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1. Fix the Hulk(ageddon) - in Player Features and Ideas Discussion [original thread]
I just checked the bpo's of skif/mack/hulk and they do have the same production times now. BUT Using the industry information it will cost 239.5M isk in materials to produce 1 hulk (BPO original with no research) and can sell it at 216M isk on ...
- by Extreme - at 2014.12.31 14:31:42
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2. Fix the Hulk(ageddon) - in Player Features and Ideas Discussion [original thread]
Joe Risalo wrote: I think I understand where the OP is coming from. I don't think it's a matter of what the ships are capable of, but more a matter on, since they're all pretty well balanced, why does the Hulk still require substantially more...
- by Extreme - at 2014.12.31 03:03:04
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3. Fix the Hulk(ageddon) - in Player Features and Ideas Discussion [original thread]
Jean Luc Lemmont wrote: Damn you CCP and your player driven economy. Oh..wait... Totally missing the point here
- by Extreme - at 2014.12.29 21:10:24
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4. Fix the Hulk(ageddon) - in Player Features and Ideas Discussion [original thread]
When CCP, 2.5 years ago, made new roles for Skiff, Mack and Hulk they "forgot" to take a look at the build requierements/ the total cost of build vs time to build vs market demand vs profit per ship. This is really unbalanced and should be revi...
- by Extreme - at 2014.12.29 13:51:17
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5. Fix the Hulk(ageddon) - in Player Features and Ideas Discussion [original thread]
The hulk should had been the number 1 miner, at least it still is when you see the total costs for costruction parts, but it got badly nerfed by poor cargohold. So for a few years now the Mackinaw has become the most populair miningship just becau...
- by Extreme - at 2014.12.29 00:32:56
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6. [FIX REQ.] Margin Trading - in Player Features and Ideas Discussion [original thread]
Introduction: Margin Trading allows you to not have all of the market escrow up front to make a buy order but rather only need to provide a fraction of it. At level 5 you only need 24% of the escrow to place an order. The issue: 1. The scam...
- by Extreme - at 2012.11.29 08:39:00
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7. A real solution for CCP concerning (fleet) login-traps - in Player Features and Ideas Discussion [original thread]
Originally by: Maya Rkell 10. People with real lives leave 0.0 My idea fixes the issue without doing something which is too cumbersome to address login traps, ESPECIALLY in Empire, and does nothing about fleets crashng and logging back in...
- by Extreme - at 2006.08.12 11:45:00
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8. A real solution for CCP concerning (fleet) login-traps - in Player Features and Ideas Discussion [original thread]
I wish a dev can respond . .
- by Extreme - at 2006.07.28 17:42:00
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9. Fix Spodumain - in Player Features and Ideas Discussion [original thread]
This 16M¦ ore yields Tritanium 71.6%, pyerite 14.2% and megacyte 14.2%. At perfect refine, we get only 840-980 megacyte per can (27.500 m3) I think Spodumain would have to have a combination of; Megacyte Nocxium and perhaps a bit of Mexallon /...
- by Extreme - at 2006.07.26 18:12:00
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10. A real solution for CCP concerning (fleet) login-traps - in Player Features and Ideas Discussion [original thread]
Edited by: Extreme on 13/07/2006 23:54:40 Originally by: Talthrus Just some basic math here: If a 100 man fleet crashes for some reason and tries to log back on, the poor person that logs on last will experience a delay of 25 minutes ...
- by Extreme - at 2006.07.13 23:54:00
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11. Awacs ship - in Player Features and Ideas Discussion [original thread]
i'm convinced 99% doesn't know what AWACS is or what AWACS stands for Advanced Warning and Counter Surveillance . .
- by Extreme - at 2006.07.01 23:16:00
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12. A real solution for CCP concerning (fleet) login-traps - in Player Features and Ideas Discussion [original thread]
Originally by: Maya Rkell Originally by: Extreme CCP you can fix this fleet-mass-login-'feature'/exploit very simple. SOLUTION When more than an X-amount of clients logon at the same time (say more than 5 clients) in a (0.0) ...
- by Extreme - at 2006.06.30 19:18:00
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13. A real solution for CCP concerning (fleet) login-traps - in Player Features and Ideas Discussion [original thread]
CCP you can fix this fleet-mass-login-'feature'/exploit very simple. SOLUTION When more than an X-amount of clients logon at the same time (say more than 5 clients) in a (0.0) system then the server will put these clients into a queue. Say ...
- by Extreme - at 2006.06.30 14:01:00
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14. A real solution for CCP concerning (fleet) login-traps - in Player Features and Ideas Discussion [original thread]
CCP you can fix this fleet-mass-login-'feature'/exploit very simple. SOLUTION When more than an X-amount of clients logon at the same time (say more than 5 clients) in a (0.0) system then the server will put these clients into a queue. Say ...
- by Extreme - at 2006.06.30 14:01:00
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15. Extra in game mailfolders - in Player Features and Ideas Discussion [original thread]
Lead In: As CEO of a large corp i get alot of messages, not only messages from persons but also alot of system messages. Suggestion/Idea: 1. Create an "incoming mail from NPC" folder 2. Create an "Archives" folder This way i can be able ag...
- by Extreme - at 2006.01.24 17:01:00
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16. Extra Effect for Anchoring skill and an alike new skill for onlining - in Player Features and Ideas Discussion [original thread]
Edited by: Extreme on 24/01/2006 16:39:32 Edited by: Extreme on 24/01/2006 16:37:52 Lead In: I currently am moving large towers and all strutures or just want to reorganise them. Also i play with T2 production technology and so i have ...
- by Extreme - at 2006.01.24 16:35:00
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17. Petition to give love to email section - in Player Features and Ideas Discussion [original thread]
reminder BUMP
- by Extreme - at 2005.08.11 04:21:00
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18. 3 do-able improvements to be made, a request to CCP development - in Player Features and Ideas Discussion [original thread]
reminder BUMP
- by Extreme - at 2005.08.11 04:20:00
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19. Petition to give love to email section - in Player Features and Ideas Discussion [original thread]
We desperately need improvements concerning the ingame email section. Please implement these improvements with the next patch Seperate incoming email into sections a. Incoming mails from NPC corporations b. Corpmail about new member applicat...
- by Extreme - at 2005.07.01 23:49:00
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20. 3 do-able improvements to be made, a request to CCP development - in Player Features and Ideas Discussion [original thread]
Edited by: Extreme on 03/03/2005 10:33:18 * * * B U M P * * * Wanna add i want to be able to cancel 10M-isk-rent offices from distance !
- by Extreme - at 2005.03.03 10:31:00
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