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21. Pod Death Consequences - in Player Features and Ideas Discussion [original thread]
FireFrenzy wrote: This idea is to put it blunty BLEEPING IDIOTIC... As a 100m sp character i LOVE the new no clone cost thing, it means i might actually go PVPing without needing to add, what 25m?, for my clone. Paying 100+m for implants is ...
- by Medalyn Isis - at 2014.11.24 20:01:12
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22. Pod Death Consequences - in Player Features and Ideas Discussion [original thread]
As requested, this is an idea which I posted in GD. It is a replacement for the removal of medical clones, which everyone agreed is a poor mechanic. But not everyone seems to agree on what should replace it, or whether it should be replaced at all...
- by Medalyn Isis - at 2014.11.24 19:17:18
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23. Sticky:[Rhea] Introducing the Bowhead - in Player Features and Ideas Discussion [original thread]
350k ehp, according to my suicide ganking spreadsheet at least, would take about 1 billion isk of Talos's, or 20 to 30 catalysts to take it down in a 0.5 system. I guess it depends what you are looking at having it transport though, if it is 3 fa...
- by Medalyn Isis - at 2014.11.10 14:26:02
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24. Sticky:[Rhea] Introducing the Bowhead - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Alright, we're talking about it here and think there's probably no good reason not to raise the HP some. Where do you guys think it needs to be to make say, three t2 fit BS, inefficient to gank? And you're right about afk trave...
- by Medalyn Isis - at 2014.11.10 14:16:08
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25. Add jumped-through wormhole as a 100% signature in destination - in Player Features and Ideas Discussion [original thread]
Ydnari wrote: Just a little thing, but when jumping through a WH it ought to show as a scanned-out signature since you're sitting right next to it, rather than having to effectively scan yourself down to eliminate it from the list. +1
- by Medalyn Isis - at 2014.11.09 00:40:27
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26. Sticky:[Phoebe] Stealth Bombers - in Player Features and Ideas Discussion [original thread]
Neuron Stew wrote: Why not add in a set of damage bombs that scale damage based on a ship's mass instead of Sig radius for anti-captial and anti-armor fleet use? Hmm, I'm thinking gravity influxion bomb, damage based upon the mass of the sh...
- by Medalyn Isis - at 2014.11.04 21:01:14
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27. Sticky:[Phoebe] Stealth Bombers - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Hey everyone. Here are our latest updates to the plan. Firstly and most significantly, the change to decloaking mechanics has been put on hold indefinitely. We are going to take some more time to work on the best way to have ...
- by Medalyn Isis - at 2014.11.04 20:23:12
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28. Warning incomming ThreadNaught Idea - in Player Features and Ideas Discussion [original thread]
C11H17NO3 wrote: Balancing continued: Fuel costs for the jump Bridger could be increased based upon what level system they are being bridged to. (Cynoed into) Your whole argument is fail because of this. Cost is not a good balancing factor, a...
- by Medalyn Isis - at 2014.10.28 17:52:50
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29. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Polo Marco wrote: Medalyn Isis wrote: Polo Marco wrote: Now, here's the thing..... does CCP give away carriers?..... NO But I'm gonna give you something. It's called a CLUE. Hire some care/null bears. They will make you as many queens a...
- by Medalyn Isis - at 2014.10.12 03:45:00
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30. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Polo Marco wrote: Lucien Visteen wrote: Polo Marco wrote: Medalyn Isis wrote: I'm sure you played a game called Risk before. In Risk you can move your pieces to one adjacent square each turn. At the moment in the current status quo in...
- by Medalyn Isis - at 2014.10.11 23:05:00
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31. Phoebe blops changes discussion - in Player Features and Ideas Discussion [original thread]
The thing is, I think most people actually regard black ops dropping a lame tactic, it's only overlooked atm due to the even lamer tactics of capital and titan bridge dropping. I know most people I spoke to seem to think of black ops like this, an...
- by Medalyn Isis - at 2014.10.11 13:36:00
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32. Phoebe blops changes discussion - in Player Features and Ideas Discussion [original thread]
I'm not sure about the maths query, the maths I posted above seemed to correlate with what some of the others were saying, I guess we'll have to wait until Greyscale can confirm the exact maths or more information is released for testing on Singul...
- by Medalyn Isis - at 2014.10.11 11:57:00
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33. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
GeeBee wrote: This witch hunt of nerfing power projection makes be believe that CCP has lost sight of this being a sandbox MMO. All these silly regulations and stipulations and tribulations closing loops holes. Its a sandbox, what you're curren...
- by Medalyn Isis - at 2014.10.11 11:38:00
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34. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Querns wrote: xXThe EntityXx wrote: I hope you guys realize that these changes still do not allow the supply of anything to Venal unless you own Tribute, essentially making it SOV space rather than NPC nullsec. The shortest jump available is...
- by Medalyn Isis - at 2014.10.11 04:10:00
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35. Phoebe blops changes discussion - in Player Features and Ideas Discussion [original thread]
Black ops ships will still be perfectly viable. If you need proof the math is below. Medalyn Isis wrote: Example 1. Hit and run type drop, 4LY from staging system. Target 1 = 4LY Current Fatigue = 0 Jump Cooldown = MAX ( 1 + 'fatigue' * 'fa...
- by Medalyn Isis - at 2014.10.11 04:05:00
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36. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Arya Regnar wrote: Blops are still fairly useless even with 50% fatigue. Read my post a couple of replies above, you'll find they are still perfectly viable.
- by Medalyn Isis - at 2014.10.11 01:38:00
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37. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Greyscale, is there any chance you could cap fatigue at a maximum of 100? In the 3 scenarios that would play out as shown below. Maximum time possible to completely clear fatigue = 16H 30M Capital Ship Maximum possible jump cooldown = 100 * 6 =...
- by Medalyn Isis - at 2014.10.11 01:24:00
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38. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Darryl Brown wrote: Medalyn Isis wrote: The maths given in that example is incorrect. 11.025 means a jump cooldown of 11 minutes. You seem to think that means you are "done for the day", which indicates you are misunderstanding something. Wh...
- by Medalyn Isis - at 2014.10.11 00:33:00
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39. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
CCP Greyscale wrote: Darryl Brown wrote: CCP Greyscale wrote: Black Ops fatigue is a value we're happy to tune, within a reasonable range. Make a case for a number and we'll listen :) Oooh, ooh, pick me! Combat black ops drops (e.g...
- by Medalyn Isis - at 2014.10.10 21:43:00
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40. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Querns wrote: Medalyn Isis wrote: Not entirely. I can still think of ways to abuse this. For instance you can quickly project a very large sub capital fleet across a much wider expanse of the galaxy by using T1 freighters, Orcas or even DSTs...
- by Medalyn Isis - at 2014.10.10 01:49:00
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