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1. deeper game roles - in Player Features and Ideas Discussion [original thread]
Edited by: Jack Nike on 03/10/2005 21:00:42 One thing I always found nice about EVE is the fact it tries (at least in theory) to give the players a broad possibility for roles - Miners, Fighters, Traders, Producers, Researchers, Couriers, etc...
- by Jack Nike - at 2005.10.03 20:54:00
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2. How about a crew! - in Player Features and Ideas Discussion [original thread]
I disagree totally. The pod concept is made to enable the pilot to control everything by simply thinking, through the virtual interface. Besides that we have maintenance, which by Eve age, should be done by bots and microbots inside the ship -...
- by Jack Nike - at 2005.10.03 06:24:00
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3. A proposed market change to incorporate standings (with pic) - in Player Features and Ideas Discussion [original thread]
Excelent idea Jack - in fact I was thinking exactly in somthing like this the other day. This concept has my support.
- by Jack Nike - at 2005.10.01 22:05:00
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4. Alarm sound, when attacked - in Player Features and Ideas Discussion [original thread]
Couldnt think of a more simple and usefull idea. Nice thought Detshni! By the way, as someone here already said - give options to disable the WOOOOOSHH warp sound, cause its boring, its very loud, and its ultra- UNREALISTIC AND ANTI-CLIMACTIC...
- by Jack Nike - at 2005.10.01 21:54:00
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5. IMPORTANT - group/gang effect skills - in Player Features and Ideas Discussion [original thread]
I refuse to believe that no one seems to perceive the importance of this.
- by Jack Nike - at 2005.10.01 21:45:00
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6. IMPORTANT - skills more active and important - in EVE General Discussion [original thread]
So if it is on the way, ok. But really ironic it is. I dont see a more simple funtcion than that - help yout gangmates pass illegal itens through a blockade of custom agents. Just like in real life, or table top role-playing games - the soci...
- by Jack Nike - at 2005.10.01 16:30:00
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7. IMPORTANT - group/gang effect skills - in Player Features and Ideas Discussion [original thread]
Edited by: Jack Nike on 01/10/2005 08:23:38 Edited by: Jack Nike on 01/10/2005 08:20:36 It could work as leadership - just the player with higher skill would act. But leadership just helps in combat/warfare, while these others (social, sci...
- by Jack Nike - at 2005.10.01 08:17:00
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8. IMPORTANT - skills more active and important - in EVE General Discussion [original thread]
Thx. But it has nothing to do with the point. Leadership and gang assist modules are all combat/warfare assistences. Im talking about a gang member using a social skill to help the gang. Its like in real life - you and your group are smuggli...
- by Jack Nike - at 2005.10.01 08:13:00
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9. IMPORTANT - group/gang effect skills - in Player Features and Ideas Discussion [original thread]
Edited by: Jack Nike on 01/10/2005 07:31:28 Hi. Im still new to the game (just 1 month of play), but noticed some things: Some kinds of skills (like Social ) take a really shallow role in the game, in my opinion. Its clear their weak role co...
- by Jack Nike - at 2005.10.01 07:29:00
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10. IMPORTANT - skills more active and important - in EVE General Discussion [original thread]
Hi. Im still new to the game (just 1 month of play), but noticed some things: Some kinds of skills (like Social ) take a really shallow role in the game, in my opinion. Its clear their weak role compared to combat or industrial skills. If thes...
- by Jack Nike - at 2005.10.01 07:21:00
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11. IMPORTANT - making skills more active - in EVE General Discussion [original thread]
Hi. Im still new to the game (just 1 month of play), but noticed some things: Some kinds of skills (like Social ) take a really shallow role in the game, in my opinion. Its clear their weak role compared to combat or industrial skills. If thes...
- by Jack Nike - at 2005.10.01 07:20:00
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12. Complex Shortcuts need explaining - in Missions & Complexes [original thread]
I also would like to see this kind of interaction. I mean, if one member of a gang has the necessary skill, all can go. This active use of skills would permit more specialization and coordination by gang members, instead of abligating everybody ...
- by Jack Nike - at 2005.10.01 06:55:00
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13. Sansha, Angel, etc. pirates behavior towards me.... - in EVE New Citizens Q&A [original thread]
Edited by: Jack Nike on 21/09/2005 21:27:36 So, its a game feature intended for keeping the difficulty up, but logical it is not - if i am respected by Angels, why its members would want to attack me? to kill the guy that makes services for t...
- by Jack Nike - at 2005.09.21 21:25:00
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14. Sansha, Angel, etc. pirates behavior towards me.... - in EVE New Citizens Q&A [original thread]
If I work for Sansha or Angels criminal agents, and increase my standings with them, will those npc pirates stop bothering me on asteroid belts and other locations? I mean, it would be logical so, cause if i get friendly and respected by then ...
- by Jack Nike - at 2005.09.21 15:10:00
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