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1181. Duelling - in Player Features and Ideas Discussion [original thread]
Edited by: Reggie Stoneloader on 08/06/2007 04:42:29 I'd be happy to see an option to flag yourself to an individual, to eliminate the hassle and risk of trading jetcans and thus being flagged to the other guy's whole corp. If you just want to...
- by Reggie Stoneloader - at 2007.06.08 04:43:00
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1182. 'Scow' Heavy Industrial - in Player Features and Ideas Discussion [original thread]
I didn't realize the Ity 5 could get so big. I was thinking it could be equivalent to a jetcan. I guess it would be okay to give it 55000m3, two jetcans' worth of space, with no option for cargo mods/rigs and no cans allowed, so it can't ever be m...
- by Reggie Stoneloader - at 2007.06.08 04:40:00
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1183. ECM Burst as a support module - in Player Features and Ideas Discussion [original thread]
I was thinking less about high-sec and more about low/null sec space, where an escort fleet of combat ships can seldom hope to do more than avenge the non-combat ship that they're guarding.
- by Reggie Stoneloader - at 2007.06.08 04:36:00
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1184. 'Scow' Heavy Industrial - in Player Features and Ideas Discussion [original thread]
I don't get why this "gap" needs to be closed. Carriers fill it from a functional standpoint, and if it's the skillpoints you're complaining about, this thing you've proposed is harder to fly than a freighter. I'd settle for giving all T2 transpo...
- by Reggie Stoneloader - at 2007.06.07 15:56:00
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1185. Gang feature: Ready button - in Player Features and Ideas Discussion [original thread]
I like it. It would be an elegant replacement for the "x in gang chat if..." system we use today.
- by Reggie Stoneloader - at 2007.06.07 15:52:00
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1186. ECM Burst as a support module - in Player Features and Ideas Discussion [original thread]
There's no real way in EvE to defend a ship that's under attack without killing all its assailants before they can kill it. How about if the ECM Burst, when used on a ship, breaks all its lock and all the locks that other ships have on it? If cou...
- by Reggie Stoneloader - at 2007.06.07 15:49:00
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1187. POS Refineries and Mobile Refinery Operation - in Player Features and Ideas Discussion [original thread]
I'm a firm believer that POSes should be able to refine at 100% once you've got the relevant skills trained. The economy is balanced based on outpost and station refining, and if you've got the balls to do it the hard way, with a POS and a carrier...
- by Reggie Stoneloader - at 2007.06.07 15:45:00
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1188. More and more interesting items - in Player Features and Ideas Discussion [original thread]
I don't like set bonuses. Maybe a boost for fation ships, like a CNR gets a boost to CN launchers or a Rattlesnake derives benefit from Guristas or Serpentis gear, but it should be a miniscule bonus, and the rarity of the components should be unch...
- by Reggie Stoneloader - at 2007.06.07 03:14:00
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1189. 90MW for Heavy Assault Launchers - in Player Features and Ideas Discussion [original thread]
I'm with Maya on this one. I think HAM launchers should have the same fitting cost as heavy launchers.
- by Reggie Stoneloader - at 2007.06.07 03:11:00
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1190. Isn't a ship with range bonus supposed to have a longer locking range? - in Player Features and Ideas Discussion [original thread]
Originally by: Camilo Cienfuegos Perhaps it's to force you to waste mids fitting sensor boosters? Most battleships suffer the same thing (Scorpion & Armageddon to name but two). That's the truth. A cruise Raven can reach over 200km with ...
- by Reggie Stoneloader - at 2007.06.06 03:08:00
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1191. Isn't a ship with range bonus supposed to have a longer locking range? - in Player Features and Ideas Discussion [original thread]
Nah, it's no problem. Optimal bonus boosts the short-range pulse lasers, too, since they've already got good optimal compared to AC and blasters, so that boost isnt' so much to make it a sniper as it is to allow it to engage more effectively at me...
- by Reggie Stoneloader - at 2007.06.05 16:05:00
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1192. Shooting Alliance Mates - in Player Features and Ideas Discussion [original thread]
Swap cans, or go to 0.0.
- by Reggie Stoneloader - at 2007.06.05 05:32:00
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1193. MS NERF - my idea - in Player Features and Ideas Discussion [original thread]
If supercapitals just didn't vanish when they logged, that would be ample nerf to their lame superpower. Being unable to dack means they're always in space and are vulnerable to attack, like a POS or outpost is. The immunity to EW, combined with n...
- by Reggie Stoneloader - at 2007.06.05 05:30:00
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1194. An academic discussion, conclusion uncertain. - in Player Features and Ideas Discussion [original thread]
I've been thinking about the low-sec problem and The Magnificent Seven lately. If you haven't seen TM7, I'll sum it up: A band of robbers are raiding a poor farming village, leaving them barely enough food to survive. The farmers hire gunmen to f...
- by Reggie Stoneloader - at 2007.06.04 04:08:00
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1195. When 0 km Autopilot ??? - in Player Features and Ideas Discussion [original thread]
Nah, pirates can use alts to shop. What would improve EvE is if everyone just played fair. No macromining, no eBay, no logoffski, no newb alts or afk cloak alts or mining alts, no suicide ganking, just a world with one character per player where ...
- by Reggie Stoneloader - at 2007.06.04 03:53:00
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1196. Salvage ships - in Player Features and Ideas Discussion [original thread]
I would rather see it as a T1 ship, possibly a tier 2 destroyer's secondary bonus, like the Osprey or Scythe get a bonus to mining in addition to their logistics role. 8 high slots, 5 of them weapon hardpoints (mixed based on race). Give it a ran...
- by Reggie Stoneloader - at 2007.06.03 21:02:00
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1197. Caldari Buff - in Player Features and Ideas Discussion [original thread]
If you free up a medium slot on a Caldari ship, some wisacre will just fill it with another Invuln field or large extender. Nobody puts tackling gear on Ravens unless they're too lazy to train for a better PvP battleship. In a gang, Caldari ships...
- by Reggie Stoneloader - at 2007.06.03 06:13:00
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1198. Really weird idea: Player driven drones. - in Player Features and Ideas Discussion [original thread]
Man, a player in control of a fighter would be a very dangerous asset, especially in big squads. Those things are as tough as cruisers, and with the warp-follow superpower and a brain that knows how to do more than aproach and orbit...
- by Reggie Stoneloader - at 2007.06.03 06:06:00
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1199. Fleet Warfare - in Player Features and Ideas Discussion [original thread]
This isn't a bad idea, actually. Formalize the filthy gatecamp as they formalized the plague of insta-bookmarks. But how could it work? Let a fleet put a gate into "camped mode" (with an interdictor?? Maybe even just a tier 2 destroyer could do ...
- by Reggie Stoneloader - at 2007.06.02 14:47:00
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1200. A must-have for the walking-in-station part - in Player Features and Ideas Discussion [original thread]
Insurance is like gambling that your ship will be destroyed, although the payout doesn't come from other players, so I'm not sure how that works out. Could an isk-fed slot machine fall into the same category? Bounties might fit the bill, too, as a...
- by Reggie Stoneloader - at 2007.06.02 14:41:00
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