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1. New industry skills discussion (connected to Advanced Industry) - in Player Features and Ideas Discussion [original thread]
Something more related to research: a skill that adds a probability of extra stuff being recovered when reprocessing named modules. That is - you not only get the materials everyone gets, but say a really low change of a decryptor. Or some additio...
- by Elegbara - at 2014.10.24 12:47:30
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2. Synchronized Warping! - in Player Features and Ideas Discussion [original thread]
If you want to have synchronized warp, you probably have some extra time to wait for those with highest align time. Then you can use a totally different approach: - Leader aligns to where he is going to warp the fleet - Everyone in the fleet issue...
- by Elegbara - at 2010.06.11 10:49:00
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3. Eve Gate Mail - in Player Features and Ideas Discussion [original thread]
I second that. Actually, I'm posting here since it's a feature request for Eve Gate and I was looking for a post to add yet another request. The 'Unlabeled' filter for messages, please. ____________________________________ Open your eyes. And Awa...
- by Elegbara - at 2010.06.03 20:12:00
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4. Remote Core Stabalizers - in Player Features and Ideas Discussion [original thread]
I have proposed this idea before, yes. There were options of one module per ship only, really low range and that only certain class of ships could use it (say, logistics only). ____________________________________ Open your eyes. And Awaken.
- by Elegbara - at 2010.05.28 07:09:00
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5. Eve Gate - Notebook - in Player Features and Ideas Discussion [original thread]
I do use in-game notebook as a replacement to a pen and a sheet of paper. I also have some useful data stored there - it's easier to open a note containing agent types or pirate resists then to search that info somewhere else. Now that we have Ev...
- by Elegbara - at 2010.05.27 21:36:00
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6. E-war ideas - in Player Features and Ideas Discussion [original thread]
Quote: Cutting the fleet channel is minor, even as you said, no one uses it anyway... But it makes sense in terms of the game. There's a reason there aren't any means to tap into chat channel (which could be a possible e-war module itself)...
- by Elegbara - at 2009.12.20 23:30:00
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7. E-war ideas - in Player Features and Ideas Discussion [original thread]
Somewhat specialized things: reduce the remote effects caused to target ship. For example a module, which, once activated on a ship, reduces the amount of armor, that ship is gaining from its remote-repping buddies. Call it something like "Remote ...
- by Elegbara - at 2009.12.19 03:33:00
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8. E-war ideas - in Player Features and Ideas Discussion [original thread]
Originally by: Sobon EVE voice is barely used, and eve's text chats are just for idle chatter. That's what I was going to say actually. You don't scramble UI since it can be worked around. All e-war should be concentrated on decreasing ...
- by Elegbara - at 2009.12.18 12:40:00
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9. E-war ideas - in Player Features and Ideas Discussion [original thread]
More stuff: A probe launcher which shoots probes, which increase signal strength for scanning down the affected ship. Duration is 10 to 30 minutes. Decoys which could be launched in space and appear as a certain ship type when scanned down using p...
- by Elegbara - at 2009.12.17 21:24:00
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10. E-war ideas - in Player Features and Ideas Discussion [original thread]
Shutting down chat is wrong. People will start using 3rd party communications (TS, Ventrilo) to evade this. ____________________________________ Open your eyes. And Awaken.
- by Elegbara - at 2009.12.17 07:13:00
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11. E-war ideas - in Player Features and Ideas Discussion [original thread]
More ideas: Apply heat damage to opponent's modules. Increase heat generation/decrease overheating effect on target. Reduce capacitor recharge rate. Increase capacitor consumption rates. Jam low-level fleet communication - reduce the fleet bonuses...
- by Elegbara - at 2009.12.16 12:57:00
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12. E-war ideas - in Player Features and Ideas Discussion [original thread]
Things that harm armor/shield tanking abilities. Such as: lower shield boost/armor repair amount Increase shield boost/armor repair duration Lower shield regen Decrease active hardener effectiveness Change webs to not only reduce speed bu...
- by Elegbara - at 2009.12.16 11:52:00
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13. automatic jumping - in Player Features and Ideas Discussion [original thread]
Warp to gate. While in warp - right click the gate, "set as a first waypoint", activate autopilot. That's what I'm doing really often. ____________________________________ Open your eyes. And Awaken.
- by Elegbara - at 2009.12.07 05:46:00
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14. Data access based API keys - in Player Features and Ideas Discussion [original thread]
It would also be nice to be able to limit access to only certain characters on the account. Having a key that allows access only to "Corporation killmails of this character who is a director of that corp" would be useful for killboards - you don't...
- by Elegbara - at 2009.11.09 12:35:00
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15. Data access based API keys - in Player Features and Ideas Discussion [original thread]
It would be nice to have a way to get API keys which aren't totally "full" or "limited" but are instead tied to a certain api data. This would be something like this: on the webpage one checks several data pages he needs (say "Character list" and ...
- by Elegbara - at 2009.11.07 16:08:00
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16. Yet another useful skill - in Player Features and Ideas Discussion [original thread]
Somehow it fell down to 4th page. Would this skill (skills) be too overpowered or underpowered? Are they "must be implemented right now" or what? No reaction at all is a bit strange. ____________________________________ Open your eyes. And Awaken.
- by Elegbara - at 2009.10.25 19:20:00
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17. Yet another useful skill - in Player Features and Ideas Discussion [original thread]
Shield signature suppressing. That's simple - each level of skill reduces the signature penalty from shield modules by .. say 5% per level of skill. Or 4%, so at level V it would be 20% signature penalty reduction. There could be something simila...
- by Elegbara - at 2009.10.24 13:33:00
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18. True Intermediaries... Tier 3 Battlecruiser and Tier 2 Destroyers. - in Player Features and Ideas Discussion [original thread]
Originally by: Syfa You misunderstand the role of tech 3 ships... It's tier 3, not tech 3. Like Typhoon is tier 1 battleship, Tempest is tier 2, Maelstrom is tier 3. Open your eyes. And Awaken.
- by Elegbara - at 2009.10.02 09:46:00
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19. Yet another insurance "fix" - in Player Features and Ideas Discussion [original thread]
If you read in-game news you might have noticed that Pend Insurance is having troubles. This leads to the following idea: make player-issued insurance contracts. How it would be done is still a subject to discussion, but at least it removes the I...
- by Elegbara - at 2009.10.02 08:45:00
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20. Boost for player corporations: Corp specialization - in Player Features and Ideas Discussion [original thread]
I have already proposed something like this, but instead of corporation specialisations these were division bonuses: Linkage Open your eyes. And Awaken.
- by Elegbara - at 2009.09.26 08:05:00
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