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381. Blackops helper tool - in Warfare & Tactics [original thread]
Edited by: Gemberslaafje on 06/01/2011 14:20:39 You can use the following tool to see which systems (if any) there are around your system: http://www.gemblog.nl/wormhole.php You'll need the exact system name for it to work. You can use it...
- by Gemberslaafje - at 2011.01.06 14:20:00
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382. Blackops helper tool - in Ships and Modules [original thread]
You can use the following tool to see which systems (if any) there are around your system: http://www.gemblog.nl/wormhole.php You'll need the exact system name for it to work. You can use it to check if your scout is in range of your blackops...
- by Gemberslaafje - at 2011.01.06 13:04:00
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383. cynos in wormhole systems - in Ships and Modules [original thread]
You can use the following tool to see which systems (if any) there are around your wormhole system: http://www.gemblog.nl/wormhole.php You'll need the exact system (with capital J) for it to work. It also works on non-wormhole systems, so you...
- by Gemberslaafje - at 2011.01.06 13:02:00
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384. cynos in wormhole systems - in Ships and Modules [original thread]
Originally by: Malcorath Sacerdos how was this map created . seems like a good thing to have. The positions of all wormhole systems are actually in the EVE database dump. That map simply draws them. On that subject, if people could te...
- by Gemberslaafje - at 2011.01.06 12:01:00
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385. cynos in wormhole systems - in Ships and Modules [original thread]
Originally by: Caphelo You can light cynos in wormhole systems, I've done it. You can not jump to them. Thank you. But what if you jump from another wormhole system? I present: The wormhole system map: http://www.gemblog.nl/wormholet...
- by Gemberslaafje - at 2011.01.06 09:01:00
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386. a most dreaded capital cynojammer - in Player Features and Ideas Discussion [original thread]
Originally by: Anita Wildstorm Originally by: Ephemeron No mobile cyno jammer should be more than grid wide that kind of kill it purpose since i't can't repaire other or shoot enemie down it sole purpose is prevent cyno commin...
- by Gemberslaafje - at 2011.01.06 08:58:00
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387. Change Jumpbridge and Cyno beacon requirements - in Player Features and Ideas Discussion [original thread]
I'm not sure I agree with the jump bridge, as they can be considered a pretty sophisticated piece of equipment, but I definetly agree on the cyno beacon - the only thing it does is making sure that you don't need an alt with a cyno ship on that lo...
- by Gemberslaafje - at 2011.01.06 08:55:00
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388. Buildable/Destructable Jump Gates - in Player Features and Ideas Discussion [original thread]
New, adapted idea: In some expansion, CCP could create another number of solar systems. They will be devided in a number of regions, I'll call them 'Outer Rim East,West,South,North' for now. The solar systems will have all the properties of 0.0,...
- by Gemberslaafje - at 2011.01.06 08:52:00
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389. cynos in wormhole systems - in Ships and Modules [original thread]
Out of purely hypothetical interest, can you light a cyno in wormhole systems? Or is the module disabled like in deadspace complexes? --- Creator of the Eve Character Appraiser/Assembler: http://gemblog.nl/skill/ http://gemblog.nl/assembler/ ...
- by Gemberslaafje - at 2011.01.05 16:57:00
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390. Buildable/Destructable Jump Gates - in Player Features and Ideas Discussion [original thread]
Originally by: Malcorath Sacerdos it would seem to me tho that that is what WH-space is for . so i sugest the ability to use the system proposed by OP to build more lasting pathways between WH-Star systems and thus using that to expand on...
- by Gemberslaafje - at 2011.01.05 12:40:00
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391. Buildable/Destructable Jump Gates - in Player Features and Ideas Discussion [original thread]
Originally by: Kara Sharalien Edited by: Kara Sharalien on 05/01/2011 12:21:53 Originally by: Gemberslaafje I actually am a programmer. I had a big response to this, but I won't bother. It doesn't matter what I say, even i...
- by Gemberslaafje - at 2011.01.05 12:27:00
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392. Buildable/Destructable Jump Gates - in Player Features and Ideas Discussion [original thread]
I actually am a programmer. But I'm also sorts of a visionary. I'm quite aware that my idea is far beyond a little change. But if no-one talks about it, nothing will change either. Meh, tiredness. and effort. --- Creator of the Eve Character ...
- by Gemberslaafje - at 2011.01.05 12:08:00
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393. New ship needed: T2 Drake. - in Player Features and Ideas Discussion [original thread]
Originally by: Keras Authion Jump interdictor. It would make capital hotdrops more risky and with the drake's tank it could actually hold the target for a few moments. *cough* broadsword *cough* --- Creator of the Eve Character Appra...
- by Gemberslaafje - at 2011.01.05 11:53:00
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394. Buildable/Destructable Jump Gates - in Player Features and Ideas Discussion [original thread]
Originally by: Kara Sharalien Originally by: Gemberslaafje Then, the Jovians in their infinite wisdom (In fact, it was some Caldari sneako stealing the plans, but you know) give out the plans how to actually build Jump Gates. ...
- by Gemberslaafje - at 2011.01.05 11:50:00
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395. New ship needed: T2 Drake. - in Player Features and Ideas Discussion [original thread]
CareBearCruiser Skill Bonus: 10% shield resistance and 100% bonus kinetic damage of heavy missiles and heavy assault missiles per level. 100% bonus to Afterburner speed. powergrid Output 850 MW Low Slots 6 Med Slots 4 High Slots 8 CPU Output 525...
- by Gemberslaafje - at 2011.01.05 09:18:00
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396. New Security Status Skill - in Player Features and Ideas Discussion [original thread]
You could train an alt, should you choose to invest in it... --- Creator of the Eve Character Appraiser/Assembler: http://gemblog.nl/skill/ http://gemblog.nl/assembler/ Originally by: De'Veldrin Welcome to the ****ing sandbox
- by Gemberslaafje - at 2011.01.05 08:58:00
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397. Skill Queue Uppdate - in Player Features and Ideas Discussion [original thread]
Originally by: Misanthra Edited by: Misanthra on 05/01/2011 06:45:38 Done to have you swing by and say hi....and to at least make char farming some kind of work to earn the isk. long skills when away...after a couple of months of eve,...
- by Gemberslaafje - at 2011.01.05 08:42:00
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398. Expanded selection of Drives - in Player Features and Ideas Discussion [original thread]
Edited by: Gemberslaafje on 05/01/2011 08:23:04 Originally by: Draco Llasa Edited by: Draco Llasa on 05/01/2011 04:02:03 Originally by: Gemberslaafje Why not have 1 MWD and 1 AB module which just adapts to the ship it's sla...
- by Gemberslaafje - at 2011.01.05 08:22:00
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399. New ship needed: T2 Drake. - in Player Features and Ideas Discussion [original thread]
And what is a T2 drake supposed to be doing? --- Creator of the Eve Character Appraiser/Assembler: http://gemblog.nl/skill/ http://gemblog.nl/assembler/ Originally by: De'Veldrin Welcome to the ****ing sandbox
- by Gemberslaafje - at 2011.01.05 07:59:00
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400. Buildable/Destructable Jump Gates - in Player Features and Ideas Discussion [original thread]
Jump --- Creator of the Eve Character Appraiser/Assembler: http://gemblog.nl/skill/ http://gemblog.nl/assembler/ Originally by: De'Veldrin Welcome to the ****ing sandbox
- by Gemberslaafje - at 2011.01.05 06:51:00
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