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1. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
Azazel The Misanthrope wrote: Risingson wrote: mobile drug lab in fact mobile pos structures in general would just be a good idea. A way for an explorer or miner to research and manufacture on the go sounds like a good idea for those long...
- by Psyatt - at 2014.11.28 22:08:49
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2. A Version of New SOV - in Player Features and Ideas Discussion [original thread]
IHUBs - New level system of IHUBs to cater to the needs of any size entity. Smaller, less-capable versions would be extremely hard to find due to small signature and low power/effect output, coupled with very large sensor strength. May be anchore...
- by Psyatt - at 2014.11.27 17:17:51
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3. A Version of New SOV - in Player Features and Ideas Discussion [original thread]
TL;DR - Mini-IHUBs with no limit on numbers or owners per systems(details below). Stations are destructible(unsubbed assets addressed). All stations/outposts must be anchored to/in orbit around a planet. One station/outpost per planet. No entity m...
- by Psyatt - at 2014.11.27 17:16:48
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4. Sticky:The 'one-line bad idea' thread - in Player Features and Ideas Discussion [original thread]
Make all non-missile weapons hit any obstruction/ship that gets in between them and the actual target. -
- by Psyatt - at 2014.11.19 03:43:37
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5. Blow It All(well almost) Up - in Player Features and Ideas Discussion [original thread]
New SOV Mechanics I leave to the more initiated. Following Rebirth, everyone should have had plenty of time to figure it out. I prefer activity and population-based models myself. I believe this is enough food for thought and discussion, if any...
- by Psyatt - at 2014.11.16 15:41:01
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6. Blow It All(well almost) Up - in Player Features and Ideas Discussion [original thread]
Rebirth - The payoff for the pain. After the EVEGate subsides, and new readings can safely be taken, it turns out that many old connections are no longer viable. However, many new potential routes have opened up all accross the galaxy. CONCORD, as...
- by Psyatt - at 2014.11.16 15:16:05
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7. Blow It All(well almost) Up - in Player Features and Ideas Discussion [original thread]
Cataclysm - Five weeks(maybe less) - The EVE Gate begins a series of violent flare events, that disrupt space throughout the galaxy in varying degrees. Players have had five weeks of Harbinger and who knows how long before that to get ready. No wh...
- by Psyatt - at 2014.11.16 15:15:06
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8. Blow It All(well almost) Up - in Player Features and Ideas Discussion [original thread]
How this may help CCP's efforts - No need for arbitrary stat changes to moons and their contents. You know that is what will happen. After DT on an expansion one day, we will find the moons have been shuffled. Loss of immersion. There could be m...
- by Psyatt - at 2014.11.16 15:14:12
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9. Blow It All(well almost) Up - in Player Features and Ideas Discussion [original thread]
Well, no one has called for my head on a stake, so I will invest in a wall of text to attempt to clarify and expound on this idea. I have more detail than most would want, but saw no reason to invest just for a few "No.. just NO" replies. Ambivila...
- by Psyatt - at 2014.11.16 15:12:37
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10. Blow It All(well almost) Up - in Player Features and Ideas Discussion [original thread]
Alvatore DiMarco wrote: Although (for reasons I've made clear in other posts) I do not live anywhere near sov null, I'm going to go out on a bit of a limb here and venture a guess that the people who rent are doing so because they're either not...
- by Psyatt - at 2014.11.15 11:28:40
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11. Blow It All(well almost) Up - in Player Features and Ideas Discussion [original thread]
Pitchforks, torches, et al on the way I know. Been playing with this idea for years and now CCP is making it a possibility. They are making the tools. TL;DR - The EveGate burps.... approx. 60% of all Losec and Nulsec gates blow along with devast...
- by Psyatt - at 2014.11.15 01:21:34
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12. Station cam (or just a window) - in Player Features and Ideas Discussion [original thread]
If the exterior station view access was limited to standing with station owner, then this could be a way to reduce the requirement for making instas..... again. CCP changed warp options to clear the need for all those warp-to-zero instas. CCP has ...
- by Psyatt - at 2014.11.14 23:58:51
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13. Possible T3 concept - in Player Features and Ideas Discussion [original thread]
James Baboli wrote: So a better pipebombing ship, which can be made immune to the bubbles used to trap the prey. I like it. Or an MJD yolo ECM burst with a ECM strength high enough to break most locks, like the scorpion should be but isn't. Or ...
- by Psyatt - at 2014.11.13 10:53:10
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14. Possible T3 concept - in Player Features and Ideas Discussion [original thread]
Did the search and found similar but not identical ideas, and mostly on inactive threads. I have no doubt this must have been bandied about, but thought I would throw my idea in with the rest. I do not like using the word industrial, as that conv...
- by Psyatt - at 2014.11.13 04:10:23
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15. An old lost exodus feature.. comet mining - in Player Features and Ideas Discussion [original thread]
+1 to the OP and all who came before him with this concept. I have read almost all of these posts, so forgive if anything mentioned below is already covered. I like the idea of moving comets, but we are already moving underwater instead of in sp...
- by Psyatt - at 2014.11.12 23:45:57
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16. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
The Generator idea wouldn't leave me alone. Four racial Generators. One racial Fuel Block per hour consumed while online. Seven(? less?) days fuel capacity. 24 hour Stront bay. Five minutes to anchor, five minutes to online. Anchor range of 2km...
- by Psyatt - at 2014.11.07 14:28:14
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17. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
"Ambush" Sensor Distortion Field Array - When online, emits a 10km field bubble that allows all ships inside field area to disappear from Dscan and probe search. The array can be acquired visually on-grid by graphical distortion, similar to cloak ...
- by Psyatt - at 2014.11.07 00:20:40
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18. Sticky:[Phoebe] Stealth Bombers - in Player Features and Ideas Discussion [original thread]
Medalyn Isis wrote: 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 ...
- by Psyatt - at 2014.11.05 02:49:57
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19. Sticky:[Phoebe] Stealth Bombers - in Player Features and Ideas Discussion [original thread]
Not so much just a new bomb but a re-imagining of an ancient weapon. Proximity Mine - Travels the 30 Km and stops. Detonates if any SHIP(not drone/missile/etc) crosses detonation radius. Mines WILL de-cloak ships. 60(?) minute lifespan with laun...
- by Psyatt - at 2014.11.04 01:17:58
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20. Sticky:[Phoebe] Stealth Bombers - in Player Features and Ideas Discussion [original thread]
My two cents, Cloaks de-cloaking each other is fine, as long as there is a graphical, if not overview, way to see fleet mates. Allowing fleet mates to see the same new shiney graphics that we see on our own ships should be enough of a clue. De-cl...
- by Psyatt - at 2014.11.04 00:44:24
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