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1. Next-Gen Research & Manufacturing - in Player Features and Ideas Discussion [original thread]
Originally by: Lyann Iblis How about each ship type (BS, BC, CA, Industrial, etc) all have a base number of 'Creation' points, and the new ship you create is like a blank template of that ship. These points you can assign to the different ...
- by Fallout2man - at 2006.01.28 07:47:00
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2. Ship hijacking - in Player Features and Ideas Discussion [original thread]
Edited by: Fallout2man on 28/01/2006 05:00:36 Originally by: Aelfren Blackshadow I can sense alot of pilots hitting the self destruct button rather than letting the pirates walk away with their ships. I would for sure Another proble...
- by Fallout2man - at 2006.01.28 04:58:00
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3. Ship hijacking - in Player Features and Ideas Discussion [original thread]
Originally by: Drakus i think its an idea that COULD work but make it more of an EW thing, you tractor the ship, then send a virus to make the ship think the pilot pressed the eject button, so the person is ejected and has to wait the 15s...
- by Fallout2man - at 2006.01.28 04:56:00
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4. [Petition] Nerf alts - in Player Features and Ideas Discussion [original thread]
Originally by: Lithiani The 14 day trial accounts being used as scouts suck, simple as that. It isn't a case of cunning scout work, or being skilled with the use of certain modules, or actual skillful piloting. It's just a disposable entit...
- by Fallout2man - at 2006.01.28 04:48:00
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5. [Petition] Nerf alts - in Player Features and Ideas Discussion [original thread]
Originally by: JoeSomebody There is just way too much alt griefing these days. Noob scouts roaming around more than real players. Most of escrow scamming made by alts, etc. What I suggest is limitations on characters with low ammount of s...
- by Fallout2man - at 2006.01.28 04:47:00
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6. Avatar should become a greater role: i.e.: Indoor playfields - in Player Features and Ideas Discussion [original thread]
Originally by: Troye Not another thread about EVE in real person... This has been suggested alot already, EVE realy isnt that type of game, Im not saying it wouldnt be cool to walk around in your avatar guy but there are other more impo...
- by Fallout2man - at 2006.01.22 07:05:00
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7. Next-Gen Research & Manufacturing - in Player Features and Ideas Discussion [original thread]
Originally by: Brolly everyone who learns the science skills should be able to make their own 'pwn mobiles' as you put it, so it's pretty much up to those making the ships what happens, not the alliances. On that note though big alliances...
- by Fallout2man - at 2006.01.21 03:32:00
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8. Next-Gen Research & Manufacturing - in Player Features and Ideas Discussion [original thread]
Originally by: Nietor This may or may not have been addressed, as I didnt read every single post on this thread. However, regarding the super-tristan or what not, they could set up certain restrictions... ie give everything a size. Over a ...
- by Fallout2man - at 2006.01.17 01:33:00
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9. Customisable Ships (Hull Types) - in Player Features and Ideas Discussion [original thread]
Originally by: TimothyCheong What if, you could buy a hull type, say, Maller. Then with certain enhancement skills, increase base cpu, powergrid, shield max strength, armour maximum strength and hull maximum strength. Each type of enhance...
- by Fallout2man - at 2006.01.15 12:44:00
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10. Next-Gen Research & Manufacturing - in Player Features and Ideas Discussion [original thread]
Originally by: Aiden Aesir Yup, I'm sure of it now... we disagree. I think the ability to make huge changes to core ship design is bad. It's bad for the game balance that up until this point CCP has tried to maintain. Good luck trying to...
- by Fallout2man - at 2006.01.13 01:23:00
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11. Replacing Local with a practical alternative. - in Player Features and Ideas Discussion [original thread]
Banning alts or nerfing them worse than they already have been would be the "quick and easy" solution that hardly addresses the problem at hand at all. Alts are already totally useless since you can only train one skill per account at a time, the...
- by Fallout2man - at 2006.01.12 14:14:00
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12. Replacing Local with a practical alternative. - in Player Features and Ideas Discussion [original thread]
This is a good idea, but perhaps needs expanding a bit, someone else mentioned active/passive scanners. Why not add a few more less costly "stealth devices" that can be fitted to ships to reduce the chances of being detected as well as various typ...
- by Fallout2man - at 2006.01.12 12:51:00
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13. Idea - active and passive scanners - in Player Features and Ideas Discussion [original thread]
Originally by: kasbah This is taken from modern sonar on submarines. Basically passive sonar allows you to get a picture of what is around without disclosing your position. Obvoiusly this resulting picture dependes on emmisions and relecti...
- by Fallout2man - at 2006.01.12 12:38:00
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14. Next-Gen Research & Manufacturing - in Player Features and Ideas Discussion [original thread]
Originally by: Ayla Vanir I'm a fan of the idea that modifications or customizations exist within the parameters of the basic design. So, no, I'd not want anything remotely close to having a chance for a ship that is 5 times better than ...
- by Fallout2man - at 2006.01.12 11:56:00
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15. Ship's computer sounds too nice - in Player Features and Ideas Discussion [original thread]
Edited by: Fallout2man on 11/01/2006 05:44:21 Originally by: Adonis 4174 I'm sorry, but when the ship computer says "Unable to warp because you are warp scrambled." She makes it sound like it's a good thing, not "omg we are so gonna di...
- by Fallout2man - at 2006.01.11 05:44:00
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16. Next-Gen Research & Manufacturing - in Player Features and Ideas Discussion [original thread]
Originally by: Scobichevskaya i like the idea of making some items Uniqly identefied with manufacturer ( like in Earth and beyond) i see it like this a char must complete a difficult mission ( lets say get some rare drop from a 10/10 com...
- by Fallout2man - at 2006.01.11 03:08:00
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17. Skill Time Bank - in Player Features and Ideas Discussion [original thread]
Originally by: Ackuula This method would make it so easy if I wanted to manufacture characters, I could start an account slap some nice implants on it, train up the learning skills and then set it to bank the points. After letting it run f...
- by Fallout2man - at 2006.01.10 11:04:00
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18. Next-Gen Research & Manufacturing - in Player Features and Ideas Discussion [original thread]
Below is an example of a possible parts hierarchy for constructing a ship. I probably could've broken it down more but I nearly went insane as-is writing this for one ship. ^_^;; (obviously bigger ships would also have other modules designed to ho...
- by Fallout2man - at 2006.01.09 09:08:00
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19. Next-Gen Research & Manufacturing - in Player Features and Ideas Discussion [original thread]
Originally by: argy I wouldn't like to limit the production of unique ships/mods to rich, experienced individuals/corps, but at the same time, one must prevent the production of 5000 different super tristans that can blow away any assault ...
- by Fallout2man - at 2006.01.09 09:07:00
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20. Next-Gen Research & Manufacturing - in Player Features and Ideas Discussion [original thread]
Edited by: Fallout2man on 09/01/2006 07:45:35 Originally by: Argy I think the main problems with having custom and modified ships/mods are this: 1.they may be too powerful But they should be capable of being overpoweirng, simply ...
- by Fallout2man - at 2006.01.09 07:44:00
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