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1. Corpses as Citadel fuel - in Player Features and Ideas Discussion [original thread]
Nevyn Auscent wrote: Also would be free fuel since corpses cost nothing to get them. When I was taking this more seriously I did write in that the number of created corpses are relatively small compared to the amount of ice mined etc so this ...
- by Etheoma - at 2016.04.14 18:11:40
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2. Corpses as Citadel fuel - in Player Features and Ideas Discussion [original thread]
Kieron VonDeux wrote: Too much like the Holocaust and a bit too morbid tbh. So keeping a collection of corpses isn't morbid, the Blood Raider's aren't morbid, the Drifters aren't morbid and the Sansha's Nation aren't morbid but using corps...
- by Etheoma - at 2016.04.14 18:05:35
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3. Corpses as Citadel fuel - in Player Features and Ideas Discussion [original thread]
Pleas make this a thing, also at a later date when you get some free time in the art department if you could make it so that after you use a certain number of corpses the Citadel will have streaks of blood that would be awesome. PS: What would al...
- by Etheoma - at 2016.04.12 23:39:04
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4. Micro Jump Field Generator - in Player Features and Ideas Discussion [original thread]
You ever head of insta undocks, pings and station invulnerability timers before, so you can't sit on 0 of the station with impunity anymore... WHA WHA WHAAA, I can't play station games the same way I used to WAAA. You gonna complain about bubbles...
- by Etheoma - at 2016.01.02 09:11:44
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5. Sticky:[Summer 2014] Hull Hitpoint Rigs - in Player Features and Ideas Discussion [original thread]
The Sinister wrote: Fozzie i would really like to see an improvement on the Hull Repers thoo cause they are not even to close to been effective. When you say there not effective what exactly do you mean because if you means it would take day...
- by Etheoma - at 2014.06.02 00:13:00
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6. Module Idea - in Player Features and Ideas Discussion [original thread]
Rowells wrote: I really don't think this is the best idea since CCP recently changed npc mechanics to do not simply focus on the first target sent in. Now they switch targets and while the npcs arent any harder the tactics involved had to adapt...
- by Etheoma - at 2014.03.01 00:50:00
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7. Module Idea - in Player Features and Ideas Discussion [original thread]
Daichi Yamato wrote: hell no if u want to draw aggro, fly a falcon. u want tank, fit a shield tanked falcon. u want aggro in a mission, scram and web ur buddy. Sorry but a falcon is going to die any way you fit it to any incoming DPS which...
- by Etheoma - at 2014.03.01 00:43:00
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8. Module Idea - in Player Features and Ideas Discussion [original thread]
Alvatore DiMarco wrote: Quite another thing - an unacceptable, abominable, addle-brained thing - would be to have a module that forces your ship to behave in ways you did not instruct it to behave. Saying "but you don't have to fire" is neithe...
- by Etheoma - at 2014.03.01 00:42:00
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9. Module Idea - in Player Features and Ideas Discussion [original thread]
Anhenka wrote: This is not the forum where we have to convince you the idea is bad. This is the forum where you come in order to try and convince people that you idea is worthy of being included in the game. No I wasn't offended by your ...
- by Etheoma - at 2014.03.01 00:26:00
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10. Module Idea - in Player Features and Ideas Discussion [original thread]
Alvatore DiMarco wrote: This is a terrible, broken idea. I question how long OP has played EVE to still think an idea like this has any merit. In PvE, RR modules and EWAR modules work quite admirably as "taunts". In PvP, the only taunting sho...
- by Etheoma - at 2014.02.28 23:57:00
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11. Module Idea - in Player Features and Ideas Discussion [original thread]
Anhenka wrote: Etheoma wrote: ...Are you r*****ed, Wouldn't hitting something be better than doing nothing at all... And you know you don't have to fire right? A: Don't get pissy and personal over someone telling you your idea is terrible...
- by Etheoma - at 2014.02.28 23:39:00
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12. Module Idea - in Player Features and Ideas Discussion [original thread]
Anhenka wrote: I stated within the limits of my range/locks, yeah? But all of those mods and effects have one very, very important distinction between them and your current proposition. Making me unable to target or fire is a huge difference ...
- by Etheoma - at 2014.02.28 23:22:00
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13. Module Idea - in Player Features and Ideas Discussion [original thread]
Anhenka wrote: No, not for PvP. -1,000,000 My ship shoots who I tell it to within the limitations of its locking range/lockable targets. A module that can be fitted that forces me to stop shooting one target and start shooting another is ridi...
- by Etheoma - at 2014.02.28 23:16:00
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14. Module Idea - in Player Features and Ideas Discussion [original thread]
Lilliana Stelles wrote: This would be game breaking. It would make logi way too powerful. Also, there are no modules that selectively ignore your own allies. That seems far too meta. The module should not have this sort of sentience. This par...
- by Etheoma - at 2014.02.28 23:11:00
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15. Module Idea - in Player Features and Ideas Discussion [original thread]
Lephia DeGrande wrote: Most EWar and Remote Moduls pretty much draw the aggression to you. yeah but not if your the tankest boat on the field, for example you could put it on a titan :D. You could also have ship restrictions on it however.
- by Etheoma - at 2014.02.28 22:59:00
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16. Module Idea - in Player Features and Ideas Discussion [original thread]
I was just thinking wouldn't it be cool to have a module that works kind of like a taunt does in JRPG's but that works on players. "For clarification a taunt in JRPG's works by getting you all the aggression from NPC's" Now If i were to leave i...
- by Etheoma - at 2014.02.28 22:55:00
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17. Sticky:[Winter] Missile Rebalance + Hurricane tweak - in Player Features and Ideas Discussion [original thread]
HERE COMES THE NERF BATE AGAIN; AND OH NOOOOOO! THEY TOOK A SWING AT THE HEAVY MISSILES! 20% damage decrease wtf I get the range decrease and would have been disappointed but also would have seen why if they left it at that BUT NO they had to f*...
- by Etheoma - at 2012.09.18 18:40:00
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18. Monetization - in Player Features and Ideas Discussion [original thread]
Nariya Kentaya wrote: If were serioulsy talking about "extras" you can get for real money, then: 1) no ships or items that have an effect undocked (this means ships, uber or not) should ever be sold for cash 2) nothing to give a player an edge ...
- by Etheoma - at 2012.09.17 11:41:00
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19. Monetization - in Player Features and Ideas Discussion [original thread]
Dread Pirate Pete wrote: If they want to try monetization again they should first of all go slowly and gauge response prior to implementation, second any new stuff you could get should fall squarely outside of any area where any purchase coul...
- by Etheoma - at 2012.09.15 19:30:00
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20. Monetization - in Player Features and Ideas Discussion [original thread]
As we all know a year ago CCP made some bad decisions on how they might Monetize the game, although there was a massive **** storm I didn't see many ideas being shared that the player base wouldn't mind or would actually use. I think things like ...
- by Etheoma - at 2012.09.15 17:16:00
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