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381. Charges for NOS - in Ships and Modules [original thread]
Personally, I think it would be better if they instead came out with more high slot modules to compete with Nos for that "Utility high". If there were other useful high slot modules that didn't require a turret or missile hard point, then we might...
- by Kldraina - at 2006.03.10 08:47:00
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382. How to apply sub-system damage fairly for armor and shield tankers - in Player Features and Ideas Discussion [original thread]
They could just modify wreakings so they hit vitals instead of dealing extra damage. Basically treating them as critical hits. Wreakings would then ignore both shields and armor. Normally, the subsystem hit would be random, but with special target...
- by Kldraina - at 2006.03.10 04:12:00
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383. EW - in Ships and Modules [original thread]
Originally by: Maya Rkell And the problem there is that more frequent cycles are an advantage - you have to relock each and every time you're jammed. That's why I said the combat length was an issue, not the Jammers. If combat routinely...
- by Kldraina - at 2006.03.10 02:07:00
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384. EW - in Ships and Modules [original thread]
Edited by: Kldraina on 09/03/2006 23:48:35 I'm beginning to think that the main problem with jammers is less an issue with the jammers, and more an issue with the length of fights. Since many fights are over within a minute or two, jammers onl...
- by Kldraina - at 2006.03.09 23:48:00
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385. A concerning trend. - in EVE General Discussion [original thread]
Edited by: Kldraina on 08/03/2006 02:32:25 Edited by: Kldraina on 08/03/2006 02:29:52 It seems to me, like what is needed (for the insta problem) is a navigation system, that allows a person to scan a gate (or other location) and lock in t...
- by Kldraina - at 2006.03.08 02:29:00
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386. EW - in Ships and Modules [original thread]
Basic thought on removing randomness from ECM jammers without making them worthless when using only 1 or 2: Instead of chance based, have the duration of the jam be altered according to how strong the jammer is in comparison to the target ships se...
- by Kldraina - at 2006.03.08 00:40:00
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387. Next-Gen Research & Manufacturing - in Player Features and Ideas Discussion [original thread]
Edited by: Kldraina on 07/03/2006 11:32:23 After reading a post regarding possible player created skills, I was thinking it would be interesting if players could eventually make new skills for their new and exotic ship and module creations (no...
- by Kldraina - at 2006.03.07 11:32:00
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388. A concerning trend. - in EVE General Discussion [original thread]
Originally by: Kel Shek people don't seem to want to be social. they want to be independent. how many people mine for trit themselves, even though they would make more profit spending their time mining something more valuable and buying th...
- by Kldraina - at 2006.03.07 11:17:00
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389. The Shield Tanked Apoc - in Ships and Modules [original thread]
Edited by: Kldraina on 07/03/2006 06:33:27 <-- Loves her shield tanked Apoc ^^ Though from the sounds of it, this pilot's setup is a fair bit more clever than mine. I just love shield tanking with Amarr ships (loves her shield tanked, dron...
- by Kldraina - at 2006.03.07 06:33:00
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390. OMG OMG OMG OMG OMG - in Ships and Modules [original thread]
Edited by: Kldraina on 07/03/2006 05:24:16 I imagine that with module targetting, the high slots would be easier to hit than the medium slots, and the medium slots would be easier to hit than the low slots. Regarding the personal POS, I would...
- by Kldraina - at 2006.03.07 05:18:00
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391. NOS, How useful really? - in Ships and Modules [original thread]
A Heavy Nos steals about 8.3 cap/second. 4 of them steals enough to feed a Large Armor Rep II continually (assuming repair systems 4). This makes a big difference in small pvp encounters.
- by Kldraina - at 2006.03.02 09:04:00
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392. tools for traders - in Player Features and Ideas Discussion [original thread]
It would also be nice if there was a way to check recent sale records for a specific station (probably the one you're docked at) so that it would be possible to check how much demand there is for an item in each station. Currently, you can only se...
- by Kldraina - at 2006.03.02 07:22:00
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393. Next-Gen Research & Manufacturing - in Player Features and Ideas Discussion [original thread]
It would be great if there was some form of tech market. A place to buy, sell, and trade, research related items for RP. Basically, a second marketplace, using a different currency. New items (and new research systems) would obviously have to be a...
- by Kldraina - at 2006.03.01 09:34:00
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394. Next-Gen Research & Manufacturing - in Player Features and Ideas Discussion [original thread]
I noticed in the drawing board: "Improvements to Archeology, possibly including specialized ships for advanced usage. Ancient technology is a base for future Tech levels , providing both knowledge, skills and ingredients." (emphasis added) While...
- by Kldraina - at 2006.02.28 07:45:00
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395. Why I don't want tier 3 BS - in EVE General Discussion [original thread]
Random (and probably insane) ideas for tier 3 BS: For Minmatar, make it structure tank . 10k structure, -15% hull repper duration per level, 5% structure resists per level. For Amarr, a bigger cousin to the Arbitrator, with drones and a 10% bonu...
- by Kldraina - at 2006.02.16 11:26:00
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396. Next-Gen Research & Manufacturing - in Player Features and Ideas Discussion [original thread]
Edited by: Kldraina on 16/02/2006 07:46:11 I was thinking about how drone specialists (and missile specialists) are really limited in ship choices, and thought that it would be really nice if it were possible to make or modify ships to change ...
- by Kldraina - at 2006.02.16 07:46:00
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397. Modifying Done AI - in Player Features and Ideas Discussion [original thread]
It would be really, really nice if we had more control over the drone AI. I think the most important thing, would be to have options for drone targetting priorities. Options like: -Target nearest (to drone) -Target nearest (to you) -Target most da...
- by Kldraina - at 2006.02.16 07:39:00
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398. Help designing a passive shield tank. - in Ships and Modules [original thread]
With so little powergrid and cpu, you won't be able to fit a very good passive tank. If you can afford it, I'd reccommend getting a small gistii shield booster (the one that gives 57 shield for 13 energy every 2 seconds) and fitting cap rechargers...
- by Kldraina - at 2006.02.15 04:56:00
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399. Mass, velocity, agility - in Ships and Modules [original thread]
Edited by: Kldraina on 15/02/2006 04:42:37 To prove that mass affects agility without involving ABs or MWDs, try fitting oversized armor plates on a cruiser or frig. A 1600mm armor plate significantly increases mass on a cruiser, making it tak...
- by Kldraina - at 2006.02.15 04:41:00
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400. Apoc v Raven - in Ships and Modules [original thread]
Edited by: Kldraina on 15/02/2006 04:35:27 With your low SP, and the fact that you are doing level 3's which are mostly cruisers and frigates, it might be best to use an Apoc with 8 medium lasers. Medium lasers will have a much easier time hit...
- by Kldraina - at 2006.02.15 04:31:00
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