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1. EFT v2.13.4 - Incursion 1.4.1 - in Ships and Modules [original thread]
@Gripen I love this fitting tool. However, being a noob, I never know what modules are available to affect the ship stats. Can I suggest that if you double click an icon on the right (e.g. Turrets, CPU, any of the resistances, the shield etc) that...
- by RuairiEVE - at 2013.02.07 03:56:00
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2. Add real Evasive Manoeuvring - in Player Features and Ideas Discussion [original thread]
Originally by: Ophelia Ursus It already exists and is called manual piloting. Learn it, love it. Try reading more than just the title.
- by RuairiEVE - at 2011.02.11 08:39:00
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3. Add real Evasive Manoeuvring - in Player Features and Ideas Discussion [original thread]
The extra warp strength increase does not make you warp faster, it just means the enemy requires more warp scramblers (points) on you to stop you jumping into warp.
- by RuairiEVE - at 2011.02.11 04:28:00
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4. Add real Evasive Manoeuvring - in Player Features and Ideas Discussion [original thread]
Currently we can align to, approach or orbit something - it's kinda dull and reminds me of old age ship warfare. What I suggest is adding Evasive Manoeuvring module of some sort. This is what it would do: 1) It would only work against ships you h...
- by RuairiEVE - at 2011.02.11 03:03:00
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5. The "THOUSAND PAPERCUTS" project, or all the little things that bother - in EVE General Discussion [original thread]
My nitpicks: 1) Overview settings should work like saved fittings, hence you can have a personal setup and a corp setup. It would stop a lot of headache when on fleet ops. 2) Remove ability to dock in a station while war targets are in the system....
- by RuairiEVE - at 2011.02.11 01:51:00
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6. Solar System Map. - in Player Features and Ideas Discussion [original thread]
Originally by: Woodman57 Originally by: Belfelmalak Sorry for the troll but you have stepped on a pet peeve.... There are NO solar systems in Eve. The Solar System is named that after its host star, Sol. There is only one. In th...
- by RuairiEVE - at 2011.02.10 03:09:00
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7. Protection Racket Contract - in Player Features and Ideas Discussion [original thread]
Edited by: RuairiEVE on 21/01/2011 06:24:11 If that was a problem, then it could be solved by having a star map statistics overlay which would show: Protection Rackets - showing areas that run a racket and a count of how many people use the...
- by RuairiEVE - at 2011.01.21 06:23:00
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8. Ransom contract - in Player Features and Ideas Discussion [original thread]
Edited by: RuairiEVE on 21/01/2011 06:06:08 Edited by: RuairiEVE on 21/01/2011 06:04:26 Originally by: Manalapan Ya but if you remove the module aspect entirely it removes the need to dock, track items, etc. For simplicity of the c...
- by RuairiEVE - at 2011.01.21 06:03:00
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9. Protection Racket Contract - in Player Features and Ideas Discussion [original thread]
Edited by: RuairiEVE on 21/01/2011 04:38:48 Edited by: RuairiEVE on 21/01/2011 04:38:33 Originally by: Manalapan Ahhh ok I see that point so it would be like x ISK per hour or day whatever time interval... I am failing to see the i...
- by RuairiEVE - at 2011.01.21 04:38:00
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10. Ransom contract - in Player Features and Ideas Discussion [original thread]
Originally by: Manalapan I think insisting that modules be included makes this concept too complex. You can make it where it only works for ISK (for simplicity) and basically if anyone related to the player (ie in the same corp/alliance) k...
- by RuairiEVE - at 2011.01.21 03:01:00
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11. Protection Racket Contract - in Player Features and Ideas Discussion [original thread]
Edited by: RuairiEVE on 21/01/2011 02:57:18 Originally by: Manalapan Also an updated concept on this: The contract is for a period of time rather than outstanding. The ISK is paid out in 2 steps. You would have a deposit and then a to...
- by RuairiEVE - at 2011.01.21 02:57:00
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12. Protection Racket Contract - in Player Features and Ideas Discussion [original thread]
Edited by: RuairiEVE on 21/01/2011 02:36:04 Yeah, I'm not fully sure about how things work in low/null sec. I'm moving into lowsec tonight to join a new corp so I'm sure I'll learn soon enough. But I'm pretty well versed on how extortion work...
- by RuairiEVE - at 2011.01.21 02:36:00
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13. Protection Racket Contract - in Player Features and Ideas Discussion [original thread]
Originally by: Manalapan Why do the racketeers needs to have a control tower in the system? I just want to hear the reasoning behind that since I can't come up with it. I am against anything being too safe but for this idea I don't see th...
- by RuairiEVE - at 2011.01.21 02:27:00
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14. Protection Racket Contract - in Player Features and Ideas Discussion [original thread]
Originally by: Manalapan Interesting idea. A few issues.... System Specific: I feel that it should be just a general agreement that Corp Racketeers cannot attack Player A/Corp A ever. This gives the contract more strength and value to bot...
- by RuairiEVE - at 2011.01.21 02:06:00
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15. Protection Racket Contract - in Player Features and Ideas Discussion [original thread]
Edited by: RuairiEVE on 21/01/2011 01:26:40 Whilst reading a great post about Ransom Contracts . It got me thinking, could you have a protection racket contract? Contracts can only be made in system where you have a control tower. A contrac...
- by RuairiEVE - at 2011.01.21 01:26:00
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16. Ransom contract - in Player Features and Ideas Discussion [original thread]
Here's how I'd do it: When a ransom contract is created, the Pirate has to be within standard docking range. The ISK/modules will be transferred directly to the pirate ship in an cargo container that is locked. At the same time, a bomb is plante...
- by RuairiEVE - at 2011.01.21 00:51:00
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17. Use an Installer/Updater which is not from 1990. - in Player Features and Ideas Discussion [original thread]
Mine stalled at 90% and locked up my machine. I restarted and it resumed fine.
- by RuairiEVE - at 2011.01.19 01:08:00
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18. VARIETY in missions - in Player Features and Ideas Discussion [original thread]
I really like the idea of non combat/support role mission. Any sort of thing which can teach you tactics other than shooting. Here's some stuff I'd add: 1) Speed tanking mission. Intelligence report suggest that the enemy is running low on ammo, ...
- by RuairiEVE - at 2011.01.18 02:20:00
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19. VARIETY in missions - in Player Features and Ideas Discussion [original thread]
+1 I've grinded my way up to lvl 2 missions so far and I'm over it. It's a slog! I suggested having Fleet Missions to spice things up, but it got shot down
- by RuairiEVE - at 2011.01.17 01:20:00
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20. How to make mission running more fun for new and old players. - in Player Features and Ideas Discussion [original thread]
Originally by: Goose99 Those are already in place. Corps run mission ops. And most corps only run Lvl 4 missions; the newbies are left out and told to grind up standings. How boring. Originally by: Goose99 The whole mechanic...
- by RuairiEVE - at 2011.01.14 07:42:00
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