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1. New Player Protection - in Player Features and Ideas Discussion [original thread]
To the OP: I hear Karmafleet is recruiting. Join a real newbie corp and see how things run. In all seriousness, what newbies need is not safety. They need information. Give them information and they can start making enough money to replace whatev...
- by Kyeudo Van'mynai - at 2015.11.20 17:23:40
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2. Good crystal? Bad Crystal? - in Player Features and Ideas Discussion [original thread]
Netan MalDoran wrote: I dont even USE lasers, and +1 Same.
- by Kyeudo Van'mynai - at 2015.11.20 16:46:23
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3. Making the Rorqual Less of a Yawn-Zone: A Reddit Repost - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: 4a) INDUSTRIAL SUPERWEAPONS - Every single one of the things you posted there can be horribly, horribly abused. Abused? I'd call it "emergent gameplay". Celthric Kanerian wrote: To the general idea I love the tho...
- by Kyeudo Van'mynai - at 2015.11.16 15:44:46
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4. Crimewatch change idea - in Player Features and Ideas Discussion [original thread]
The problem with what you propose is "How does one determine what type of act counts as aggressive?" Consider bumping. How does one determine which ship is offending the other? All the game registers is that two ships collided. Without a clear ru...
- by Kyeudo Van'mynai - at 2015.10.14 22:19:35
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5. New Contract Type - Idea - in Market Discussions [original thread]
This idea has some amount of merit, but perhaps what it should do is function as merely a skin over the existing types of contracts - a short hand for the existing way of things. So when you set it up, it creates a courier contract to move the goo...
- by Kyeudo Van'mynai - at 2015.09.03 17:45:19
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6. Planetary Interaction Interface Changes - in Player Features and Ideas Discussion [original thread]
TigerXtrm wrote: I'd say that if you have to move your entire colony around a planet every once in a while you're doing something very wrong. I've had hot spots move around on me enough that I couldn't just move the extractor without wastin...
- by Kyeudo Van'mynai - at 2015.08.31 20:45:27
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7. Planetary Interaction Interface Changes - in Player Features and Ideas Discussion [original thread]
That would require rebalancing the whole system. This would just be about removing the tedium from the system.
- by Kyeudo Van'mynai - at 2015.08.31 19:07:25
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8. Planetary Interaction Interface Changes - in Player Features and Ideas Discussion [original thread]
Anyone who has ever set up a PI colony has realized something: It's a bit of a click-fest. It's not too annoying to do once, but with the way that resources work on a planet, you need to move the colony every so often and that gets old. The main t...
- by Kyeudo Van'mynai - at 2015.08.31 17:25:04
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9. The Aesthetics of Incoming Rat Waves - in Player Features and Ideas Discussion [original thread]
Alternatively, use the new cloaking animations and have them decloak and start shooting.
- by Kyeudo Van'mynai - at 2015.08.01 07:58:17
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10. Bounty Hunting; cause it hasn't been done to death yet - in Player Features and Ideas Discussion [original thread]
Question: In the end, how is this different than what we currently have? I like the concept and yet I can't quite see how this gets us to the place we want to be, where making a living as a bounty hunter is an option. This might ramble a bit, but...
- by Kyeudo Van'mynai - at 2015.07.28 22:49:12
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11. Making mining fleets more social - in Player Features and Ideas Discussion [original thread]
Max Deveron wrote: So unless you can change things without making harder on the active multiboxer, then no your adjustments are not making things with reduced time in the belts, nor are you compensating the miners for extra work....your only d...
- by Kyeudo Van'mynai - at 2015.07.20 20:38:14
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12. Making mining fleets more social - in Player Features and Ideas Discussion [original thread]
Max Deveron wrote: A.) more or less that how it works, but the average player does not see it like that because they dont care about lore. What they see and do is how its working right now and there is no need to change that. B.) Not exactly,...
- by Kyeudo Van'mynai - at 2015.07.20 20:35:15
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13. Making mining fleets more social - in Player Features and Ideas Discussion [original thread]
Quote: Precision Mining Lasers: Less yield, but less rock.....how about no Rock at all or they are useless becasue of "Time Efficiency" which would be better to just strip everything and deal with it later. That depends on the reduction in...
- by Kyeudo Van'mynai - at 2015.07.20 07:03:48
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14. Making mining fleets more social - in Player Features and Ideas Discussion [original thread]
Quote: Ah yes.....the breaking up of rocks....all it does is simply make a mess of things and causes more work to be done "work" instead of simply enjoying what we do. Thats a no-go. It will increase time in the belt, which means less efficien...
- by Kyeudo Van'mynai - at 2015.07.20 06:58:29
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15. Making mining fleets more social - in Player Features and Ideas Discussion [original thread]
Max Deveron wrote: Ok re-read the OP. Thanks. I was afraid I'd lost a critic. Quote: 1.) renaming the rocks maybe not a bad idea, but only to redistribute the mineral content not ore type. A.) according to lore mining lasers vaporize ...
- by Kyeudo Van'mynai - at 2015.07.20 06:55:45
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16. Making mining fleets more social - in Player Features and Ideas Discussion [original thread]
Teckos Pech wrote: I disagree. While it does put one at a bit of a disadvantage when proposing an idea, we should still not have a knee jerk reaction and dismiss an idea out of hand for this reason, IMO. I read the proposal twice just to give ...
- by Kyeudo Van'mynai - at 2015.07.19 00:16:10
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17. Making mining fleets more social - in Player Features and Ideas Discussion [original thread]
Corraidhin Farsaidh wrote: Think of mining mixed with loot can spew, add in the fact that in a busy belt the number of asteroids would potentially start producing TiDi too and it really isn't pleasant. First, this isn't loot spew. I've ad...
- by Kyeudo Van'mynai - at 2015.07.19 00:14:47
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18. Making mining fleets more social - in Player Features and Ideas Discussion [original thread]
Max Deveron wrote: Seriously dude.... just quit trolling. Your a goon and thats what goons do. Sure if you want to continue to play stupid then so be it. I am vaguely offended that you think I'm trolling just because I joined Goonswarm. ...
- by Kyeudo Van'mynai - at 2015.07.18 02:03:33
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19. Making mining fleets more social - in Player Features and Ideas Discussion [original thread]
Max Deveron wrote: Uhm, such choices are made on grid, the generalization you are saying that exsists is just that...generalization, a part of the planning process. Otherwise how about you tell me how that choice does not already exsist? ... A...
- by Kyeudo Van'mynai - at 2015.07.17 23:41:59
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20. Making mining fleets more social - in Player Features and Ideas Discussion [original thread]
I updated the first two posts a bit. Shouldn't be anything shocking to those following along, just some clarifications, refinements, and moving the list of module ideas up front for anyone just joining us. Teckos Pech wrote: You have that now...
- by Kyeudo Van'mynai - at 2015.07.17 21:26:20
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