at 2013.06.28 00:43:00
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12. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Edward Pierce wrote: Eladaris wrote: Funny notion, you can train all four races to IV, in about the same time you train Gal. to V... and reap ALL the benefits of all the races. What benefits from the other races? Gallente is the only winner...
- by Eladaris - at 2013.06.27 23:39:00
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13. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Tiber Ibis wrote: Abus Finkel wrote: Choosing anything other than Gallente seems like a waste of time to me. This is why they will need to release new racial industrials to transport various materials sometime in the future. If you reall...
- by Eladaris - at 2013.06.27 23:28:00
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14. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Zifrian wrote: On thing I was wondering though, wouldn't it be a better idea to move the itty 2,3,4 and hoarder to ORE? People would still have to train another skill, but now they seem to have unique roles. Ore could buy/steal the plans to the...
- by Eladaris - at 2013.06.27 22:59:00
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15. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: As always, thanks for the feedback o/ Appreciate the updates! Although, I do feel the need to /facepalm at the poster's complaining that race X's tanky hauler isn't as powerful as race Y's tanky hauler. Didn't we JUST finish...
- by Eladaris - at 2013.06.27 11:35:00
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16. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Honestly really like the changes! Damn fine job on making the Industrials varied, worth training in more than one race's skill, and at least we have a few fits that won't be all CE's in the lows, all the time. Also glad the PI variant can now carr...
- by Eladaris - at 2013.06.27 00:53:00
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17. [Odyssey 1.1] Tech 1 Industrials - in Player Features and Ideas Discussion [original thread]
Dave Stark wrote: don't get me wrong on the whole i think rise, fozzie, etc are all doing a great job on the rebalance but when it comes to non-combat focused ships they seem to have trouble making it work. the barge/exhumer thing didn't work (...
- by Eladaris - at 2013.06.26 11:15:00
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18. [Odyssey 1.1] Tech 1 Industrials - in Player Features and Ideas Discussion [original thread]
Charles the Miner wrote: Don't start something with industrials, that you are not prepared to follow through with on T2s, freighters and jump freighters. To be fair, I'm sure they'll hit the T2 haulers / freighters eventually. They'll likely ...
- by Eladaris - at 2013.06.26 00:04:00
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19. [Odyssey 1.1] Tech 1 Industrials - in Player Features and Ideas Discussion [original thread]
Skia Aumer wrote: LIYNX wrote: Then give them each a specialized bay, ore, gas, ice, PI or salvage (maybe even clones if you ever flesh out the dust eve integration ) Please stop this specialized bay madness. Specialized bay for hauler is...
- by Eladaris - at 2013.06.25 22:47:00
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20. [Odyssey 1.1] Tech 1 Industrials - in Player Features and Ideas Discussion [original thread]
Eladaris wrote: Also, a paper-thin hull with a ship-bay for the nooblets who complete the starter school training programs who don't want to make five trips to carry their massive haul of T1 ships to a new system would be grand. I sort of remem...
- by Eladaris - at 2013.06.25 01:48:00
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