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1. Size based EWar - in Player Features and Ideas Discussion [original thread]
Originally by: Ayla Vanir I personally agree it should take more than a frigate to pin down a larger ship. Seems to make sense that all that extra mass/armor/etc also includes shielding to protect such critical systems as propulsion and ta...
- by KIAHicks - at 2006.01.10 16:46:00
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2. Size based EWar - in Player Features and Ideas Discussion [original thread]
Originally by: theRaptor Percentage based warp scrambling is the worst idea ever. Eventually no matter what your roll will fail and your target will happily warp away. Which means the only way to gurantee a kill on a BS or HAC will be to b...
- by KIAHicks - at 2006.01.10 15:46:00
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3. Size based EWar - in Player Features and Ideas Discussion [original thread]
Edited by: KIAHicks on 10/01/2006 14:08:01 Edited by: KIAHicks on 10/01/2006 14:05:33 This is a reworded version of my post in the modules forum. I feel (once dampners etc are fixed) that dampners/ecm is too powerful when used by frigates...
- by KIAHicks - at 2006.01.10 14:04:00
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4. The New World Order(ish) - in Player Features and Ideas Discussion [original thread]
If there is a single "safe" route between empires, then most people will just use it. Even if it means an extra 30jumps, they'll just turn their auto pilots on and go watch tv. I would rather see 0.0 regions of say 4-5 jump thickness between all...
- by KIAHicks - at 2005.02.24 13:48:00
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5. Player-programmable auxiliary console - in Player Features and Ideas Discussion [original thread]
ooo ooo ooo I can see it now, the ultimate afk mining add on... I think although a nice idea, it would be too open to abuse unless really really thought about in detail. By which point we'd be on tech 5 and heading towards the end of the game :P...
- by KIAHicks - at 2004.01.26 14:01:00
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6. pvp flags defining corp warfare - in Player Features and Ideas Discussion [original thread]
Edited by: KIAHicks on 16/01/2004 11:19:26 Edited by: KIAHicks on 16/01/2004 11:16:44 Why? If you don't want to fight in a war stay in the n00b corps where nobody can declare war on you. Building and mining corps would normally not want t...
- by KIAHicks - at 2004.01.16 11:15:00
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7. Idea to reduce number of podkillings - in Player Features and Ideas Discussion [original thread]
Been able to mark certain systems with different avoidance "values" would be useful, but then it doesn't take two minutes to manually plot a course with a few extra way points around known hotspots. Plus if known hotspots were automatically inclu...
- by KIAHicks - at 2004.01.05 12:48:00
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8. Scrolling Through Large Inventories - in Player Features and Ideas Discussion [original thread]
Every item should have a nice check box next to it. You run through the list once ticking each item you want to recycle, then hit recycle selected. Its a pain recycling large amounts the current way :( Keenon: "After sitting in the system for F...
- by KIAHicks - at 2004.01.01 01:19:00
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9. New Channel Flag - in Player Features and Ideas Discussion [original thread]
Secure communication in eve is pretty difficult to acheive on an alliance scale. We create a channel and assign trusted ops. We then invite 10-20 players who need to be involved. The channel is set to invite only to stop anyone else getting in. T...
- by KIAHicks - at 2003.12.02 16:49:00
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10. Map info / Local chat - in Player Features and Ideas Discussion [original thread]
I agree on that one. You could finally mass a fleet to break a blockade without them knowing your coming. At the moment you find an isolated system to mine in, you see anyone coming up to your position by watching map. Nobody has a chance of gett...
- by KIAHicks - at 2003.09.13 19:56:00
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