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1. ***Petition*** Petition to keep the refitting mechanic as is! - in Player Features and Ideas Discussion [original thread]
Signed. I'm especially against Triage being given a weapons timer.
- by Jason Itiner - at 2016.01.08 09:03:42
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2. Selling moon in Perimeter - in Sell Orders [original thread]
Auction is now closed. Requesting a lock of this topic.
- by Jason Itiner - at 2014.07.29 20:16:00
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3. Selling moon in Perimeter - in Sell Orders [original thread]
Auction still open.
- by Jason Itiner - at 2014.07.26 20:40:00
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4. Selling moon in Perimeter - in Sell Orders [original thread]
Let's lower the price: announcement updated.
- by Jason Itiner - at 2014.07.24 08:38:00
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5. Selling moon in Perimeter - in Sell Orders [original thread]
I am Demigod wrote: why pay 10b overprice when i can also deck u and pop ur pos? You're aware that the buyout price is not the same thing as the reserve price (which I did not set). It just means that the first one to pay 10b will end the au...
- by Jason Itiner - at 2014.07.23 10:51:00
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6. Selling moon in Perimeter - in Sell Orders [original thread]
Auction still open for bids.
- by Jason Itiner - at 2014.07.23 09:10:00
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7. Selling moon in Perimeter - in Sell Orders [original thread]
Auction still open.
- by Jason Itiner - at 2014.07.22 21:35:00
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8. Selling moon in Perimeter - in Sell Orders [original thread]
To all industrialists and researchers, I'm looking to sell Perimeter X-1, the closest moon to the Jita gate, to anyone interested in a having a manufacturing base exempt from the traffic-dependent taxes. Starting price: 1,000,000,000ISK (1 billi...
- by Jason Itiner - at 2014.07.22 19:11:00
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9. WTS Perimeter moon - in Want Ads & Trades [original thread]
To all industrialists and researchers, I'm looking to sell Perimeter X-1, the closest moon to the Jita gate, to anyone interested in a having a manufacturing base exempt from the traffic-dependent taxes. Starting price: 1,000,000,000ISK (1 billi...
- by Jason Itiner - at 2014.07.22 11:57:00
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10. New command module - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: Jason Itiner wrote: Having two in the system doesn't mean anything unless both are active. Turning the jammer on is a tactical choice, and even if the second ship counter-jams in a battle, the few minutes of upper han...
- by Jason Itiner - at 2014.03.12 12:10:00
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11. New command module - in Player Features and Ideas Discussion [original thread]
Lephia DeGrande wrote: My only problem with this whole idea is that we want ongrid command ships but offgrid jammers that makes no sense, there should no kind of "System Jammer" besides maybe for Cynos but anything else should be ON GRID no exc...
- by Jason Itiner - at 2014.03.12 09:29:00
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12. New command module - in Player Features and Ideas Discussion [original thread]
Lephia DeGrande wrote: Sry i hate deployable ****, i want my moduls installed and used with a real human behind the keyboard. This whole deployable stuff is only a cheese move to bump solo gameplay for the sake of more member... One thing t...
- by Jason Itiner - at 2014.03.12 09:27:00
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13. New command module - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: Jason Itiner wrote: Danika Princip wrote: Every single one of these suggestions leaves links completely and totally unusable... The original one would only leave them fully negated if two or more jammers were acti...
- by Jason Itiner - at 2014.03.12 06:07:00
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14. New command module - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: Every single one of these suggestions leaves links completely and totally unusable... The original one would only leave them fully negated if two or more jammers were active in the system. It could be argued that you'd ...
- by Jason Itiner - at 2014.03.11 22:34:00
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15. New command module - in Player Features and Ideas Discussion [original thread]
Lephia DeGrande wrote: Why not make a module/script dictors and/or Hics (or another Ship) that negates or decrease boosts instead of prevent targets from warping. Like a Anti-Warefare-Link-BubbleGäó. With DICs/HICs, it would probably be ev...
- by Jason Itiner - at 2014.03.11 11:57:00
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16. New command module - in Player Features and Ideas Discussion [original thread]
Kenrailae wrote: Maybe playing devils advocate, maybe serious discussion point, not 100% sure myself: What about a deployable structure with a limited range, calculated based on the the ship using x module's location, not where the target is?...
- by Jason Itiner - at 2014.03.11 10:33:00
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17. New command module - in Player Features and Ideas Discussion [original thread]
You make a good point (which is pretty rare on this subforum from what I see). I was just throwing the idea to the wind since I had it and haven't seen it before...
- by Jason Itiner - at 2014.03.11 08:56:00
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18. New command module - in Player Features and Ideas Discussion [original thread]
Currently, command ships seem to have no counters other than probing down and driving them off. So how about a module that neutralizes command links? Command Link Jammer I Prerequisites: Electronic Warfare V, Warfare Link Specialist V (maybe oth...
- by Jason Itiner - at 2014.03.11 08:37:00
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19. Sticky:[Rubicon 1.3] T1 Frigate and Cruiser Balance Pass - in Player Features and Ideas Discussion [original thread]
TrouserDeagle wrote: Jason Itiner wrote: Garviel Tarrant wrote: This will do nothing to help the punisher, its still going to be utter garbage. The rifter will be a bit better... Could you also make it possible to fit arties on T1 frigat...
- by Jason Itiner - at 2014.02.26 13:04:00
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20. Why I am butthurt - features - CCP please read - in Player Features and Ideas Discussion [original thread]
I don't think she's mad, so much as disappointed. To a certain extent, so am I: this is the fourth iteration of Rubicon, while most previous expansions had only two (release, 1.1, and that's it). I want those new regions!
- by Jason Itiner - at 2014.02.26 13:03:00
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