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1. NPC Couriers - in Player Features and Ideas Discussion [original thread]
Gevlin wrote: please no this removes a role in the game. The Hauler! I don't see how this would remove a role in the game when limited by number of active couriers a player. Something like one courier per level.
- by Kelms - at 2012.03.10 03:31:00
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2. Faster warping acceleration - in Player Features and Ideas Discussion [original thread]
Simi Kusoni wrote: Kelms wrote: I think 10 seconds is far too long to reach warp speed. As others said before, it defeats a large part of having a faster warp speed when it takes much longer to accelerate and decelerate than the time you are...
- by Kelms - at 2012.03.10 03:14:00
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3. Faster warping acceleration - in Player Features and Ideas Discussion [original thread]
I think 10 seconds is far too long to reach warp speed. As others said before, it defeats the a large part of having a faster warp speed when it takes much longer to accelerate and decelerate than the time you are actually at warp speed. Cutting t...
- by Kelms - at 2012.03.10 02:51:00
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4. Active Modules Toggle Over Cycle - in Player Features and Ideas Discussion [original thread]
I don't mean take away from cap recharge time, but the 'excess cap recharge rate', you can see the number in the fitting window. So effectively you get negative cap recharge. If there isn't enough cap to drain then the module turns off. This real...
- by Kelms - at 2012.02.27 22:02:00
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5. Active Modules Toggle Over Cycle - in Player Features and Ideas Discussion [original thread]
Daeva Teresa wrote: Umm NO. It would increase comunication with server like 10x. Also all these modules eats cap while cloak does not. Thats why cloak is on/off - it dont needs any com with server while its running. Your's Idea would increasse ...
- by Kelms - at 2012.02.27 10:54:00
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6. Active Modules Toggle Over Cycle - in Player Features and Ideas Discussion [original thread]
The idea here is that certain active modules get changed into a toggle (like cloaking) from the current cycle time function. These modules would have necessary stats converted from per cycle effects to per second effects. Naturally this may concer...
- by Kelms - at 2012.02.27 10:26:00
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7. NPC Couriers - in Player Features and Ideas Discussion [original thread]
But I see no real player industry in small scale freight. I find most public courier contracts of the nature a joke with rewards less than a level 1 distribution mission. I can't imagine many players actually taking these contracts.
- by Kelms - at 2012.02.27 09:06:00
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8. Dawn of a New Empire - in Player Features and Ideas Discussion [original thread]
The essence of "Loaning & CONCORD" is a major reason why the real world economy is such a failure.
- by Kelms - at 2012.02.24 21:39:00
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9. A Resumé System to Improve Corp/Alliance Recruiting - in Player Features and Ideas Discussion [original thread]
This could use certificates as a means to show an applicant's skills.
- by Kelms - at 2012.02.24 05:28:00
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10. NPC Couriers - in Player Features and Ideas Discussion [original thread]
True, but neither are time and/or cost efficient for short range, small volume and low value shipments.
- by Kelms - at 2012.02.24 04:47:00
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11. NPC Couriers - in Player Features and Ideas Discussion [original thread]
You probably have seen the NPC hucksters, peddlers, and traders floating outside stations every once in awhile and noticed that they don't really do anything useful. The idea here is that at every station in high security space will have a station...
- by Kelms - at 2012.02.23 23:07:00
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12. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
Drone Repair Bay A high slot module that repairs drone armor and hull on drones in the ship's drone bay when active. Varying sizes to fit on crusier to capital.
- by Kelms - at 2012.02.22 09:48:00
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