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1. In Defense of Jita - CCP don't pass up this opportunity for in-game fun - in Player Features and Ideas Discussion [original thread]
Well, since high sec stations can not really be attacked, CCP would have to come in if they were REALLY going to do something with Jita.... Heh... could you imagine the economic impact if Jita 4-4 was popped?
- by Nekopyat - at 2012.03.30 22:59:00
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2. Anchorable sentry drones! - in Player Features and Ideas Discussion [original thread]
I think in order for something like this to work you would need some way for a ship to act as a mobile POS, some kind of indy seige module that you could then set up POS modules around you. Which could actually be fun, and might be a new way to d...
- by Nekopyat - at 2012.03.30 18:55:00
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3. Jumpdrive on POSes for nomadic living - in Player Features and Ideas Discussion [original thread]
MushroomMushroom wrote: Jumping a POS would allow you to move a tremendous amount of ships/cargo. I imagine if they did this it would have to go hand in hand with the 'small player owned objects' they were talking about a while back. Someth...
- by Nekopyat - at 2012.03.26 17:15:00
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4. Direct X 11 - in Player Features and Ideas Discussion [original thread]
Captin Spaulding wrote: don't see why adding DX11 would be an issue for people playing on "non-gaming" computers/laptops, you can /disable it and play visually impotent mode.... And.... people that have the ability to get 300fps with visuals ...
- by Nekopyat - at 2012.01.26 18:27:00
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5. Removing Rigs and Subsystems - in Player Features and Ideas Discussion [original thread]
mxzf wrote: As to the original topic about removing rigs; no, there are consequences to actions in Eve. If you're worried you might not want that rig on there, then either EFT it or fit something you do know you'll want. Hrm.. I wonder if ...
- by Nekopyat - at 2012.01.26 13:48:00
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6. Removing Rigs and Subsystems - in Player Features and Ideas Discussion [original thread]
Hrm. Being able to remove rigs seems to kinda defeat the purpose of them. However, getting rig materials out of the ship if you recycle it, that might make sense.
- by Nekopyat - at 2012.01.26 03:51:00
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7. [Idea] - Bring Mines Back - in Player Features and Ideas Discussion [original thread]
Nnamuachs wrote: Besides lag, the other real issue that mines had was their ability to be dropped and forgotten. I remember hearing stories of people wandering around high sec and getting concorded because someone had run into their mine out in...
- by Nekopyat - at 2012.01.24 20:34:00
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8. Seawolf in space - in Player Features and Ideas Discussion [original thread]
Nikk Narrel wrote: This ship would have every disadvantage cap ships have, no gate travel, trouble against smaller ships, etc. Not sure about the rest of the idea, but I admit I would like to see more ships with limitations on gate travel....
- by Nekopyat - at 2012.01.24 20:30:00
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9. Wormhole Urbanization! (not sov) - in Player Features and Ideas Discussion [original thread]
I think the only thing I would like to see added to wormholes is some type of 'market node' and maybe other public accomidations. I keep thinking back to how fronteer forts worked, selling supplies to travelers who ran out of things and maybe prov...
- by Nekopyat - at 2011.12.07 15:23:00
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10. The perma-tank issue. - in Player Features and Ideas Discussion [original thread]
Actually, Pardus had a system like this and I think it actually worked pretty well. Things simply wore out over time and you either had to pay to repair them or eventually replace them. I admit, I never liked EVE's magic repair logistics. I would...
- by Nekopyat - at 2010.01.28 21:33:00
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11. Refitting ship - in Player Features and Ideas Discussion [original thread]
Originally by: darius mclever Edited by: darius mclever on 25/01/2010 18:29:31 *drum rolls* and the winner is .......... orca I think this is the problem. The Ocra fills too many roles. In combat you have this nice, fine grained sp...
- by Nekopyat - at 2010.01.25 20:57:00
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12. Give war deccers something to think about... - in Player Features and Ideas Discussion [original thread]
I admit, I would like to see deccing corps have to put something on the line when they do so, but not these suggestions. Personally, I always liked the idea of a prereque for wardecing being a control tower in the region with a special command mo...
- by Nekopyat - at 2010.01.20 18:48:00
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13. Tech 3 Industrial Cruiser - in Player Features and Ideas Discussion [original thread]
Originally by: chrisreeves To be honest, the first time I read about T3 Cruisers I was suprised (and disapointed if I recall) that the range of subsystems did not have any with industrial bonuses. I thought it was odd for so many other fea...
- by Nekopyat - at 2010.01.19 21:40:00
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14. Artillery ships - in Player Features and Ideas Discussion [original thread]
Originally by: darius mclever ok lets see: 1. lol risk for big reward. check Well, the first one is easy to deal with at least. Counterbattery computers. Artillery is generally pretty easy to track back, so as soon as you fire your big...
- by Nekopyat - at 2010.01.19 21:12:00
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15. A new and unique ship class. - in Player Features and Ideas Discussion [original thread]
Might as well throw in my recurring idea: Engineering Platforms. Engineering Platforms (T2 Orca maybe?) have very little capability of their own. Their main purpose is to provide temporary bases of operations for fleets while they do their thing....
- by Nekopyat - at 2009.12.23 21:16:00
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16. New ships - in Player Features and Ideas Discussion [original thread]
I am having flashbacks to the guy who insisted that a battleship with 30 gun slots would be a fun idea ^_^;
- by Nekopyat - at 2009.10.07 20:37:00
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17. BPO or BPC - in Player Features and Ideas Discussion [original thread]
Though now that CCP trippled all the rig blueprint entries, the whole idea of 'it will add too many new items to the database!' no longer sounds so convincing.
- by Nekopyat - at 2009.09.30 20:09:00
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18. basic skill train instantly - for the new plps - in Player Features and Ideas Discussion [original thread]
It has been a while since I trained up a new rank 1 skill, but I recall the training times being less then 10 minutes... ok it is not 20 seconds but is still pretty damn fast.
- by Nekopyat - at 2009.09.08 20:01:00
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19. T1 Frigs/Cruiser "The Forgotten" - in Player Features and Ideas Discussion [original thread]
Maybe nerf drones? Battleships carry a full load of what are essentially frigates in them. Figure out how to make drones less effective in fleet fights and you will probably get a backfill of T1 pilots doing what drones do now.
- by Nekopyat - at 2009.09.04 20:39:00
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20. Ship - Yacht - in Player Features and Ideas Discussion [original thread]
Originally by: AmechWorrior Well make it like a BIG bs something like a rokh but bigger. So they made a big bs striped everthing out of it to put a effective jump drive in it. I actually picture such a ship being based off the industr...
- by Nekopyat - at 2009.09.04 20:32:00
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