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1. Crusier Re-balance - in Player Features and Ideas Discussion [original thread]
I agree in concept that all ships needs to be defined a role and then balanced around that. Present cruiser roles are a very good example, got a tank, a cannon, a e-war and a logistic. Amarr are a prime example. Unfortunately not all of them are s...
- by Jaketh Ivanes - at 2012.02.22 09:57:00
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2. The smallest of changes...But it seems like a warranted one? - in Player Features and Ideas Discussion [original thread]
Makes sense from an RP prespective, but think people would prefer to see the "teeth".. Personally I wouldn't care one way or the other.
- by Jaketh Ivanes - at 2011.12.14 09:15:00
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3. Lowsec, sec status and you. - in Player Features and Ideas Discussion [original thread]
@OP: You could select your targets more carefully. You are already punished more severly in high sec for commiting a crime compared to low sec, as you will lose your ship in high sec. So I disagree with you proposed changes aswell .
- by Jaketh Ivanes - at 2011.12.14 08:59:00
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4. Move Level 4 agents into lowsec - in Player Features and Ideas Discussion [original thread]
Jazz Styles wrote: The real problem here is that you're asking people with pve ships to fight pvp fit ships, which just does not work. I have a potential fix for this at the following link. mission system overhaul I think this is an inter...
- by Jaketh Ivanes - at 2011.11.30 13:46:00
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5. How About Introducing True Motherships? - in Player Features and Ideas Discussion [original thread]
I've allways loved Homeworld (still do), but I would rather have HW carriers instead of a Motherships. I don't have much experience with the current carriers, but think it could be a slight change of the current ones. Just remove the fighter/bomb...
- by Jaketh Ivanes - at 2011.11.28 15:02:00
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6. disable corp pod popping - in Player Features and Ideas Discussion [original thread]
Why is corp theft allowed? Why is spying allowed? Why do you have kill rights in the game? They are tools and podding is just another tool to be used and abused. That is the spirit of EvE, trust.
- by Jaketh Ivanes - at 2011.11.28 08:43:00
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7. Suicide ganking - put the suicide victim on the kill mail when concord kills the... - in Player Features and Ideas Discussion [original thread]
Vizvayu Koga wrote: Major Trant wrote: When the gankers get concorded, issue a kill mail to the victim that caused Concord to spawn. The victim will sit there at the bottom of the KM most likely with no damage caused, much like the ECM or Lo...
- by Jaketh Ivanes - at 2011.11.24 15:10:00
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8. A potential method to encourage emigration from high sec to low sec and 00. - in Player Features and Ideas Discussion [original thread]
I think a reversal of the proposal of the OP might lure more people to low sec. If you have Concord do incursions into low sec, granting protection to the pilots there, then some high sec dwellers (like me) would venture to low sec for a while. Sh...
- by Jaketh Ivanes - at 2011.11.22 11:31:00
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9. Replace mining with smallholding - in Player Features and Ideas Discussion [original thread]
I like the idea, but really disagree with the below statement (bolded) Covert Kitty wrote: Such a change would give more depth to warfare everywhere, including in highsec. It would also focus player skills down more proper paths , like combat...
- by Jaketh Ivanes - at 2011.11.21 09:12:00
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10. Turret Iteration - in Player Features and Ideas Discussion [original thread]
I like this concept. And yes, it does make Minmatarr very strong. Dictating range on Gallente, so they can't shoot. Out fly the Amarr turrets, so they can't hit and outrun Caldari missiles. Unless they make a mistake :).
- by Jaketh Ivanes - at 2011.10.07 13:51:00
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11. Amarr ships energy capacitor use bonus. (Ship Balancing) - in Player Features and Ideas Discussion [original thread]
The reason Amarr ships have cap reduction, is to make lasers viable on them. Each race have bonuses that their respective weapons need to function adequately. Minmatarr have a lot of damage and rof bonuses, because projectile weapons used to be le...
- by Jaketh Ivanes - at 2011.09.02 13:08:00
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12. Distances: Making blobs unable to fight effectively - in Player Features and Ideas Discussion [original thread]
I've had similar ideas, but instead of bouncing people I suggested reduction of weapon range. So 2 big blobs would have to move around on grid in order to actually hit eachother. Also opens up for splitting a inferior fleet into 2 and attacking a ...
- by Jaketh Ivanes - at 2011.08.30 11:56:00
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13. Is this a good solution? - in Player Features and Ideas Discussion [original thread]
Originally by: Yue Rubens So you want to remove the tactical element of range management? Nah, just like the guy above said, no need to explain why this is not supported. :P What tactical element? Shoot whoever the FC calls? No, that ...
- by Jaketh Ivanes - at 2011.06.03 12:24:00
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14. Is this a good solution? - in Player Features and Ideas Discussion [original thread]
Hi everyone. I've played with an idea for quite some time now, basically it's making all turrets have the same range, despite the size. Medium Beam Laser I's have an optimal of 10 (no skills or ship bonuses) so that should also be the same with a...
- by Jaketh Ivanes - at 2011.06.03 08:45:00
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15. mark ships as corp owend items - prevent corp theft - in Player Features and Ideas Discussion [original thread]
Originally by: 12m18 also in the real world which is also considered a sandbox system, you have the possibility to secure items even if that means binding them with a chain to a wall. Well, by not handing out the ship to any corp mem...
- by Jaketh Ivanes - at 2009.12.18 15:22:00
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16. New idea: "Port holes" - in Player Features and Ideas Discussion [original thread]
Actually it could be very interresting with port holes. It should be like a fixed camera. Then perhaps 4 cameras in total to represent the different port holes. This would mean, the person undocking would have a good feeling of what is just outsid...
- by Jaketh Ivanes - at 2009.12.18 15:15:00
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17. T3 Cruiser Industry and Mining Subsystems - in Player Features and Ideas Discussion [original thread]
Originally by: Mur Mis Edited by: Mur Mis on 10/12/2009 12:36:09 Edited by: Mur Mis on 10/12/2009 12:33:16 edit: typo Edit: no 5000 cargo space on the t3 ship only 1000(*5*10) With the t3 mining vessel u get 5% for every lvl that ...
- by Jaketh Ivanes - at 2009.12.10 16:11:00
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18. A new and unique ship class. - in Player Features and Ideas Discussion [original thread]
I havn't read all the replies, so if this has been suggested, just ignore my post A mobile base of operations: Basically a carrier from Homeworld. I can't do much offensively, but it got reprocessing and building facilities, capable of building...
- by Jaketh Ivanes - at 2009.12.10 13:05:00
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19. Fixing Local, and expanding the intelligence game - in Player Features and Ideas Discussion [original thread]
I've been in a few WH's with some friends and must say I like the local there. It add an element of surprise and mystery. The inhabitants never know that I enter and I don't know if the ships I find on scanner are active or idle... I'm for the re...
- by Jaketh Ivanes - at 2009.11.17 15:30:00
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20. Caldari/Gallente/Amarr/Minmatar Standings - in Player Features and Ideas Discussion [original thread]
So if someone helps an enemy of yours, you mustn't dislike that person? Doesn't work like that. If I help one side, the other side will not like it, even if it's not directly against them. If I help both sides, neither will trust or really like me.
- by Jaketh Ivanes - at 2009.11.17 15:20:00
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