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1. What one thing would you choose to improve industrial game play? - in Science and Industry [original thread]
Good evening S&I, As it says on the thread title, If you could have ONE thing to improve the game play of the Science and/or Industry elements of EVE - what would it be? I'm curious to see what players who're particularly interested in this a...
- by Finn McCaan - at 2013.03.10 17:20:00
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2. Noble Exchange idea: Dropsuits - in Player Features and Ideas Discussion [original thread]
It should not be a massive issue to re-skin the Dust assets to work in carbon, on the assumption that the developers have used the same 3d package - although the cross compatibility between 3dsmax and maya (hopes no one is using XSI) has improved ...
- by Finn McCaan - at 2013.03.10 17:04:00
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3. Trade Ship Modules - in Player Features and Ideas Discussion [original thread]
Yes that would summaries it very well. I can see why instant transfer would be appealing. I'm trying to think of a way to balance distance/size of trade with a risk mechanic, instant transfers mean that every trade is equally risky - should that ...
- by Finn McCaan - at 2013.03.07 20:35:00
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4. Trade Ship Modules - in Player Features and Ideas Discussion [original thread]
I hadn't really thought of it being a system linked to the existing buy/sell order system as I'm not sure how you'd (or even if) you'd get that system to allow it (variable locations?!). In relation to the trade radius - I would go down the route...
- by Finn McCaan - at 2013.03.06 22:15:00
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5. Trade Ship Modules - in Player Features and Ideas Discussion [original thread]
Hahahaha yeah, I guess you could require some sort of object (star base charter - bit like a street trader license really) and sufficient faction standings to deploy in high sec - if it has the same rules as anchoring cans then you can't do it in ...
- by Finn McCaan - at 2013.03.05 22:37:00
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6. Trade Ship Modules - in Player Features and Ideas Discussion [original thread]
Yep definitely a gank magnet! I don't have issues with PVP and industrial focused players interacting like that - if you chose to fit this to a cheap industrial hull (badger etc) then ganking would be easy, on a an orca not so much. Yep having co...
- by Finn McCaan - at 2013.03.05 19:46:00
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7. Trade Ship Modules - in Player Features and Ideas Discussion [original thread]
Yeah Farmers market in space - that's a good analogy! I now have a mental picture of a very twee farmers market suddenly getting invaded by an angry biker gang (stereotypes ahoy) - protect the watermelons!!! And your spot on that it would be a t...
- by Finn McCaan - at 2013.03.02 17:26:00
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8. Mobile Industry - in Player Features and Ideas Discussion [original thread]
Industrial Capital Ships (Rorqual variants?) that allow on-board manufacture / refining / reprocessing and / or specific modules that allow this (Low Slot - manufacturing machine cells, specialised by type of manufacturing output) I know there...
- by Finn McCaan - at 2013.03.02 17:02:00
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9. Trade Ship Modules - in Player Features and Ideas Discussion [original thread]
As an idea to support industrial players - a module (or set of modules) that adds trade based functionality to a ship. Low Slot - Trade Bay Converts one of the ships holds to a trade bay - allowing access by the public to it via the 'space2space ...
- by Finn McCaan - at 2013.03.02 13:26:00
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10. Fleet Profiles and Designer - in Player Features and Ideas Discussion [original thread]
That's a darn good idea. Being able to create pre-rigged fleet structures would be a boon for both the FCs and fleet applicants. For corporation/alliance fleets you could add functionality to list pilots who can for-fill roles in the fleet from th...
- by Finn McCaan - at 2013.03.02 12:59:00
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11. Star Jump Drive - in Player Features and Ideas Discussion [original thread]
3 is only really interesting if each of the modules has a specific aspect that it effects - at the moment I get the impression that 'they let you star jump' is it atm? If you could say select a jump in point (must be within a band 100,000km to 5...
- by Finn McCaan - at 2012.11.26 17:15:00
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12. MicroJump Drive - in Ships and Modules [original thread]
Gang of disco typhoons MJD's into the middle of a blob - hilarity ensues. Shame you cant adjust the range that it jumps to though - something more precise in terms of aiming would be good (rather than 100 km - that way!) One shot scripts in 10km i...
- by Finn McCaan - at 2012.11.22 10:46:00
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13. Star Jump Drive - in Player Features and Ideas Discussion [original thread]
I really like this idea. If the drive increased signature radius vastly during spool up and for a similar length of time after the jump it would be far more interesting than the existing Stargate travel mechanic. Because of the cap drain you cou...
- by Finn McCaan - at 2012.11.22 10:34:00
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14. Separate all 4 empires and make hauling/true piracy fun. - in Player Features and Ideas Discussion [original thread]
How about a faster route between hubs via low sec, possibly via faction war zones (20% of the time or similar?) - removing a secure route between empires would be an interesting experiment as it might lead to more insular (within specific empire...
- by Finn McCaan - at 2012.11.20 20:46:00
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15. Re-tooling modules and guns and ammo etc.... - in Science and Industry [original thread]
It might be quite cool if invention produced more granular results rather than binary success/fail - spitting out meta items might be a way to do that. So the chance of complete failure is less (as is the chance of complete success, 25/25%?) but ...
- by Finn McCaan - at 2012.11.17 11:55:00
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16. Player owned Pockets - in Player Features and Ideas Discussion [original thread]
The reason I was thinking of having the pockets being a finite thing: to allow CCP to control the number and type of them in each system
to make them a finite resource and therefore valuable in and of themselves
to add value to the explo...
- by Finn McCaan - at 2012.11.12 09:37:00
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17. Player owned Pockets - in Player Features and Ideas Discussion [original thread]
Yes I guess so - keeping it as a sub entity would make scanning less cluttered and would add a bit of spice that players wouldn't automatically know what they're warping into. Another slight idea - rather than links being npc ships carrying mate...
- by Finn McCaan - at 2012.11.11 20:43:00
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18. Player owned Pockets - in Player Features and Ideas Discussion [original thread]
Nikk - yes sort of, the pockets should contain acceleration gates to linked pockets (both ways) so that once you get into one pocket you potentially have access to the whole network. Not sure about the not being able to be scanned down though, it'...
- by Finn McCaan - at 2012.11.08 14:54:00
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19. Player owned Pockets - in Player Features and Ideas Discussion [original thread]
1) yes I guess you could have another method to allow for that set of trees (third tree for each of the normal sites). 2) I was thinking of rats as an alternative to static towers which are kind of dull - if you think of the site as analogous o...
- by Finn McCaan - at 2012.11.08 14:32:00
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20. Player owned Pockets - in Player Features and Ideas Discussion [original thread]
Players can claim ownership of 'pockets' allowing them to build structures within them. This would give newer/more casual players the opportunity to experience a POS like mechanic, scaling up to complex logistical chains for larger corps/alliance...
- by Finn McCaan - at 2012.11.08 10:23:00
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