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1. PC/NPC distinction. - in Player Features and Ideas Discussion [original thread]
With how many times I've been sent to kill the exact same NPC, some of them must be pod pilots.
- by Kldraina - at 2008.01.02 02:14:00
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2. PC/NPC distinction. - in Player Features and Ideas Discussion [original thread]
Pretty much everyone knows about the difference between Player characters and Non-player characters. Almost everyone has some bias based on this difference. It'd be nice if there was some in game fiction and possibly a mechanic to make this distin...
- by Kldraina - at 2008.01.01 22:30:00
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3. we need some sort of "hate" skill - in Player Features and Ideas Discussion [original thread]
Actually, there already is a "hate" skill. It's the one that enhances ECM effectiveness. One thing I learned when running missions, and farming complexes with friends, was that if you successfully jam an NPC, they immediately make you their primar...
- by Kldraina - at 2007.04.27 08:19:00
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4. My possible nos fixes/changes - in Player Features and Ideas Discussion [original thread]
I find that with medium and small nos, the lack of range often makes them of very limited use. So perhaps the best way to weaken large nos is to lower it's range. Just reducing it to 15km range would make a significant difference as it would no lo...
- by Kldraina - at 2007.04.07 23:39:00
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5. Nos nerf idea - in Player Features and Ideas Discussion [original thread]
Edited by: Kldraina on 07/04/2007 23:32:11 Reduce the range on Heavy nos to 15km. With medium and small nos, you have to get very close to enemy ships, making far less useful than heavy nos. Heavy nos however, can hit anything in scram range....
- by Kldraina - at 2007.04.07 23:34:00
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6. Un-exploitable Bounty System - in Player Features and Ideas Discussion [original thread]
When pod killing, the payout should be based upon the price of a clone for someone of their SP. --- Most players have no idea what makes a game good.
- by Kldraina - at 2007.03.23 00:48:00
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7. Increase warp bubble visibility - in Player Features and Ideas Discussion [original thread]
Proposal: Make warp bubbles visible on the map. At the moment, the only reliable defense against warp bubbles is alt scouts. I personally think it should be easier to avoid bubble camps than it currently is, without making it easier to get away w...
- by Kldraina - at 2007.03.23 00:06:00
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8. What would happen...? - in Player Features and Ideas Discussion [original thread]
What would happen if belt rats were angered by mining, and started attacking miners in force? Obviously, this could make having protection while mining more important, but if mixed with a tendency for rats to avoid any dangerous ship that didn't m...
- by Kldraina - at 2007.02.01 04:37:00
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9. Energy weapon rig penalites - in Player Features and Ideas Discussion [original thread]
1) I think it would be good if not all the penalites were the same. 2) I think it would be awsome if the ROF and Damage rigs penalized cap use instead of PG need. Would really help characterize Amarr (and their lasers) as cap hungry beasts. It wou...
- by Kldraina - at 2006.12.09 04:27:00
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10. Systems targetting + Nos = ? - in Player Features and Ideas Discussion [original thread]
It would be interesting, if when subsystem targetting came into being, Nos became a weapon for disabling specific points on an enemy ship, instead of the simple drain to cap. Nos is largely used to disable an enemy ship. If instead of 'disable tar...
- by Kldraina - at 2006.12.01 10:58:00
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11. Idea for changing omni hardeners - in Player Features and Ideas Discussion [original thread]
What if the Energized Adaptive Nano Membranes only added resists to Exp, Kin, and Therm, and Invulnerability Fields only added EM, Kin, and Therm resists? Then ships designed to be good against everything, would no longer have crazy high EM or Exp...
- by Kldraina - at 2006.10.28 21:47:00
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12. Module Balance Theory - in Player Features and Ideas Discussion [original thread]
Currently, most modules are balanced with the ability to equip multiple of them for increased focus. To prevent ships from getting too out of whack, they also have stacking penalties for many of these modules such that having more than 3 is genera...
- by Kldraina - at 2006.10.23 09:05:00
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13. Module Balance Theory - in Player Features and Ideas Discussion [original thread]
Currently, most modules are balanced with the ability to equip multiple of them for increased focus. To prevent ships from getting too out of whack, they also have stacking penalties for many of these modules such that having more than 3 is genera...
- by Kldraina - at 2006.10.23 09:05:00
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14. Nerfing range... - in Player Features and Ideas Discussion [original thread]
Currently, the Sig radius/resolution comparison only affects tracking. So against a 40m target, you will have 1/10 the tracking you would have against a 400m target. Personally, I find it rather odd how easy it is to hit ships at range, regardle...
- by Kldraina - at 2006.10.23 08:47:00
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15. Nerfing range... - in Player Features and Ideas Discussion [original thread]
I think it would be interesting if in the quest to reduce combat distances, guns were changed such that the sig radius of a target affected optimal range. This could make it harder for large groups of Battleships to focus fire on frigs and cruiser...
- by Kldraina - at 2006.10.23 04:39:00
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16. AB and MWD should be low slot - in Player Features and Ideas Discussion [original thread]
First: There aren't enough powerful low slot modules. Second: AB and MWD are inside the ship, not outside. Third: Plates add mass, while Extenders don't. So making it harder to be fast with armor, and easier to be fast with shields kinda fits.
- by Kldraina - at 2006.10.06 21:55:00
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17. Why dual training is better than queing - in Player Features and Ideas Discussion [original thread]
That's why dual training is a better mechanic. Queing is too good, if offers no increase in usable choices, only a reduction in annoyance (less lost training time).
- by Kldraina - at 2006.09.19 00:22:00
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18. Why dual training is better than queing - in Player Features and Ideas Discussion [original thread]
Queing is a no brainer, if you can put skills into a que, you do so. This adds no new choices, just reduces the likelyhood of losing skill training time. Dual training actually has a minor drawback, that doesn't take anything away. By dual traini...
- by Kldraina - at 2006.09.16 20:34:00
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19. That red flashing - in Player Features and Ideas Discussion [original thread]
I think it would be great if there was a yellow flash instead of red, for ships you can legally (as far as concord is concerned) fire upon, but whom, do not have the right upon you (yet). This could help people identify whether or not they should ...
- by Kldraina - at 2006.09.05 07:54:00
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20. Improved banking - in Player Features and Ideas Discussion [original thread]
It could potentially come with contracts. Ideally, I would want to be able to place contracts in which Someone pays me money, and after X time, they can then withdraw that money plus interest, withdrawing the money directly from my wallet. Then th...
- by Kldraina - at 2006.09.05 05:50:00
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