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41. Light Carriers - in Player Features and Ideas Discussion [original thread]
XXSketchxx wrote: Cygnet Lythanea wrote: Because we have ships with double skill bonuses in their weapons for every weapon but drones. A fast locking BS limited to drones but able to launch a large number of them would be an excellent (and...
- by Flashrain - at 2012.05.12 03:58:00
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42. Fleet permission by days in alliance/corp - in Player Features and Ideas Discussion [original thread]
Allow player to set minimum number of days in corp or alliance to join the fleet.
- by Flashrain - at 2012.05.11 23:48:00
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43. [UI] : Allow multiple clients to access same character - in Player Features and Ideas Discussion [original thread]
leviticus ander wrote: not going to happen. that kind of access would probably cause the database to have a heart attack. and really what you should do is just find the best screen to work on, and stick with that for most of your use. From...
- by Flashrain - at 2012.04.16 01:55:00
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44. [UI] : Allow multiple clients to access same character - in Player Features and Ideas Discussion [original thread]
Hi, I would like to be able to access my character on 1 client on my 60 inch TV/projector for space combat, a 2nd client on my LCD monitor for chats, a 3rd client for market browsing/trading, and a 4thclient on my touch screen for scan probi...
- by Flashrain - at 2012.04.15 04:30:00
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45. A Newer Jetcan - in Player Features and Ideas Discussion [original thread]
curedCrow wrote: Flashrain wrote: Capacity : 1,000,000,000 m3 Shield hp: 1000 Armor hp: 1000 Structure hp : 100,000 Duration: 24 hours, or until player leaves the grid. Accessibily range: 20km The new jettison canister is bound to the ...
- by Flashrain - at 2012.03.31 03:14:00
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46. A Newer Jetcan - in Player Features and Ideas Discussion [original thread]
Capacity : 1,000,000,000 m3 Shield hp: 1000 Armor hp: 1000 Structure hp : 100,000 Duration: 24 hours, or until player leaves the grid. Accessibily range: 20km The new jettison canister is bound to the player, with only 1 jetcan per player in...
- by Flashrain - at 2012.03.31 02:40:00
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47. How should we improve the inventory UI? - in Player Features and Ideas Discussion [original thread]
Issue: Difficult to navigate between containers. Fix: allow containers to be accessible via a sidepane of tabs, almost like the current tabbed windows... but arranged vertically. First tab would be the top level hangar floor, the other tabs would...
- by Flashrain - at 2012.03.31 01:23:00
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48. [UI feature] - refresh/verify standings; shared corp profiles - in Player Features and Ideas Discussion [original thread]
Velicitia wrote: session change works for me ... clear your cache lately? yeah ... that would be "easier" -- but I'm a little leery of anyone in the corp being able to **** around with overviews. (there's *always* that one guy who you have to ...
- by Flashrain - at 2011.12.26 00:11:00
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49. [UI feature] - refresh/verify standings; shared corp profiles - in Player Features and Ideas Discussion [original thread]
Velicitia wrote: First point 1,2,3,4 -- session change (dock/undock, switch systems, etc). Otherwise, it's delayed ~5 minutes or so. Second point -- export it from someone who has it "right", have them send the XML file to the corp (forums, e...
- by Flashrain - at 2011.12.24 15:09:00
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50. [UI feature] - refresh/verify standings; shared corp profiles - in Player Features and Ideas Discussion [original thread]
Hi, Please add a button that reapplies/verifies standings in the following: 1. Overview 2. Station docked pilots list 3. Local 4. All chat windows. Second, Please improve the way corporations can share overview profiles, much like corp fittin...
- by Flashrain - at 2011.12.24 13:15:00
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51. [Combat Feature] - Backlash/Backfire - in Player Features and Ideas Discussion [original thread]
King Rothgar wrote: Flashrain wrote: Metal Icarus wrote: Nicolo da'Vicenza wrote: target: hulk veld goes back into asteroid target: noctis ship is restored back to working condition upon salvage This could turn a noctis into a ca...
- by Flashrain - at 2011.12.24 11:29:00
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52. [Combat Feature] - Backlash/Backfire - in Player Features and Ideas Discussion [original thread]
Metal Icarus wrote: Nicolo da'Vicenza wrote: target: hulk veld goes back into asteroid target: noctis ship is restored back to working condition upon salvage This could turn a noctis into a captial ship rescuing machine! Remember it...
- by Flashrain - at 2011.12.23 23:20:00
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53. [Combat Feature] - Backlash/Backfire - in Player Features and Ideas Discussion [original thread]
Nariya Kentaya wrote: Nicolo da'Vicenza wrote: target: hulk veld goes back into asteroid target: noctis ship is restored back to working condition upon salvage ok, i actually chuckled :D would definetly make a good weapon for a CCP=fle...
- by Flashrain - at 2011.12.23 23:12:00
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54. [Combat Feature] - Backlash/Backfire - in Player Features and Ideas Discussion [original thread]
Name: Backfire/Backlash Category: Combat support Effect: 1. Targeted ships will randomly have 0-4 modules suffer the opposite of the intended effect on the next active cycle, number of affected modules. Weapons will cause ship damage, defensiv...
- by Flashrain - at 2011.12.23 21:23:00
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55. [Warfare Module] - Time Dilation Generator - in Player Features and Ideas Discussion [original thread]
LeHarfang wrote: Flashrain wrote: Torin Corax wrote: Flashrain wrote: The better players would also benefit in the same way. But they don't need to, they are already better. What you are suggesting seems to be a way to narrow ...
- by Flashrain - at 2011.12.18 08:38:00
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56. [Warfare Module] - Time Dilation Generator - in Player Features and Ideas Discussion [original thread]
Torin Corax wrote: Flashrain wrote: The better players would also benefit in the same way. But they don't need to, they are already better. What you are suggesting seems to be a way to narrow the margin of "skill" artificially, If o...
- by Flashrain - at 2011.12.18 08:10:00
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57. [Warfare Module] - Time Dilation Generator - in Player Features and Ideas Discussion [original thread]
Torin Corax wrote: Flashrain wrote: Nalha Saldana wrote: The question is why would you want this? It doesn't affect timers like reinforcement etc, it doesn't make anything happen at all except that the game plays slower which is only anno...
- by Flashrain - at 2011.12.17 20:23:00
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58. [Warfare Module] - Time Dilation Generator - in Player Features and Ideas Discussion [original thread]
Jask Avan wrote: Jita. Not supported. Good point. Modified description so using it will drop concord on you.
- by Flashrain - at 2011.12.17 15:12:00
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59. [Warfare Module] - Time Dilation Generator - in Player Features and Ideas Discussion [original thread]
Nalha Saldana wrote: The question is why would you want this? It doesn't affect timers like reinforcement etc, it doesn't make anything happen at all except that the game plays slower which is only annoying for all involved parts. A player ...
- by Flashrain - at 2011.12.17 15:11:00
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60. [Warfare Module] - Time Dilation Generator - in Player Features and Ideas Discussion [original thread]
LeHarfang wrote: Flashrain wrote: LeHarfang wrote: Slowing time would be easy for the server and actually reduce lag. Speeding it up would kill the gameplay with all the lag so: no. Time dilation is only meant to help the server and its ...
- by Flashrain - at 2011.12.17 15:04:00
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