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1. ENGINEERING COMPLEXS AND CITADELS SHOULD NEED TO ALWAYS USE FUEL - in Player Features and Ideas Discussion [original thread]
Cost is a balancing factor; that's exactly what they're doing with pirate battleships right now. The cost doesn't have to be high, and you could even eliminate it entirely if you have any service module online, so it doesn't change the cost of ac...
- by James Zimmer - at 2017.07.24 22:21:24
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2. Errors in Project Discovery - in Science and Industry [original thread]
Altalicious wrote: On a couple of those you may be finding multiple planets. Hence the fail analysis. I have had the same problem with some of the analyses too and am scratching my head on why I am getting a failure message. No, those are a...
- by James Zimmer - at 2017.07.24 22:06:58
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3. Bookmark anomalies with anom code by default - in Player Features and Ideas Discussion [original thread]
Simple QOL improvement, but it would mean a lot for a lot of folks, particularly the wormhole community. I like it.
- by James Zimmer - at 2017.07.18 15:33:59
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4. ENGINEERING COMPLEXS AND CITADELS SHOULD NEED TO ALWAYS USE FUEL - in Player Features and Ideas Discussion [original thread]
I agree with the OP. The citadel spam was something I predicted before they were even introduced. With no upkeep cost, three timers and no limit to how many citadels are in a system, there is a strong incentive to spam citadels and make a system a...
- by James Zimmer - at 2017.07.18 12:48:50
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5. Semi-Epic Arcs - in Player Features and Ideas Discussion [original thread]
Tiberius NoVegas wrote: Daichi Yamato wrote: Just wait till you've ran the epic arcs a few more times. They are just as dull and boring as missions. Just like you complained, all you do is go somewhere, shoot something or haul something and ...
- by James Zimmer - at 2017.07.05 05:36:49
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6. Semi-Epic Arcs - in Player Features and Ideas Discussion [original thread]
Most missions in Eve are fairly boring. You go to a place, shoot all the rats, maybe pick up an object and maybe shoot a structure. There's no connection to anything that's happening. They're a necessary way to bring ISK into the game, but all in ...
- by James Zimmer - at 2017.07.04 16:18:56
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7. I have a whacky thought... Make Muninn a medum drone boat. - in Player Features and Ideas Discussion [original thread]
I like whacky ideas. Even if they don't work out, they sometimes give people a fresh way to look at things. The Muninn has issues because it overlaps heavily with Hurricanes and Hurricane Fleet Issues, Hurricanes almost do the same thing for a thi...
- by James Zimmer - at 2017.07.04 03:40:14
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8. Change Mineral Abundance to Scarcity - in Player Features and Ideas Discussion [original thread]
I can see the appeal of creating greater conflict over resources, but I don't think this really helps that very well. I think the market would adjust to this by increasing the price of minerals, resulting in people melting down ratting loot to mee...
- by James Zimmer - at 2017.07.02 20:25:19
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9. Potentially Insane Change to Blops - in Player Features and Ideas Discussion [original thread]
BLOPS hotdrops are currently the most effective form of non-strategic combat, and are therefore used in very high volumes. Giving BLOPS a bomb launcher will grant them effective immunity to stealth bomber counter-drops. They certainly don't need a...
- by James Zimmer - at 2017.07.02 19:56:27
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10. Stealth Coating - Low Power Module and/or Rig - in Player Features and Ideas Discussion [original thread]
I like the general idea, but it could get pretty ridiculous with frigates and, to a lesser extent, destroyers. I would like this if it was limited to cruisers and above. It would give HACs a bit more viability, which are struggling to find a role ...
- by James Zimmer - at 2017.07.02 19:29:35
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11. PVE Upgrades and Content Generation - in Player Features and Ideas Discussion [original thread]
This thread is ineffective communication. It gives the reader no incentive to read the long, detailed and what may be a well thought out idea because it lacks any sort of hook or summary to grab the reader's attention. I, like most others, will no...
- by James Zimmer - at 2017.07.02 19:13:44
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12. Sticky:[June] Fighter Damage Reduction - in Upcoming Feature and Change Feedback Center [original thread]
After 99 pages, I probably won't add too much of value, but even though I'm not a carrier pilot, I don't like this. Rather than considering what it is about carriers that makes them so awesome for ratting, and adjusting that aspect, this change si...
- by James Zimmer - at 2017.06.12 22:41:41
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13. ECM, TD and Damp Change - in Player Features and Ideas Discussion [original thread]
Ok, if 1-5 degrees is too narrow, widen it up a bit. How wide/narrow the beam would be, and how much widening it would impact range would be the key balancing points. I don't know what you mean by staggering command bursts, from what I understand...
- by James Zimmer - at 2017.05.14 21:21:17
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14. ECM, TD and Damp Change - in Player Features and Ideas Discussion [original thread]
I guess I should have mentioned that I don't think 360 degrees should be allowed at all, or if it is, it should bring your range down to something like 500m. I was thinking more like 1 degree, 2 degrees, 5 degrees, 10 degrees, and maybe 15 degrees...
- by James Zimmer - at 2017.05.13 07:46:00
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15. ECM, TD and Damp Change - in Player Features and Ideas Discussion [original thread]
I know there are some, perhaps many, who will disagree with this, but right now, I don't think EWAR is in a good place. Most EWAR scales extremely badly with the size of the conflict. In small fights, EWAR is dominant. Everyone knows "because of F...
- by James Zimmer - at 2017.05.12 22:11:40
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16. Assault Frigate Role Ideas - in Player Features and Ideas Discussion [original thread]
Deckel wrote: James Zimmer wrote: Unrivaled survivability is a good base on which to build a ship So, for building a role for the AF, you start with survivability and either expand upon it with something like ewar or smartbomb resistance...
- by James Zimmer - at 2017.05.12 07:36:38
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17. Assault Frigate Role Ideas - in Player Features and Ideas Discussion [original thread]
Ships become popular because they are the best option for something that matters. For example, interceptors are the best option for moving fast and avoiding fights that you don't want take, or getting to fights that you do want to take. They can i...
- by James Zimmer - at 2017.05.11 21:59:14
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18. Sticky:[March] Balance Tweaks: Fighters, Supercarriers & Burst Proj... - in Upcoming Feature and Change Feedback Center [original thread]
I like the idea of fighter counterplay, because even moderately-sized massed carrier fleets are just ridiculously good against virtually all subcaps right now. However, I feel that this isn't really about counterplay; it's a straight up nerf. A ra...
- by James Zimmer - at 2017.05.09 22:13:14
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19. Combat Probes can Probe Cloaked Ships - in Player Features and Ideas Discussion [original thread]
Design Goals - Make AFK cloaking ineffective if a system is occupied by people willing to hunt you. - Give a realistic counter to COVOPs hot drops other than counter drops. - Cloaks remain a strong and viable way to get positioning, and comple...
- by James Zimmer - at 2017.05.07 22:49:07
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20. Weapons Impact Movement Like Armor Plates - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: Is this just a very convoluted way to ask for kiting to be nerfed hard? No, it's a straight-forward way of nerfing kiting. How hard depends on how much difference in speed penalty you get.
- by James Zimmer - at 2017.05.07 22:20:01
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