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1. New Missile Types? - in Player Features and Ideas Discussion [original thread]
I like the idea of a sensor overload missile. It's a non-persistant ECM effect, chance based as with current ECM. The missile doubles the ROF time, flies very slowly but with an extended flight duration (goes the same range, just takes a lot long...
- by Mister Xerox - at 2009.12.17 11:03:00
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2. New Ship - Capital Jump Freighter - in Player Features and Ideas Discussion [original thread]
Freighters are already capital ships. This feature is not needed.
- by Mister Xerox - at 2009.12.17 10:57:00
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3. A swindle is in EVЕ - in Player Features and Ideas Discussion [original thread]
Test this. If it proves true, file an exploit petition and bug report it. See the swindler vanish and your ISK returned.
- by Mister Xerox - at 2009.11.13 21:09:00
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4. Financial Realism - Insurance and CONCORD - in Player Features and Ideas Discussion [original thread]
Gankers would already have a way around this: An alt in a merlin or something having them targeted. They engage the object of their gank, the merlin takes a *SINGLE* potshot at them, and they get the insurance because there's a player on the kill...
- by Mister Xerox - at 2009.09.30 06:49:00
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5. Decloaking Message - in Player Features and Ideas Discussion [original thread]
There should be an audio component while running the cloak (for those who actually use eve audio). Something very subtle like a soft white noise or somesuch. When it activates or deactivates a warbling tone should be used. Unfortunately, macro cl...
- by Mister Xerox - at 2009.09.27 00:25:00
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6. The Ashimmu - [Fix It] - in Player Features and Ideas Discussion [original thread]
The Ashimu has been completely neutered by the introduction of the Curse and Huginn. The web and energy denial scheme needs to be thrown out the window and a new scheme created for the entire Blood Raider technology core. Or the Blood ships need ...
- by Mister Xerox - at 2009.08.12 20:34:00
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7. Time to get rid of local metagaming - in Player Features and Ideas Discussion [original thread]
Okay, how about this (as enumerated in another thread) All ships have an intrinsic passive sensor that's running all the time. How it is displayed would be up to CCP of course. It's range is (for this example) 20au, let's say. So, while you're do...
- by Mister Xerox - at 2009.08.12 08:59:00
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8. Solar Mill - in Player Features and Ideas Discussion [original thread]
Edited by: Mister Xerox on 12/08/2009 08:33:39 Makes sense... but not for creating items. How about: Faster shield recharge time or reduction in array processes (manufacturing, refining, ect). Nothing great... say 10% for small solar arrays, ...
- by Mister Xerox - at 2009.08.12 08:33:00
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9. Corporation / Pilot Invoice System - in Player Features and Ideas Discussion [original thread]
So long as it's something that is optional for the corp member, not an automatic deduction from their wallet, I don't see a big problem. Corps that charge exorbitant fees will have no members (you've already got the corp tax to get ISK from member...
- by Mister Xerox - at 2009.08.12 08:21:00
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10. So when are we going to be allowed to buy skills? - in Player Features and Ideas Discussion [original thread]
SP's could perhaps be purchasable, at the rate one might expect to train over a month without implants: Roughly 1m SP per month. So, if you want to buy SP you pay CCP the equivalent of a month's subscription time and you get 1m SP to put where y...
- by Mister Xerox - at 2009.08.12 08:17:00
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11. Dreadnaught Point Weapon Idea - in Player Features and Ideas Discussion [original thread]
The only ships that should get inherent Warp Core strength are those that can't fight, period. Any ship capable of fighting back should never have such functionality built in. Even strat cruisers have to sacrifice some functionality for their immu...
- by Mister Xerox - at 2009.08.12 08:14:00
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12. Dreadnaught Point Weapon Idea - in Player Features and Ideas Discussion [original thread]
Originally by: Deva Blackfire So with your example you are creating carriers that are immune to scramblers. you also enable solo carriers to gank hostiles at POS without any repercussion and then run as soon as things go left. Not in t...
- by Mister Xerox - at 2009.08.12 08:02:00
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13. Time to get rid of local metagaming - in Player Features and Ideas Discussion [original thread]
Removing local will have to go hand in hand with a more logical local scanning dynamic rather than spamming your scanner every 3 seconds. As I stated in another thread, remove the local scanner's ability to immediately identify a ship without act...
- by Mister Xerox - at 2009.08.12 07:53:00
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14. Long range T2 Missiles - in Player Features and Ideas Discussion [original thread]
Fury is the 'high damage' variant, precision is the 'long range' variant if their higher explosion velocity and smaller explosion radius are any indication. Javelins are for the short range launcher types (rocket/HAM/Torpedo) and yes, they do go f...
- by Mister Xerox - at 2009.08.12 07:46:00
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15. Dreadnaught Point Weapon Idea - in Player Features and Ideas Discussion [original thread]
As I said, these point defense options would not be efficient, but offer a tackled ship more of an opportunity to strike back. Not very effectively against a large group of attackers, but being solod by a frigate in a BS is about as illogical as y...
- by Mister Xerox - at 2009.08.12 07:43:00
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16. Long range T2 Missiles - in Player Features and Ideas Discussion [original thread]
Originally by: Deva Blackfire are you sure? go check it again. then again and yet again. Until you understand how wrong you are. Stock raven w Cruise Launcher II T1 cruise missile: 236km T2 Precision: 120km T2 Fury: 210km Okay, how w...
- by Mister Xerox - at 2009.08.12 07:35:00
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17. Drone repair drones. - in Player Features and Ideas Discussion [original thread]
Drones should be repaired over time once they've been docked and that repair should consume a chunk of power or slow power return slightly. 'Repair drones' should be a part of the drone interface but should take some time (a few minutes), not in...
- by Mister Xerox - at 2009.08.12 07:30:00
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18. Dreadnaught Point Weapon Idea - in Player Features and Ideas Discussion [original thread]
Originally by: Ydyp Ieva Edited by: Ydyp Ieva on 12/08/2009 06:54:39 WTF is up with all those proposing to make dread anti sub capital ships? Do they even know the word 'balance' that is needed to have fun in a game? Solution tot he s...
- by Mister Xerox - at 2009.08.12 07:18:00
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19. I dream of covert genies - in Player Features and Ideas Discussion [original thread]
Edited by: Mister Xerox on 12/08/2009 02:27:52 Originally by: Chi'kote Originally by: AtheistOfDoom I don't like these ideas. They know you're in system sure.. but they have no feckin clue where you are in system. No, they ...
- by Mister Xerox - at 2009.08.12 02:15:00
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20. Jump Drive 2.0 - in Player Features and Ideas Discussion [original thread]
The whole idea of wormhole stability was to limit the spamming of capitals into every WH system. Granted, there are POS up in those systems now building capitals to **** the WH on easy mode, but they do want to open up WH space to non-capital ho...
- by Mister Xerox - at 2009.08.12 01:59:00
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