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1. missile upgrade , at least in looks - in Player Features and Ideas Discussion [original thread]
You could go as far as considering a volley of shots as a moving sphere of their approximate locations and randomize their exact locations client-side. No two clients would look exactly the same when viewing the event, but I wouldn't consider that...
- by Max Gank - at 2009.07.29 11:25:00
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2. Drone formations (groups) - in Player Features and Ideas Discussion [original thread]
Consider manadatory grouping of drones of same type, where they would move in formation and reduce server traffic, acting essentially as one big drone. Drones in formation are so close to each other that some generalizations can be made: -Formati...
- by Max Gank - at 2009.07.28 12:49:00
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3. Balancing - Identifying problems - in Player Features and Ideas Discussion [original thread]
70-80% of HAC total price is made up of Ferrogel & Fermionic condensates, making others rather irrelevant. In addition, researching component blueprints only makes this worse. Each component blueprint having those rare materials already requires j...
- by Max Gank - at 2009.07.28 12:02:00
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4. disgusting fleet lag - in Player Features and Ideas Discussion [original thread]
Since the cause of lag appears to be server-side processing, having blobs behave as single ships with uniform location, direction and maybe some generic animation when the fleet is taking hits or firing should ease the pain a bit. We could go as ...
- by Max Gank - at 2008.01.15 15:25:00
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5. disgusting fleet lag - in Player Features and Ideas Discussion [original thread]
Maybe we could use some statistical calculations do determine the outcome instead of trying to factor in the individual effects of each module. When the fleet size approaches say 20 or 30, we should maybe start considering strategy instead of ta...
- by Max Gank - at 2008.01.14 19:24:00
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6. Tech 2 Battleships: following the trend - in Player Features and Ideas Discussion [original thread]
How about battleships pretty much similar to their tech1 counterparts, but equipped with jump drives?
- by Max Gank - at 2007.07.28 16:29:00
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7. freighters need some love - in Player Features and Ideas Discussion [original thread]
Ok, I'll put a damage control and a reinforced bulkheads mod in the lows of my Providence. I win! Hint: 5k shields 10k armor, 200k structure The balance might be a bit off :)
- by Max Gank - at 2006.10.22 12:10:00
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8. Next-Gen Research & Manufacturing - in Player Features and Ideas Discussion [original thread]
One more thing, the total number of lab slots on stations should somehow relate to users online. Now that EVE is expanding all the time, lab slots become all the harder to obtain, as one slot gets contested by an ever increasing amount of people.
- by Max Gank - at 2006.02.10 16:44:00
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9. Ore stealing fix failed, new solution? - in Player Features and Ideas Discussion [original thread]
Maybe Concord *would* interfere if the thief starts firing back. The thief could still run away with the ore anyway..
- by Max Gank - at 2006.01.13 19:44:00
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10. market system for Agent missions - in Player Features and Ideas Discussion [original thread]
When the loyalty points system changes from per agent to per corporation, maybe we could get some incentive for people to find new agents by incorporating a kind of semi-market system for mission rewards. Each mission would have a predetermined b...
- by Max Gank - at 2005.11.21 18:55:00
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11. Excellent and perfect hits - in Player Features and Ideas Discussion [original thread]
The changes would affect game mechanics like this: Shield tanking Pros: - one extra layer of protection, only Perfect hits go to structure - modules less likely to get critical hits (see previous) Cons: - Tanked mostly by active modules, lucky ...
- by Max Gank - at 2005.10.13 17:51:00
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12. Excellent and perfect hits - in Player Features and Ideas Discussion [original thread]
I should add that only active modules get temporarily disabled, which should be logical enough. Passives suffer the same reduced efficiency. Of hit points, the extreme example would be an armor plate, which should have as many hitpoints as it ad...
- by Max Gank - at 2005.10.13 16:41:00
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13. Excellent and perfect hits - in Player Features and Ideas Discussion [original thread]
What if critical hits passed part of their damage to the next layer of protection? Example: Was: hit shields, Wrecking for 100 points (the perfect hit) Becomes: Hits shields for 33 points, armor for 33 points, structure for 33 points (minus resi...
- by Max Gank - at 2005.10.13 16:15:00
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14. ORE reprocessing ship - in Player Features and Ideas Discussion [original thread]
I still dont see it as a replacement for POS or unbalancing them in any way. - It doesn't have the defenses of the POS - It would refine worse than a POS, say 25~30% - In high security systems, most ppl would refine at a station instead. - In low ...
- by Max Gank - at 2005.10.10 16:40:00
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15. Insurance and repackaging - in Player Features and Ideas Discussion [original thread]
Could it be possible to have the voluntary insurance paid back for the remaining insurance period minus a token processing fee, when you repackage your ship? It's very common to pack a cruiser/battlecruiser and equipment in a hauler cargo hold an...
- by Max Gank - at 2005.10.10 06:24:00
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16. Drone and Cargo bay improvements - in Player Features and Ideas Discussion [original thread]
Better still, change the icon a bit. Maybe it could have a red 'damaged' symbol in top right corner. This symbol would work much like the current tech 2 symbol, only in another corner.
- by Max Gank - at 2005.10.07 12:07:00
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17. Procurer - in Player Features and Ideas Discussion [original thread]
I should have prepared my post a little better. - All three Barge types take exactly the same cargo space (fair amount) repackaged. Maybe the bigger barges should take more. - As for now, Procurers are already only a million or so. Therefore, ou...
- by Max Gank - at 2005.10.05 16:49:00
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18. Procurer - in Player Features and Ideas Discussion [original thread]
I can see now that Astrogeology 3 and Industry 5 are requirements for Mining Barge skill. I suggest that you could train a skill up to a certain level with reduced prerequisites. For example, Astrogeology: Astrogeology 1 - Science 3, Mining 3 A...
- by Max Gank - at 2005.10.04 16:15:00
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19. ORE reprocessing ship - in Player Features and Ideas Discussion [original thread]
This would be every Miner's dream, a mobile reprocessing plant. It might be hideously expensive, give bad yield on refining, but still it would be mobile. Give ample cargo space, say a few thousand cubic meters. To prevent abuse, reprocessing woul...
- by Max Gank - at 2005.10.04 14:58:00
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20. Procurer - in Player Features and Ideas Discussion [original thread]
Nobody's using them at the moment. Retrievers take only a minimal amount of additional training and give you an extra high slot, twice the cargo and lots of drone space. Here's an idea: - Reduce repackaged size so you can fit a few in a hauler. ...
- by Max Gank - at 2005.10.04 14:22:00
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