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21. Remove/reduce hull restrictions on SKINs - in Player Features and Ideas Discussion [original thread]
Jenshae Chiroptera wrote: No. It bloats the client and lags machines. AFAIK it actually doesn't. Which is why this bug "worked" in the first place. With the V3 shaders, it's simply a matter of "apply pattern A on zone 1, pattern B on zone 2...
- by Iris Bravemount - at 2015.05.05 20:27:54
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22. Remove/reduce hull restrictions on SKINs - in Player Features and Ideas Discussion [original thread]
Kyalla Ahashion wrote: Iris Bravemount wrote: My take on this would be the following: Change current SKINs so that they become tied to the ship size of their race instead of a specific hull. Pirate hulls can use either race's colors. This...
- by Iris Bravemount - at 2015.05.04 17:56:14
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23. Remove/reduce hull restrictions on SKINs - in Player Features and Ideas Discussion [original thread]
My take on this would be the following: Change current SKINs so that they become tied to the ship size of their race instead of a specific hull. Pirate hulls can use either race's colors. This way you could buy a Sarum SKIN for Amarr small ship...
- by Iris Bravemount - at 2015.05.04 14:01:55
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24. [June] Module Teiracide - Afterburners & Microwarpdrives - in Player Features and Ideas Discussion [original thread]
I really like the new "compact" options, that have been lacking. The storyline modules have been buffed to compensate the loss of their fitting superiority, so it's fine. However, as has been stated very early on in this post, I recommend that th...
- by Iris Bravemount - at 2015.05.04 13:39:48
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25. Sticky:Dev blog: Back Into the Structure - in EVE Information Portal [original thread]
I haven't seen any mention of structure tank modules. Will all structures have the same amount of hp? Also, are entosis structures destructible at all?
- by Iris Bravemount - at 2015.04.20 21:48:17
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26. Sticky:Dev blog: New Assembly Effect for Anchorable Structures - in EVE Information Portal [original thread]
CCP Nobody wrote: Iris Bravemount wrote: Could you please upload a video of how it will look for Dx9 users? If you click on the DX9 images in the blog you will get a gif of how it will look for DX9 users Ah thx. It looks ok with Dx9 as ...
- by Iris Bravemount - at 2015.04.20 17:53:24
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27. Sticky:Dev blog: New Assembly Effect for Anchorable Structures - in EVE Information Portal [original thread]
Could you please upload a video of how it will look for Dx9 users?
- by Iris Bravemount - at 2015.04.20 16:31:00
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28. Sticky:[New structures] Mooring and docking features - in Player Features and Ideas Discussion [original thread]
SilentAsTheGrave wrote: If super capitals did not disappear while moored; what other mechanics would need to be there to make it worth the risk? Furthermore what would need to happen for a pilot to want to log off with their capital moored for ...
- by Iris Bravemount - at 2015.04.14 18:37:18
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29. Sticky:[New structures] Item safety mechanics on structure destruction - in Player Features and Ideas Discussion [original thread]
First of all I haven't read through all the pages, so this may have been suggested before. So, about the risk/reward ratio of using those new structures vs NPC stations for safety could be kept in check by a simple feature: Just limit the ove...
- by Iris Bravemount - at 2015.04.14 10:49:55
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30. Turret-Equivalent of the Rapid ML Concept [Quad Beams&Dual 250 R... - in Player Features and Ideas Discussion [original thread]
I like this idea. As to the 35sec reload thing, I don't think it would be very appropriate, because reloading time (or lack thereof) is a distinguishing feature between turret types. So just tweak the dps (downwards) so that appropriate sized gun...
- by Iris Bravemount - at 2015.04.14 08:45:42
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31. Temporary lvl 6 skill - in Player Features and Ideas Discussion [original thread]
Anhenka wrote: Because people totally wouldn't just put in the training of the VI skill of each ship skill they went out to fly. Ship skill would basically go 4->6 with no space in between, since everyone with a lv V skill would set to to t...
- by Iris Bravemount - at 2015.02.08 21:43:50
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32. Temporary lvl 6 skill - in Player Features and Ideas Discussion [original thread]
Ralph King-Griffin wrote: No. Ok, but why ?
- by Iris Bravemount - at 2015.02.08 20:28:50
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33. Storyline Mods - in Player Features and Ideas Discussion [original thread]
Alexi Komanov wrote: Currently, storyline mods offer easier fitting at increased cost. Because of their cost, storyline items should offer a little more. If storyline modules offered an increased heat resistance they might have a little more be...
- by Iris Bravemount - at 2015.02.08 20:23:44
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34. Temporary lvl 6 skill - in Player Features and Ideas Discussion [original thread]
Hi there, So i had this idea i'd like to share for discussion. I'm not saying it is good and needs to be implemented as is, but I'd like to gather some input for this one. Image you could put a lvl 5 skill into your queue, and as long as it is t...
- by Iris Bravemount - at 2015.02.08 20:21:44
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35. Sticky:Dev Blog: Rebalancing Modules in EVE Online, Round Two - in EVE Information Portal [original thread]
While I welcome the overall initiative, and and really appreciate the fluff being put back in the names, I have one major gripe with the module tiericide so far-á: It tends to gravitate towards: Tech 1: Average Meta 1: Good Tech 2: Better but ha...
- by Iris Bravemount - at 2014.12.31 12:45:24
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36. ISK SINKS WE NEED - Post your ideas here. - in Player Features and Ideas Discussion [original thread]
Antillie Sa'Kan wrote: 3) I'm not sure about this. I don't think people should be able to strand themselves somewhere with no ability to make ISK or leave the system they are in without said ISK. Maybe if pods were always free. 4) I'm not sure...
- by Iris Bravemount - at 2014.11.21 16:25:25
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37. ISK SINKS WE NEED - Post your ideas here. - in Player Features and Ideas Discussion [original thread]
Anthar Thebess wrote: Remember that insurance is paid when ship dies. When you move out your smartbombing fleet and clear a heaven every 2 minutes ( including warp time ) this makes more damage to eve . 30 havens per hour , 35mil in bounty ea...
- by Iris Bravemount - at 2014.11.21 14:49:29
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38. ISK SINKS WE NEED - Post your ideas here. - in Player Features and Ideas Discussion [original thread]
Anthar Thebess wrote: - double isk price of LP store items . Yes this could be good, but, for example me and many other people have tons of LP store items. This could just double the value of stuff we have. Yea! Not really, unless you hol...
- by Iris Bravemount - at 2014.11.21 14:27:35
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39. ISK SINKS WE NEED - Post your ideas here. - in Player Features and Ideas Discussion [original thread]
afkalt wrote: This feels like a whine about plex prices in disguise. > Accuses people of disguised discourse > Post with an anonymous alt
- by Iris Bravemount - at 2014.11.21 14:26:05
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40. Cloak deactivation delay - in Player Features and Ideas Discussion [original thread]
I would welcome a deactivation delay of 1sec on any and all modules.
- by Iris Bravemount - at 2014.11.21 13:42:54
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