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1. Criminal Mechanic Addition - in Player Features and Ideas Discussion [original thread]
Yes, high sec is safe enough, and then some. That's not the point. The point is that if I don't like a criminal I can put a bounty on their head, but all they have to do is take their capsule to high sec, and start living in a station. If we chang...
- by Evil Vile - at 2012.08.18 14:25:00
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2. Criminal Mechanic Addition - in Player Features and Ideas Discussion [original thread]
So a pilot becomes a criminal. With their low security status, they can only traverse into certain high sec areas with minimal risk, or everywhere with their capsule. They dock, and never have to undock again as their risk has just disappeared. W...
- by Evil Vile - at 2012.08.18 00:52:00
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3. Battle-Recorder · Eve's Very Own Built-In Record Tool - in Player Features and Ideas Discussion [original thread]
I always loved the hl recording tool, and never understood why we've not seen similar systems implemented elsewhere. A hour long DoD scrim match would take all of maybe 100KB of space. Definitely support this.
- by Evil Vile - at 2012.08.09 05:27:00
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4. More standing slots needed to make NRDS a valid game choice - in Player Features and Ideas Discussion [original thread]
What about a custom player made groups for standings, that could be shared with contacts? That way you could just add entities to your own custom consolidated list, and other players could apply the list for their own custom standings. As you chan...
- by Evil Vile - at 2012.08.09 05:07:00
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5. Give us Hotkeys for Tags - in Player Features and Ideas Discussion [original thread]
Even if they could add a hotkey to take input for the tag letter/number you want to place would be great. For instance, highlight target on overview, press the hotkey, type number or letter, and it's set to the highlighted target.
- by Evil Vile - at 2012.08.09 04:59:00
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6. The roles of Tech 2 battleships. - in Player Features and Ideas Discussion [original thread]
It would be really nice if we could just see another class of BS. Even though I seem to be the only one that really loves the Typhoon, it would be great to see more cross-training battleships (requiring various specs). As for the BS logistics, may...
- by Evil Vile - at 2012.08.09 04:49:00
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7. Long Warp - An alternative to Star Gates and Jumping - in Player Features and Ideas Discussion [original thread]
I do like the idea behind this quite a bit. We have our usual cyno/jump bridge travel, but with this why not do something along the lines of the triage module. If you want to make the jump, you activate a module that puts you in stasis until the w...
- by Evil Vile - at 2012.08.09 04:42:00
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8. What to do about Distribution Missions - in Player Features and Ideas Discussion [original thread]
It would be nice to see something done with these. About all they are good for is getting easy standings, and storyline missions that usually don't interfere with other factions. Even if we could see some item rewards from them, it would help a lot.
- by Evil Vile - at 2012.08.09 04:32:00
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9. New Player Experience: Group Missions - in Player Features and Ideas Discussion [original thread]
Basically, group missions are for new players, guiding them into various aspects of the game like Mechanics, social interaction, travel, and of course entertainment. A few group mission ideas: Group Missions Types - Have missions that require...
- by Evil Vile - at 2012.08.09 03:01:00
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10. Skill Remap (Continued) - in Player Features and Ideas Discussion [original thread]
Very insightful responses. Maybe a faster time would be more feasible while still making it slow enough to make the skill gain worthless to exploit. With that said, changing the SP gain from 60/30 to 480 flat (I'll explain in a minute) would mak...
- by Evil Vile - at 2012.06.08 14:30:00
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11. Skill Remap (Continued) - in Player Features and Ideas Discussion [original thread]
Mira Lynne wrote: If youre going to post, read the OP. Ideas like this commonly get shot down because people could trade their skills from one flavour of the month to another quickly. Key issue being 'Quickly'. OP, However, suggested a way to ...
- by Evil Vile - at 2012.06.05 17:00:00
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12. Skill Remap (Continued) - in Player Features and Ideas Discussion [original thread]
Simi Kusoni wrote: It's explained in the other threads proposing ideas like this. All the other threads complain about the possibility of quick switching skills over to other specs. That is in no relation to the above idea.
- by Evil Vile - at 2012.06.03 17:33:00
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13. Skill Remap (Continued) - in Player Features and Ideas Discussion [original thread]
Simi Kusoni wrote: I read the new wall of text, its still terrible. Maybe it is a horrible idea, but some of us will never understand until someone actually explains why. I would seriously like to know.
- by Evil Vile - at 2012.06.03 17:15:00
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14. Skill Remap (Continued) - in Player Features and Ideas Discussion [original thread]
Mira Lynne wrote: +1 for a great Idea. One Question: Only one skill can be selected to be depelted at a time, correct? So no setting ten or twenty skills to deplete and having upwards of 40 attribute points Exaclty. The whole point is to sl...
- by Evil Vile - at 2012.06.01 23:50:00
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15. Skill Remap (Continued) - in Player Features and Ideas Discussion [original thread]
Edited original idea, with completely new idea. Replies above do not apply. Original idea quoted in post for archival purposes ONLY.
- by Evil Vile - at 2012.06.01 18:19:00
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16. Skill Remap (Continued) - in Player Features and Ideas Discussion [original thread]
I want to re-open this discussion, as I do believe such an option has some potential. I see that many in the previous threads about such really didnGÇÖt like the idea, due to the ability to exploit the ideas. I have a couple other things to add to...
- by Evil Vile - at 2012.05.24 17:38:00
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17. COSMOS Missions and Rewards - in Player Features and Ideas Discussion [original thread]
IGÇÖm sure that quite a few of us did COSMOS missions, after months of not even knowing about them. Still to this day, I inform players as old as 2 to 3 years about them who have never even known of their existence. To add, the items and blueprin...
- by Evil Vile - at 2012.05.24 16:43:00
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18. [RFC: Mechanic Change] Bounty System - in Player Features and Ideas Discussion [original thread]
I'm glad you brought these points up. Apparently I need to clarify. "The victim would be presented with a criminal report window. The window will ask if you would like to press charges or let it go. The window will stay open until an answer is...
- by Evil Vile - at 2012.02.02 01:42:00
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19. [RFC: Mechanic Change] Bounty System - in Player Features and Ideas Discussion [original thread]
Yes, our current system is flawed, but the point of this system is to keep people with bounties from being able to hide in high-sec. Right now the bounty system is almost worthless. There are lots of people with bounties, just floating around in h...
- by Evil Vile - at 2012.02.01 14:15:00
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20. [RFC: Mechanic Change] Bounty System - in Player Features and Ideas Discussion [original thread]
The current bounty system changes idea thread is locked, so I'm posting a new idea, and maybe the thread will be active after. My apologies. Bounty System Concept : To make the system feasible, we need to add a few key aspects that take ad...
- by Evil Vile - at 2012.02.01 03:13:00
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