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1. [UNITY] - We come for our people. - in Intergalactic Summit [original thread]
Edited by: Pedrunn on 09/05/2008 23:41:10 -----------------------------------------------------------
- by Pedrunn - at 2008.05.09 23:40:00
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2. What about Eve a little more realistic ? - in Player Features and Ideas Discussion [original thread]
Edited by: Pedrunn on 20/02/2008 11:58:28 The only way this could work is if we had a deaccelaration countdown as your speed increases. It would also require a auto-brake once this countdown reaches a certain number. Something like 60-120 secs...
- by Pedrunn - at 2008.02.20 11:58:00
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3. Skill Advancement Gradient - in Player Features and Ideas Discussion [original thread]
Edited by: Pedrunn on 08/02/2008 17:26:50 Originally by: Eleana Tomelac The very bonus of the skill itself compared to the time to train it isn't worth the time if it's not a preriquisite for anything. I agree with you if you a ta...
- by Pedrunn - at 2008.02.08 17:17:00
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4. Skill Advancement Gradient - in Player Features and Ideas Discussion [original thread]
Edited by: Pedrunn on 08/02/2008 15:31:58 I think lowering the T2 ships requirements would be a better boost to the newbie. Too bad i lost the chance on using it on T2 frigs and HACs already But i think this is for the greater good of all Co...
- by Pedrunn - at 2008.02.08 15:28:00
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5. Skill Advancement Gradient - in Player Features and Ideas Discussion [original thread]
Edited by: Pedrunn on 08/02/2008 15:34:07 You are all hypocrits in saying lvl 5 skills only gives a small bonus on something!!! Level 5 does give access to T2 equipment and this makes a huge difference. This is more noticeable on T2 SHIPS si...
- by Pedrunn - at 2008.02.08 15:21:00
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6. Skill Advancement Gradient - in Player Features and Ideas Discussion [original thread]
better yet... Make skills go faster when you are on line or have SP received after certain goals are achieved (NPC pirate kill, PvP kill, trade sell, manufacture, invention, etc..). The idea is not give the newer character more SP but give it to...
- by Pedrunn - at 2008.02.08 04:08:00
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7. Remove Learning Skills! - in Player Features and Ideas Discussion [original thread]
Edited by: Pedrunn on 19/01/2008 04:57:16 Edited by: Pedrunn on 19/01/2008 04:56:34 Originally by: Laice adding +5 to attributes would kill the individuality of the characters. lol you are kidding,right?
- by Pedrunn - at 2008.01.19 04:56:00
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8. Most Ships Are Ugly! - in Player Features and Ideas Discussion [original thread]
Edited by: Pedrunn on 28/12/2007 19:19:48 My oppinion Amarr - Idea of harmony. Best looking ships for sure Minmatar - Idea of improvisaion. I love the asymetrical look of it, but most don't. Gallente - Idea of organic. I like it also. S...
- by Pedrunn - at 2007.12.28 19:16:00
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9. The UI. - in Player Features and Ideas Discussion [original thread]
I like the UI round! but the idea of drones as turrets is awesome. And we do need a indicator to see what is being used against our ship.
- by Pedrunn - at 2007.12.25 21:19:00
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10. Ship classes and their roles? - in Player Features and Ideas Discussion [original thread]
Fleet battles are rare events. In the daily PvP, scouts, covert ops and tacklers are just as important as damage dealers.
- by Pedrunn - at 2007.12.25 20:32:00
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11. How long to lv4 missons? - in Missions & Complexes [original thread]
The problem is that you are not training the social skill Connections .
- by Pedrunn - at 2007.12.24 17:13:00
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12. Anti-Cloak submarine hunting ship class? - in Player Features and Ideas Discussion [original thread]
Edited by: Pedrunn on 24/12/2007 15:24:55 Edited by: Pedrunn on 24/12/2007 15:24:17 /signed yes to Depth charges (unclokers smartbombs with no damage) and Magnetic Anomaly Detection (through both lights and sound). Adds a Spy vs Spy fee...
- by Pedrunn - at 2007.12.24 15:22:00
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13. Ship Crews (They're Here, They're Real, get Over it) - in Player Features and Ideas Discussion [original thread]
/signed Originally by: Vincent Almasy Crew training: -Training the crew can be done a few different ways --New skill in social area to take time from learning skills to: Enhance one crew man quickly Enhance full crew at a slower pace --S...
- by Pedrunn - at 2007.12.24 14:59:00
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14. Hyper Drive (alternative to Jump Drives) - in Player Features and Ideas Discussion [original thread]
Edited by: Pedrunn on 21/12/2007 16:54:13 Edited by: Pedrunn on 21/12/2007 16:45:16 DEFINITIONS First of all you must know the difference of theories between those travelling methods according to real life science theories. Warp Driv...
- by Pedrunn - at 2007.12.21 16:41:00
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15. Hyper Drive (alternative to Jump Drives) - in Player Features and Ideas Discussion [original thread]
Edited by: Pedrunn on 21/12/2007 16:44:22 Edited by: Pedrunn on 21/12/2007 16:42:16 BALANCING ISSUES 1) Ship Limits : Only specific ships could do the jump. You would need specific skills or even a module (preferable in the high slot...
- by Pedrunn - at 2007.12.21 16:41:00
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