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141. Remote Viewing Psychic Recon Ability - in Player Features and Ideas Discussion [original thread]
Originally by: Berrik Radhok Go away +1
- by Legende - at 2006.06.30 21:37:00
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142. Gate/Insta Idea #176 - in Player Features and Ideas Discussion [original thread]
None of these ideas are original nor are they any good. Review the hundreds of posts about ideas like this for your feedback.
- by Legende - at 2006.06.30 20:09:00
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143. Awacs ship - in Player Features and Ideas Discussion [original thread]
Wouldn't an AWACS equivelant ship be more like something that lets you see where everything is in a system?
- by Legende - at 2006.06.30 19:32:00
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144. Abandoned ships & Cans somethings gota stop - in Player Features and Ideas Discussion [original thread]
Originally by: Drizit Being able to exit your ship in station so you can undock in a pod would help so you can go back to the abandoned ship and just hop in to take it back to the station. This works for Empire but not in 0.0 where there m...
- by Legende - at 2006.06.30 19:23:00
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145. Skills - Newbis catching up to Vets - in Player Features and Ideas Discussion [original thread]
I'm a stern believer in that people after me should have to train just as long as me to get their skills, but I honestly can't find a justifiable reason to speak out against this idea. While I would rather keep it out it is now, this is the best i...
- by Legende - at 2006.06.30 19:12:00
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146. A real solution for CCP concerning (fleet) login-traps - in Player Features and Ideas Discussion [original thread]
Lots of ASCN/AXE representation here, I can't imagine why . I'll /sign for this too, login trapping should be considered an exploit since you are bypassing in-game mechanics and tactics such as scouting ahead for a fleet.
- by Legende - at 2006.06.30 19:07:00
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147. Another suggestion for insta replacement... - in Player Features and Ideas Discussion [original thread]
Overhaul the BM system and fix the problem there. Having BMs in 0.0 isn't a problem anymore b/c we have bubbles now. If travel was forced to be made without bookmarks, it would be impossible to break into 0.0 due to the sheer number of gate camps ...
- by Legende - at 2006.06.30 16:42:00
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148. Hangar Organization in 0.0 - in Player Features and Ideas Discussion [original thread]
While we're on the subject, how about containers remember their own position/size... allow for a default setting [so that we can put space cans where we want them by default] and have all cans remember their own setting, make it a client side sett...
- by Legende - at 2006.06.30 16:30:00
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149. Hangar Organization in 0.0 - in Player Features and Ideas Discussion [original thread]
A bumb while I travel 120km on impulse to the next gate...
- by Legende - at 2006.06.30 08:29:00
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150. Hangar Organization in 0.0 - in Player Features and Ideas Discussion [original thread]
I've got this thread on my browser's links bar...
- by Legende - at 2006.06.30 00:11:00
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151. Hangar Organization in 0.0 - in Player Features and Ideas Discussion [original thread]
Yup, still waiting. Nope, not gonna go away this time.
- by Legende - at 2006.06.29 17:24:00
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152. Hangar Organization in 0.0 - in Player Features and Ideas Discussion [original thread]
Oh no you don't, not this time. Back to the top. Let's see a CCP response, eh?
- by Legende - at 2006.06.29 13:16:00
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153. Hangar Organization in 0.0 - in Player Features and Ideas Discussion [original thread]
Originally by: James Duar I'm of the opinion that stations and outposts (and motherships/Titans naturally) should as a function of their existence produce however many station containers (so say, they'll put like 12000 on the market per da...
- by Legende - at 2006.06.29 06:33:00
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154. Hangar Organization in 0.0 - in Player Features and Ideas Discussion [original thread]
I've posted on this topic in the past, but I'm going to post again b/c it's been some time since I have last. Station containers were introduced to the game due to player demand for a way to organize our hangars. We wanted folders, the devs gave ...
- by Legende - at 2006.06.29 05:47:00
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155. Apoc Set up - in Ships and Modules [original thread]
Originally by: O'Sirius Um, Apoc is pointless for Megapulses, when I was talking about easier fitting I was talking about Megabeams on it. Use all 8 slots for guns since thats long range and tracktoring stuff to you would take too long any...
- by Legende - at 2006.06.19 21:07:00
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156. Apocalypse Battleship - Configuration Advice - in Ships and Modules [original thread]
I think the first thing you need to do is establish what you want to do with your ship. It seems to me by this setup that you are trying to rat in a poor fleet setup and in small engagements you are likely screwed here except having a better chanc...
- by Legende - at 2006.06.19 20:30:00
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157. Apoc Set up - in Ships and Modules [original thread]
Edited by: Legende on 19/06/2006 20:01:51 Originally by: O'Sirius Originally by: Legende Now that's all fine and dandy, but as mentioned, the Apoc has no bonus to laser damage so you can swap the guns for whatever you want, es...
- by Legende - at 2006.06.19 19:54:00
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158. Apoc Set up - in Ships and Modules [original thread]
For general ratting I would go with the following [I think]: 7x Mega Pulse [named or T2 if possible] Tractor Beam 4x Cap Recharger [Eucletic or T2] 1x Large Armor Rep [T2] 2-3 Hardners, fit for NPC damage 2x Heat Sink CPR to fill the holes. ====...
- by Legende - at 2006.06.19 17:58:00
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159. Station Cans in 0.0 - in Player Features and Ideas Discussion [original thread]
Station containers... the answer to the masses crying out for station organization, and further subdivision of corporate hangars. A glorious creation, no doubt there, especially so now that the "default: unlocked" option has been added. Brilliant!...
- by Legende - at 2006.04.09 05:22:00
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160. Weapons against camera drones - in Player Features and Ideas Discussion [original thread]
Who *doesn't* use the Overview for fighting already? The rest is just pretty colors and lights to make our brains happy, all the real action happens in text.
- by Legende - at 2006.04.05 17:14:00
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