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1. Little things / Small QoL suggestions - in Player Features and Ideas Discussion [original thread]
Add a "trash contents" button to spaceports and storage facilities in PI. Keywords: Planetary Interaction, User Interface There is currently no way in the PI user interface to discard the inventory of a structure. Occasionally this can get annoy...
- by FearlessLittleToaster - at 2017.04.12 16:15:14
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2. Randomly Generated Warpable Debris Fields - in Player Features and Ideas Discussion [original thread]
This actually sounds really interesting, especially with the huge new grids. I personally think local effects from some of the debris (or whatever) would be neat; a FC could pick the terrain for their fight to try and get an advantage instead of r...
- by FearlessLittleToaster - at 2015.12.30 17:52:03
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3. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
Moac Tor wrote: I don't think people realise how strong it is to have extra scram range over your opponent. By using it defensively you basically get complete range control. A HIC with its MWD active will have the speed advantage over any other...
- by FearlessLittleToaster - at 2015.11.10 00:09:24
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4. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
As somebody who does solo PvP almost exclusively (and for the folks who don't believe me, check my killboard) I am in favor of these changes. This is for the simple reason that PvP options which allow one party to have minimal risk are horrible. W...
- by FearlessLittleToaster - at 2015.11.05 17:43:42
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5. Sticky:[Vanguard] Combat and Navy BC Rebalance - in Player Features and Ideas Discussion [original thread]
I know that normally I only really comment on the big meta issues etc. Real life is a pain like that, growing up has proven to be vastly overrated. However, in this instance I think a simple fact from the hard data in the opening dev post needs po...
- by FearlessLittleToaster - at 2015.09.12 03:54:19
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6. Sticky:Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Thank you for reconsidering how fleetwarp will be changed. Implementing the changes as first advertised would have made it all but impossible to catch kiting setups, something that is already frustratingly hard to do. The game needs more ways to g...
- by FearlessLittleToaster - at 2015.09.07 17:19:10
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7. SHINY AND CHROME FOREVER! - in Player Features and Ideas Discussion [original thread]
I just saw Mad Max: Fury Road and I hope some of the CCP staff have seen it as well. While the artistic merits of the film are subject to individual preference I think that nobody can argue it really nailed a specific... atmosphere which could be ...
- by FearlessLittleToaster - at 2015.05.28 17:37:33
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8. Sticky:[April] Ore, Mineral and Nullsec Mining Anomaly Revamp - in Player Features and Ideas Discussion [original thread]
Quote: No matter which side of the argument you are on this type of thinking is awful. Would it be okay to cut your paycheck by 50% if we buffed the paycheck of your neighbor since you live in the same general area...NO! Especially if your nei...
- by FearlessLittleToaster - at 2015.04.20 19:07:43
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9. Sticky:[Discussion] Entosis Link Tactics and Ship Balance Part 2 - in Player Features and Ideas Discussion [original thread]
Thank you for posting this. For whatever its worth these changes, plus the changes to deployable infrastructure, fix all the potential issues with the Entosis modules that I had concerns about. The attacker now has to put themselves at risk to mes...
- by FearlessLittleToaster - at 2015.04.02 06:55:09
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10. Sticky:[Discussion] Entosis Link Tactics and Ship Balance - in Player Features and Ideas Discussion [original thread]
Lena Lazair wrote: Alavaria Fera wrote: Sounds like a much greater success then fatigue (which was a great success and shook up null) I'm not sure what this has to do with that. I know I never said fatigue would shake up null, and I don't...
- by FearlessLittleToaster - at 2015.03.15 02:53:01
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11. Sticky:[Discussion] Entosis Link Tactics and Ship Balance - in Player Features and Ideas Discussion [original thread]
A minor suggestion to help combat pure evasion fits. It would be great if you could make it extremely obvious when an Entosis Link has started a new cycle,with something like a gate flash. This would allow an attacker who had eyes on the grid to m...
- by FearlessLittleToaster - at 2015.03.12 11:01:02
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12. Sticky:[Discussion] Entosis Link Tactics and Ship Balance - in Player Features and Ideas Discussion [original thread]
Already published this on The Mittani Dot Com but this is the correct thread so I am leaving it here as well. I propose an additional mechanic be added called Entosis Shock. Entosis shock would be very simple in operation. If a ship with an acti...
- by FearlessLittleToaster - at 2015.03.10 20:36:15
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13. Sticky:[Proteus] Reduction in Fighter and Fighter Bomber scan resolutio... - in Player Features and Ideas Discussion [original thread]
Fozzie, You are disrupting the natural cycle of Eve exploits. It should work like this: 1. Some really really clever players figure out how to do something and exploit the crap out of it. 2. The information spreads across the game and eventually...
- by FearlessLittleToaster - at 2015.01.07 15:32:00
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14. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
I realize it looks cool on paper, but have you really considered the impact on risk/reward that will result from the D-Scan immunity? Before this change a player who was at the keyboard and paying attention could reliably escape an incoming red in...
- by FearlessLittleToaster - at 2014.12.18 16:20:08
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15. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Greyscale, Thank you for listening. Null may still be a pain to move around in but I can now feasibly base next to the bad men (or the good men, this designation being 100% a matter of perspective) and go shoot them without huge travel times. I s...
- by FearlessLittleToaster - at 2014.10.09 20:44:00
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16. The Logistics Fix Roundup - in Player Features and Ideas Discussion [original thread]
Dr Cedric wrote: What would happen if instead of a Logi being able to fit 3-5 large sized modules, it could only fit one? Similar to how there are certain modules which a ship can only fit one of, like triage or siege modules. Wouldn't this mak...
- by FearlessLittleToaster - at 2014.09.17 22:30:00
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17. The Logistics Fix Roundup - in Player Features and Ideas Discussion [original thread]
Rroff wrote: baltec1 wrote: also do not work in fights of this scale. Well there is your problem right there not logistics at all :S Keep in mind that everything I am arguing here comes down to a question of attrition or the lack the...
- by FearlessLittleToaster - at 2014.09.17 22:28:00
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18. The Logistics Fix Roundup - in Player Features and Ideas Discussion [original thread]
This board hates quotes for some reason so I bolded each point to respond instead. A logistics cruiser can out-repair the damage of three or more battleships[/quote]Two battleships will out-DPS a Guardian's reps with fleet boosts. Could you ...
- by FearlessLittleToaster - at 2014.09.17 22:17:00
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19. The Logistics Fix Roundup - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: baltec1 wrote: [quote=Frostys Virpio][quote=baltec1] Yet, in the past when logi was not a widely used as today smaller fleets often dunked larger fleets due to using better tactics and better counters. I'll take it bei...
- by FearlessLittleToaster - at 2014.09.17 14:39:00
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20. The Logistics Fix Roundup - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: baltec1 wrote: Veers Belvar wrote: baltec1 wrote: Veers Belvar wrote: Stacking penalties on logis would make incursions unplayable. There is too much incoming DPS to countenance penalized logis. The OP's sug...
- by FearlessLittleToaster - at 2014.09.16 20:09:00
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