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21. MAKE PLAYER PIRATES ACCEPT THE TRUE RISK FOR THE OCCUPATION - in Player Features and Ideas Discussion [original thread]
You got an idea here. What about if normal clonelabs refuse them, because they are murderers with a price on their neck, so they have to turn to a blackmarket clone lab...which ofc is not as good and much more expensive
- by Gullan Coco - at 2003.07.30 16:42:00
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22. Set Modules online/offline in space - in Player Features and Ideas Discussion [original thread]
Edited by: Gullan Coco on 10/08/2003 16:58:56 What do you think about to implement an option to set the modules on/offline in space, by R-click+select the module(same as "info"). It should be a time delay, maybe called "power-up" time for lik...
- by Gullan Coco - at 2003.07.30 14:02:00
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23. Missile Defense - in Player Features and Ideas Discussion [original thread]
think it's a great idea. Don't use defenders atm cause I think it's just a waste of isk. and target the incomming missile??? I only get gangoptions with them :-/
- by Gullan Coco - at 2003.07.28 23:30:00
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24. REAL police, Jailtime, and fines instead of no-tolerance Concord - in Player Features and Ideas Discussion [original thread]
I love this idea. It would probby get at least some of the "much-too-many" player pirates away from the streets...err...systems. It's way too easy for them to be a thief and murderer. If they quit because of getting their "dark side" career a bit...
- by Gullan Coco - at 2003.07.28 17:14:00
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25. Ship Detailing - in Player Features and Ideas Discussion [original thread]
I like this idea a lot. Maybe even some custompainting like flames etc. and of course the corplogo that's allready said above (like in X-beyond the frontier)
- by Gullan Coco - at 2003.07.28 16:58:00
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26. Feature Request: Self-Destruct Does Damage - in Player Features and Ideas Discussion [original thread]
Great idea. The explosion should be a very heavy one, depending on the shipsize. Consider the huge powercore that you actually overload + all other stuff that's gladly go off in flames.
- by Gullan Coco - at 2003.07.28 16:51:00
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27. No subject - in Player Features and Ideas Discussion [original thread]
Precisely my idea. A delay like 15 sec for power down 1 module and 30 sec to power up a module. That would make 45 sec if you want to switch and therefor a bit hard to use in battle.
- by Gullan Coco - at 2003.07.28 16:44:00
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28. No subject - in Player Features and Ideas Discussion [original thread]
What do you think about to implement an option to set the modules on/offline in space by R-click+select the module(same as to find info atm). It should be a time delay, maybe called "power-up" time so it wont be missused in battles, or at least ve...
- by Gullan Coco - at 2003.07.28 14:05:00
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