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61. Remove WCS - in Player Features and Ideas Discussion [original thread]
Max Deveron wrote: Rawketsled wrote: Max Deveron wrote: AAaaannnndddd there is the problem. Pirate, not Militia, entering Plex sites....... You know what, I could agree with you maybe..... If first anybody not Militia entering one of t...
- by Rawketsled - at 2017.04.21 04:09:26
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62. Remove WCS - in Player Features and Ideas Discussion [original thread]
[EDIT:] Derp.
- by Rawketsled - at 2017.04.21 01:23:21
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63. Potential Caldari/Minmatar Faction Ideas - in Player Features and Ideas Discussion [original thread]
Mina Sebiestar wrote: Projectile drone combo only one not present in game Battleship 5%gun rof and falloff per lvl 10% drone dmg and hit points per lvl Pirate bonus Ranged Web something per level Limited amount of high slots (7 gun hard p...
- by Rawketsled - at 2017.04.20 04:30:57
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64. Remove WCS - in Player Features and Ideas Discussion [original thread]
Max Deveron wrote: AAaaannnndddd there is the problem. Pirate, not Militia, entering Plex sites....... You know what, I could agree with you maybe..... If first anybody not Militia entering one of these complex sites automatically becomes su...
- by Rawketsled - at 2017.04.20 01:06:27
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65. Remove WCS - in Player Features and Ideas Discussion [original thread]
Merin Ryskin wrote: Rawketsled wrote: Give them some sort of spool-up or preparation mechanic - either a warm-up timer like MJDs, or make the align speed higher to make them stay on grid longer. The point is to make them stay on grid for a l...
- by Rawketsled - at 2017.04.20 01:01:23
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66. Remove WCS - in Player Features and Ideas Discussion [original thread]
Make WCS active modules. Give them some sort of spool-up or preparation mechanic - either a warm-up timer like MJDs, or make the align speed higher to make them stay on grid longer. The point is to make them stay on grid for a little while unles...
- by Rawketsled - at 2017.04.18 22:18:32
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67. Suggestion to improve mining - in Player Features and Ideas Discussion [original thread]
Xcom wrote: Minigames aren't fun after a while and would kill the profession outright. I doubt its a good idea doing any form of mining minigames. What they need to try get into is delegation. Mining should be a form of higher level planning t...
- by Rawketsled - at 2017.04.18 21:36:29
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68. Dirty Stations - in Player Features and Ideas Discussion [original thread]
Conversely, busy stations might be the ones getting dirty faster. Either way, a cool idea.
- by Rawketsled - at 2017.04.18 02:36:51
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69. Suggestion to improve mining - in Player Features and Ideas Discussion [original thread]
manus wrote: First of all, why do idiots always roam the features and ideas section? Why are you here Shae? What is your purpose? You dont even realise i use the Ore Scanner. The problem is the descrepancy between the miner tooltip and the su...
- by Rawketsled - at 2017.04.17 22:41:06
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70. A fix for asset protection - in Player Features and Ideas Discussion [original thread]
Kassimila wrote: Rawketsled wrote: I'm curious, what is actually broken about Asset Safety that requires a fix? Excellent question. This is just my opinion, but there seems to be little value in attacking Citadels in general, especially i...
- by Rawketsled - at 2017.04.12 23:38:15
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71. A fix for asset protection - in Player Features and Ideas Discussion [original thread]
I'm curious, what is actually broken about Asset Safety that requires a fix?
- by Rawketsled - at 2017.04.12 22:51:19
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72. To: The Developers (Pleae Do something about Pirates In High Sectors... - in Player Features and Ideas Discussion [original thread]
Stop flying Retrievers. Start flying Procurers.
- by Rawketsled - at 2017.04.03 22:08:38
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73. EC rig build costs are absurd - lower material requirements - in Player Features and Ideas Discussion [original thread]
Julie Oppenheimer wrote: I think my post is being misunderstood, it's not the absolute cost I am worried about, it's the relative cost of the rigs vs EC's, and the cost ratios of rigs vs stuff you put rigs on (ex. rigs vs citadel cost, rig vs s...
- by Rawketsled - at 2017.03.30 00:17:28
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74. Pirate BPC's - in Player Features and Ideas Discussion [original thread]
While this would buff NPC null, it would nerf all of sov null and lowsec... you're shifting the blueprints from one part of space to another. How would I, as someone who has shot lots of Serpentis rats and gotten a very low standing to them be a...
- by Rawketsled - at 2017.03.28 22:17:09
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75. burst and effect duration synchronized - in Player Features and Ideas Discussion [original thread]
Hirisho Presolana wrote: Bjorn Tyrson wrote: it also means that if you really want too you can "double down" on your scripts by having two different effects active for ~half the time (assuming about 5 seconds for decycle, script change, and ...
- by Rawketsled - at 2017.03.23 23:15:47
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76. Be a miner or be a killer? simple - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: Points don't nail you down via the strength of the pointing ship, they cause disruption in the warp engine of the target and that prevent it from functioning. Size is completely irrelevant. I've always thought of it this...
- by Rawketsled - at 2017.03.20 22:50:13
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77. Ark and Providence Texture Change in 119.3 - in Player Features and Ideas Discussion [original thread]
Mash F12 in-game and submit a bug report. Then be patient as it is a pretty low-priority thing.
- by Rawketsled - at 2017.03.19 22:14:24
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78. Rens VI - in Player Features and Ideas Discussion [original thread]
elitatwo wrote: Do Little wrote: There are 2 hubs in Minmater space - Hek and Rens. They share the business. For buyers both are reasonably well stocked and you avoid a 40-50 jump round trip to Jita. For sellers, volumes are lower but margin...
- by Rawketsled - at 2017.03.15 03:59:12
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79. Rens VI - in Player Features and Ideas Discussion [original thread]
Gold Alduin wrote: I know out of the major trade hubs Rens is usually the least lively. To help out a bit, think you can move the station closer to Rens VI like how Six Kin Development Warehouse is? Would be nice view when docking and undocking...
- by Rawketsled - at 2017.03.13 23:10:34
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80. Give Supercarriers Their Own Symbol (in Ship Tree, Overview) - in Player Features and Ideas Discussion [original thread]
Clover Axion wrote: Because why not. There is a distinctive difference between the two ships, including names (Carrier & Supercarrier). It would simply fit to give the Supercarriers a symbol that is similar but unique compared to that of C...
- by Rawketsled - at 2017.02.27 22:37:30
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