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1. Jump Drive Skills - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: ...Black ops take longer to skill into than caps. (105 days for a dread, 117 for a blops, no implants and no remap shenanigans). they also have completely different range, and mechanics, to capital ships. Blackops st...
- by Mavros Pete - at 2016.07.20 20:14:36
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2. Jump Drive Skills - in Player Features and Ideas Discussion [original thread]
The obvious answer to that is BlackOps, in other words not just caps, and any other future expansion of jump drive to subcaps, if it ever happens. Access to caps becomes a bit easier skill wise, still retaining the difficulty to max them and get...
- by Mavros Pete - at 2016.07.19 22:36:17
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3. Jump Drive Skills - in Player Features and Ideas Discussion [original thread]
Yes, that is true, but as things are much more normalized now, why lose time skilling when you can have that capability embedded in the hull. Jump skills make it more difficult to use a ship to its fullest extend, especially for new players, its n...
- by Mavros Pete - at 2016.07.19 22:12:07
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4. Jump Drive Skills - in Player Features and Ideas Discussion [original thread]
@ Diomedes If you think its necessary to keep the same skilling time, tweak the ship skill to a higher multiplier @ Luzade I was thinking uniformity. If you can get the hull, then the hull dictates jump range and consumption , not the skill. In...
- by Mavros Pete - at 2016.07.19 18:54:22
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5. more Drones with more functionality ? - in Player Features and Ideas Discussion [original thread]
For the salvager drone ( i assume you mean that) you have to be there, this drone of yours can operate autonomously outside the system you re in. Not even fighters can do that. Essentially you have created an autonomous artificial player in a sens...
- by Mavros Pete - at 2016.07.19 17:08:44
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6. more Drones with more functionality ? - in Player Features and Ideas Discussion [original thread]
Yes, but no other drone has so much automation like the ones you propose. The only negative I can find in your proposal is server stress due to excessive use of these drones. I doubt ppl would move serious loot like that.
- by Mavros Pete - at 2016.07.19 17:00:10
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7. Jump Drive Skills - in Player Features and Ideas Discussion [original thread]
Are they still necessary? Wouldn't it be easier for the hull to define the maximum jump range and isotopes consumed? Then use appropriate modules for reductions in consumption. Learning skills got removed and embedded into base attributes. Now CC...
- by Mavros Pete - at 2016.07.19 16:58:11
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8. more Drones with more functionality ? - in Player Features and Ideas Discussion [original thread]
Then you would have swarms of drones going back and forth, I mean the server would crash at some point. Following your logic, you could launch mining drones and leave the belt, mission drones and leave the site. Drones Online. You want much more ...
- by Mavros Pete - at 2016.07.19 16:44:13
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9. Uniform npc space - in Player Features and Ideas Discussion [original thread]
The idea is, make all new eden npc space. Organized alliances move in, and claim sov. Including low sec . Since big entities live in lowsec , they could claim their region for as long as they can hold it. You lose sov, space converts to npc again...
- by Mavros Pete - at 2015.10.12 10:42:19
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10. How would EVE break if we removed skills altogether? - in Player Features and Ideas Discussion [original thread]
Removing Sps isnt really an issue, thats what keeps this game going, if you want to remove something, remove the economy :D Most pple cant be arsed to grind isk. Ofc , thats a joke, you cannot do that. The boring aspects of eve like making isk de...
- by Mavros Pete - at 2015.10.06 09:34:37
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11. Anaconda Mines - in Player Features and Ideas Discussion [original thread]
FireFrenzy wrote: No for all the same reasons as before... Hobocamping is bad enough when you dont just turn the entire grid into a fireball not to mention the N*N-1 number of calculations that need to happen once a big fleet is told to "drop m...
- by Mavros Pete - at 2015.10.06 09:20:49
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12. Anaconda Mines - in Player Features and Ideas Discussion [original thread]
Donnachadh wrote: Seems to me that one of the primary mines were removed was server issues, if so that would be reason enough to give you a -1. Last mine thread tha came up many of those who responded stated that you should be present to be ab...
- by Mavros Pete - at 2015.10.06 06:59:14
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13. Anaconda Mines - in Player Features and Ideas Discussion [original thread]
It would be interesting to see these mines returning in game. Back in the day, people used to mine the heck out of stargates, Lotsa insta ships and pods. And mines got removed for obstructing gameplay. Add some restrictions. You shouldn't be able...
- by Mavros Pete - at 2015.10.05 23:33:23
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14. Bringing back the Old Eve we love - in Player Features and Ideas Discussion [original thread]
Sorry but what you ask for is simply impossible. People who can leave high sec, will leave hai sec because they are capable enough to form entities that can survive to low/null (basically low, null is dead, RIP null). Plus they know how to survive...
- by Mavros Pete - at 2015.10.04 23:33:13
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15. Jump mechanics + bonus suggestion. - in Player Features and Ideas Discussion [original thread]
Faxat wrote: Maybe create a tech 2 version of these ships and make them long range minidreads, giving them bonuses to xl weapons but force them into using the long range version of guns, instead of the short range version First it was ...
- by Mavros Pete - at 2015.10.02 22:41:56
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16. [Proposal] Remote Logi fatigue - in Player Features and Ideas Discussion [original thread]
Yes but, will that fatigue of yours relieve cap consumption on the actual modules? Cause if im repping at 25% , i should consume 25% cap ONLY. Since my cap will get alot of fatigue from repping. Do we introduce fatigue on capacitor transfer ? Neut...
- by Mavros Pete - at 2015.10.02 19:25:10
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17. ECM missiles. - in Player Features and Ideas Discussion [original thread]
Huhu
- by Mavros Pete - at 2015.09.30 21:02:17
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18. Rig substitution for additional fitting slots. - in Player Features and Ideas Discussion [original thread]
Daugan wrote: If 8 slot's is a hard limit that can't be corrected with the UI, it ~in theory~ shouldn't be too difficult to gather up a list of ship id's with 8 mid slots or 8 low slots and bar them from fitting the specific rig variant. Why...
- by Mavros Pete - at 2015.09.29 21:05:13
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19. ship with tick counter - in Player Features and Ideas Discussion [original thread]
Would that include bounties from players and the cost of ships killed? or modules dropped? Ofc you could always look at the green numbers in wallet journal, and market prices. Unless you want it for ratting/bounty collecting only
- by Mavros Pete - at 2015.09.26 13:59:41
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20. Active Rigs - in Player Features and Ideas Discussion [original thread]
How about passive turrets...Oh wait that's projectiles.
- by Mavros Pete - at 2015.09.26 11:55:54
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