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1. Integrated Module Ships - in Player Features and Ideas Discussion [original thread]
While neat on the surface I think this idea has some serious flaws. The chief one being this is basically a behind the scenes buff that will affect every single ship in the game. Would completely scrap ongoing balance efforts. Would require a hu...
- by Plyn - at 2013.05.17 19:59:00
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2. My thoughts on the "balance" - in Player Features and Ideas Discussion [original thread]
Power of different races waxes and wanes. When I first started playing Gallente were OP. Then they were the worst in the game for a long long time, now they are getting buffed back up. Cross train, or wait. Those are your options. Minmatar will h...
- by Plyn - at 2013.05.17 14:48:00
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3. Carrier question regarding - THE GREAT SHIP SKILL CHANGES OF SUMMER 2013 - in Player Features and Ideas Discussion [original thread]
You are more likely to get a response to this kind of question in General Discussion, though if I had to venture a guess you will be awarded the prerequisite skills and any of -their- prereqs you were missing for free. The Devs have always wanted...
- by Plyn - at 2013.05.17 14:27:00
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4. Outside Corp Logi ship assistnace concordable - in Player Features and Ideas Discussion [original thread]
Dude, take a step back. You are clearly over-invested emotionally at the time being, you've made all the argument you are going to for your suggested change, and you are being trolled into the ground. Moderators, plz close this thread.
- by Plyn - at 2013.04.26 19:08:00
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5. Tags4Sec - No Consequences for being a criminal? - in Player Features and Ideas Discussion [original thread]
Ruze wrote: Here's the breakdown: - Separate each Empire's criminal tracking. Their security status will reflect their status under that empire only, not all of space. So a person who routinely ganks in the Amarr trade hub would be able to fly...
- by Plyn - at 2013.04.26 18:41:00
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6. [Ship balancing] A case study to show why active tank boni must go: On grid gang... - in Player Features and Ideas Discussion [original thread]
Crimeo Khamsi wrote: Iris Bravemount wrote: Well, if you have 99% resistance, and are shot at by a gun dealing 200 damage, you take 2 points of damage. If you have 99,5% resistance, and are shot at by a gun dealing 200 damage, you take 1 p...
- by Plyn - at 2013.04.14 22:39:00
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7. [Odyssey] Tech 1 Battleships - Gallente - in Player Features and Ideas Discussion [original thread]
So glad I've been cross training.
- by Plyn - at 2013.04.08 19:19:00
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8. [Ship balancing] A case study to show why active tank boni must go: On grid gang... - in Player Features and Ideas Discussion [original thread]
Gypsio III wrote: ... So what? Balance ships, not tanks. Balancing ships that are designed to fill the role of tank requires balancing tanks. A ship's ability to tank is pretty vital to its individual level of balance, so I'm not sure how dis...
- by Plyn - at 2013.04.08 14:24:00
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9. [Ship balancing] A case study to show why active tank boni must go: On grid gang... - in Player Features and Ideas Discussion [original thread]
Gypsio III wrote: No, it doesn't. You're still missing the fundamental points that ships should be balanced, not bonuses, and that non-resist-bonused ships are well represented on the fleet scale. Stop this silly theorycrafting and deal with re...
- by Plyn - at 2013.04.07 21:45:00
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10. [Ship balancing] A case study to show why active tank boni must go: On grid gang... - in Player Features and Ideas Discussion [original thread]
Iris Bravemount wrote: Gypsio III wrote: Iris Bravemount wrote: Still no dev input for this? What kind of input are you expecting? The maths behind it isn't exactly rocket science. They already know this. Hmm, maybe an explanation a...
- by Plyn - at 2013.04.07 18:27:00
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11. [Ship balancing] A case study to show why active tank boni must go: On grid gang... - in Player Features and Ideas Discussion [original thread]
Reaver Glitterstim wrote: Plyn wrote: Modify bonus to armor repair effectiveness to include remote repairs. You mean incoming repairs, right? Yes. The bonus would apply to your local reppers as well as the reps that were coming into you f...
- by Plyn - at 2013.04.05 20:57:00
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12. balanced Dust 514 boarding parties - in Player Features and Ideas Discussion [original thread]
Neat in theory, too impractical and difficult to implement for actual, balanced gameplay. Best hope for this would be GM controlled dynamic events, but there would have to be a ton of scripting to ensure that the dust players were the clutch inst...
- by Plyn - at 2013.04.05 20:54:00
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13. [Ship balancing] A case study to show why active tank boni must go: On grid gang... - in Player Features and Ideas Discussion [original thread]
Modify bonus to armor repair effectiveness to include remote repairs. Active and passive tank will never be balanced otherwise, and even with this change active tanked ships might actually become OP. Actual percentage of effectiveness increase wo...
- by Plyn - at 2013.04.05 20:34:00
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14. ...Why small corps exist? - in Player Features and Ideas Discussion [original thread]
There is no problem with being in a small corp if that's what you want to do. The problem is when people stick with that corp because the mechanical constraints make it more attractive even though they would otherwise be glad to be part of a large...
- by Plyn - at 2013.04.05 20:18:00
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15. Here something for you all to chew on! - in Player Features and Ideas Discussion [original thread]
Things to consider: 1. Pilots make n jumps and then logout to do dishes. They come back 20 mins later and login to roll out. Sounds neither fun nor interesting. 2. Capital/Alt (depending on where it is tracked) networks develop where people jump...
- by Plyn - at 2013.03.21 00:38:00
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16. Sticky:FW: I-hub and system upgrades - in Player Features and Ideas Discussion [original thread]
https://forums.eveonline.com/default.aspx?g=posts&m=1656529#post1656529 Post I made earlier on exactly this subject in regards to a roundtable discussion linked at the beginning of that thread: Heard some great ideas in that roundtable. To...
- by Plyn - at 2012.07.19 19:09:00
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17. Marauders: Underwhelming. Fix Ideas - in Player Features and Ideas Discussion [original thread]
Allow marauders to fit 8 turrets, give them 1000 sensor strength, and buff role bonus to 300% increased damage.
- by Plyn - at 2012.03.23 17:12:00
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18. Marauders: Underwhelming. Fix Ideas - in Player Features and Ideas Discussion [original thread]
Role Bonus: 50% increase to salvager effectiveness. 50% reduction in salvager duration. Might do it. About four times as good as just a salvager, helping it keep up with the two tractors and hopefully getting it all done fast enough to be close o...
- by Plyn - at 2012.03.07 19:04:00
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19. Marauders: Underwhelming. Fix Ideas - in Player Features and Ideas Discussion [original thread]
m3talc0re X wrote: No. I'll f***ing say it again. Do not remove tractor bonus and ADD a salvage bonus . Buffing it's ability to salvage on the go will make it compete with the DPS/Noctis combo. Quote: Out of the "It's so costly!" and the "...
- by Plyn - at 2012.03.07 18:26:00
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20. A balanced compromise to local - in Player Features and Ideas Discussion [original thread]
Removing cloaked ships, and only cloaked ships, from local gives them too much of an advantage. All PvP will be done with cloaky fleets only. Nullsec mining and ratting will be impossible, because the enemy always knows about you, and you aren't e...
- by Plyn - at 2012.03.07 17:41:00
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