Pages: [1] 2 3 4 5 6 7 8 9 10 |
1. Carrier Rebalance - in Player Features and Ideas Discussion [original thread]
On a different tangent, how about making the carriers more ... carrier-esque? Assign all sub capital hulls a drone bandwidth. Allow carriers to launch all subcapital ship hulls as fighters. Allow carriers to equip/configure each sh...
- by Flashrain - at 2015.09.28 19:27:43
|
2. Bonus week(end)s - in Player Features and Ideas Discussion [original thread]
Max Deveron wrote: Flashrain wrote: Max Deveron wrote: This.....is.....not.....Star....Trek....Online...... go away cryptic lover...and take your damn lockboxes with you Now THERE's an idea. Lock boxes with aurum purchased keys. Fo...
- by Flashrain - at 2015.09.28 18:34:06
|
3. Bonus week(end)s - in Player Features and Ideas Discussion [original thread]
Max Deveron wrote: This.....is.....not.....Star....Trek....Online...... go away cryptic lover...and take your damn lockboxes with you Now THERE's an idea. Lock boxes with aurum purchased keys. For each ship class, with a chance at factio...
- by Flashrain - at 2015.09.28 18:16:00
|
4. Bonus week(end)s - in Player Features and Ideas Discussion [original thread]
Been playing other MMORPGS and came away with some ideas - namely, limited duration global bonuses. Grinding weekend: 1. One day a month, the current skill trains 200%-400% faster until completion. 2. One day a month, isk yield from missions...
- by Flashrain - at 2015.09.28 17:43:20
|
5. 100+ SP toon seeking PVE heavy WH corp - in Alliance and Corporation Recruitment Center [original thread]
Primary objectives: 1. ISK 2. Veteran WH pilots to teach me current WH mechanics and eco system. Secondary objective: 1. Kill things Been playing Eve a while. Got worn out a year back and semi retired. Now looking to restock my fleet hangar...
- by Flashrain - at 2015.08.12 00:34:52
|
6. Citadel Networks - in Player Features and Ideas Discussion [original thread]
Citadel City: Propose allowing players to build multiple citadels on the same grid, a citadel city, a sprawling metropolis in space. Considerations: For aesthetics, allow only building on one plane for each linked citadel - you can have a ...
- by Flashrain - at 2015.05.15 01:24:56
|
7. Sticky:[New structures] Item safety mechanics on structure destruction - in Player Features and Ideas Discussion [original thread]
Generate a graphic of escape pods / automated cargo drones escaping into space and crashing into nearby planets. Players can then goto that planet and retrieve their assets. Maybe through planetary offices or some kind of planetary landing mech...
- by Flashrain - at 2015.05.15 00:25:53
|
8. Weapon Groups for POS - in Player Features and Ideas Discussion [original thread]
Hopelesshobo wrote: Flashrain wrote: Why would it be OP? As is, you already have 1 player controlling multiple accounts to defend a POS. This just even the playing field for those without multiple accounts vs those who do... or free up th...
- by Flashrain - at 2014.10.21 03:43:00
|
9. Share directional scan results - in Player Features and Ideas Discussion [original thread]
Hopelesshobo wrote: I just happened to undock and hit dscan...this is what came up http://eve-dingo.com/formRecive.php?id=IW2qmHY EDIT: http://eve-dingo.com/index.php theres the basic website, just copy and paste your dscan results. Yea...
- by Flashrain - at 2014.10.21 03:01:00
|
10. Share directional scan results - in Player Features and Ideas Discussion [original thread]
Feature : Allow pilots to share results of a directional scan. Additionally, - collapse multiple items of the same type into 1 line, i.e. instead of 1 line for each of the 20 ishtars (x1) , output 1 line for all 20 ishtars (x20). - scan res...
- by Flashrain - at 2014.10.21 01:17:00
|
11. Weapon Groups for POS - in Player Features and Ideas Discussion [original thread]
Hopelesshobo wrote: I could see being able to stack like weapons, but it still counts against your 5 gun control limit per char. Otherwise you would really only need 1 character to defend a POS if it's setup as a deathstar. 1 Stack to point 1 ...
- by Flashrain - at 2014.10.21 01:12:00
|
12. Sticky:[Phoebe] Stealth Bombers - in Player Features and Ideas Discussion [original thread]
Bomb more often - reduce bomb volume by 90%. That will tend to more bomb runs than mere reload speed. We run out of bombs to drop. Anticapital bomb - Need a very strong visual to indicate where it explodes/affects the target. This wil...
- by Flashrain - at 2014.10.21 01:10:00
|
13. Weapon Groups for POS - in Player Features and Ideas Discussion [original thread]
Feature : Allow POS Managers setup weapon groups for POS modules. - Allow POS defense handle 1 weapon group as if 1 weapon, as opposed to 5 weapons max right now. So 5 groups of 8 weapons should be manageable by 1 pilot under this feature. -...
- by Flashrain - at 2014.10.21 00:53:00
|
14. Sniper Module (passive low slot) - in Player Features and Ideas Discussion [original thread]
DrysonBennington wrote: The base of the idea is a good thought though. The idea should involve having to go into Null Space to find Sniper Officer Modules in Railgun, Laser, Projectile and Missile types of modules. The Sniper Module could on...
- by Flashrain - at 2014.10.20 04:10:00
|
15. Sniper Module (passive low slot) - in Player Features and Ideas Discussion [original thread]
Rosita Renegade wrote: I like the idea in his concept but need major changes imho from my taste: is an Active module. Negative : - Massively decrease tracking speed by 90% - maximum velocity bonus -100% - can't warp while module is active ...
- by Flashrain - at 2014.10.19 03:56:00
|
16. Sniper Module (passive low slot) - in Player Features and Ideas Discussion [original thread]
Mharius Skjem wrote: Petre en Thielles wrote: Flashrain wrote: Feature : Allow extensive sniping configuration for all ships and weapons Positive : - Massively increase all gun range and missile speed. 900% - Massively increase all gu...
- by Flashrain - at 2014.10.17 20:05:00
|
17. Sniper Module (passive low slot) - in Player Features and Ideas Discussion [original thread]
Feature : Allow extensive sniping configuration for all ships and weapons Positive : - Massively increase all gun range and missile speed. 900% - Massively increase all gun and missile damage 900% - Massively increase lock range 900% - Allow l...
- by Flashrain - at 2014.10.17 13:59:00
|
18. Trade Hub / Super Station - in Player Features and Ideas Discussion [original thread]
Stellar Tycoon wrote: I dunno, Since stations are indestructable, I can see the main power blocs trolling and putting these trade hubs in hard to reach places, just for the lulz. Good point. Editing it.
- by Flashrain - at 2014.10.17 13:36:00
|
19. POS deployment at Outpost Undock / Station Blockade / Station Defens... - in Player Features and Ideas Discussion [original thread]
Bronson Hughes wrote: Won't happen. And even if it did, you'd have to anchor the tower far enough away from the station so that the force field doesn't intersect with the station collision polygon so it wouldn't work like you intended anyways....
- by Flashrain - at 2014.10.17 13:35:00
|
20. Trade Hub / Super Station - in Player Features and Ideas Discussion [original thread]
Feature : Installation of Purpose Built Trade Hub Stations Bonus : - Lower / remove market , contract, and all transaction tax system wide - Lower / remove jump fuel requirement for all ships system wide - Lower / remove fuel requirement for al...
- by Flashrain - at 2014.10.17 13:27:00
|
Pages: [1] 2 3 4 5 6 7 8 9 10 |
First page | Previous page | Next page | Last page |