| Pages: [1] 2 3 4 5 6 7 8 9 10 |
1. Capacitor to play a bigger role in warping. - in Player Features and Ideas Discussion [original thread]
Atomeon wrote: -1 a bad idea is bad idea. Who can argue with such flawless reasoning.
- by SOL Ranger - at 2015.05.14 20:52:31
|
2. Capacitor to play a bigger role in warping. - in Player Features and Ideas Discussion [original thread]
This is a property which needs to exist in some form, although possibly not exactly as in this particular solution as such, EVE needs a deeper level of consequences of locality making the world matter making the locality of a pilot feel more subst...
- by SOL Ranger - at 2015.05.14 20:35:50
|
3. make standing loses timed - in Missions & Complexes [original thread]
I would argue the exact opposite, that missions especially in hisec should almost exclusively be empire forces and there should be no way to avoid standing loss in such fights, you are there to represent your faction, also take the consequences fo...
- by SOL Ranger - at 2015.03.23 15:29:25
|
4. CCP Fozzie and His nerf super ordeal. - in Player Features and Ideas Discussion [original thread]
Why not simply make all capitals significantly smaller and have them scale significantly less compared to Battleships, all combat roles could then be preserved and they could all be balanced as more practical and functional vessels.
- by SOL Ranger - at 2015.03.13 10:15:20
|
5. Further Clone Jump Time Restriction Reduction - in Player Features and Ideas Discussion [original thread]
Bronson Hughes wrote: ... But one thing that does come to mind: what if jump clones worked like jump drives? Every time you changed clones, you built up a certain amount of "clone fatigue" based on how far the jump clone was from where you st...
- by SOL Ranger - at 2015.03.11 12:38:09
|
6. Sansha should get their missiles back - in Player Features and Ideas Discussion [original thread]
I agree on the sole reason that it would add some more flavour to overall very rigid ship fitting design on many ships, there should be more missile slots on most ships to contest alternative utility modules and just to allow more controversial fi...
- by SOL Ranger - at 2015.03.11 12:04:40
|
7. Further Clone Jump Time Restriction Reduction - in Player Features and Ideas Discussion [original thread]
I'd be fine with virtually unlimited clone changes if and only if clone jumps were restricted to the station you are in, as in not being able to jump outside the current cloning facility you're at. Essentially what would be done: Allow mul...
- by SOL Ranger - at 2015.03.11 09:52:40
|
8. [QoL suggestion]Add deployables as automatic entries into assets. - in Player Features and Ideas Discussion [original thread]
Iain Cariaba wrote: ...Your unwillingness to keep track of your own stuff does not mean CCP needs to keep track of it for you. How is manually creating bookmarks every time you leave a structure in space in any way exciting or meaningful,...
- by SOL Ranger - at 2015.02.22 19:34:46
|
9. [QoL suggestion]Add deployables as automatic entries into assets. - in Player Features and Ideas Discussion [original thread]
I don't see what possible design benefit there is to not in some manner auto mark deployables for a player, tedious micromanagement like it is now isn't a fun nor meaningful feature, thus I suggest adding deployables into assets, a QoL change, lik...
- by SOL Ranger - at 2015.02.22 18:20:10
|
10. Minmatar Typhoon - need some love - in Player Features and Ideas Discussion [original thread]
The only thing that is wrong with the Typhoon is that it actually isn't Swiss enough anymore. Ought to be: Typhoon 5% bonus to Rapid Heavy Missile , Cruise Missile , Torpedo Launcher and Large Projectile Turret rate of fire 5% bonu...
- by SOL Ranger - at 2015.02.13 02:32:17
|
11. Make mix missile/turrets setups viable - in Player Features and Ideas Discussion [original thread]
Stephen Rogers wrote: Alvatore DiMarco wrote: Split weapons are a horrible nightmare. That's why they were removed from Minmatar ships and the Fleet versions given the upgraded version of it that they have today. Why are they a nightmare? ...
- by SOL Ranger - at 2015.02.09 21:31:28
|
12. 2015 Wishlist - in Player Features and Ideas Discussion [original thread]
Tabyll Altol wrote: Scorpionstrike wrote: I think eve is great but i think there could be so much more to add such as: * Building cities / populations on planets and needing resources from the existing P.I to sustain them. * Hunting featu...
- by SOL Ranger - at 2015.02.09 18:49:52
|
13. Skill system expansion for meaningful consequences and choice. - in Player Features and Ideas Discussion [original thread]
Agondray wrote: no, I have 160m sp and you want to limit it to 100m because ive taken the years to train my character and make it so I no longer have anything to train you want people to quit don't you I'm going to assume you're not replying...
- by SOL Ranger - at 2015.02.09 01:17:36
|
14. Skill system expansion for meaningful consequences and choice. - in Player Features and Ideas Discussion [original thread]
Anhenka wrote: Competitive means that they are able to fly a particular ship in the same way as a veteran player. It was a rhetorical question, but no, that is an absolute definition of being equal, being competitive means reasonably equal...
- by SOL Ranger - at 2015.02.09 00:52:29
|
15. Skill system expansion for meaningful consequences and choice. - in Player Features and Ideas Discussion [original thread]
Daichi Yamato wrote: Just means noobs are uncompetitive for longer. I can't agree with this. If a veteran sits and chews on level 99 AWU for an additional ~0.2% PG gain for say ~10 days and during that time a new player can gain any numb...
- by SOL Ranger - at 2015.02.08 22:44:47
|
16. Skill system expansion for meaningful consequences and choice. - in Player Features and Ideas Discussion [original thread]
Anhenka wrote: SOL Ranger wrote: I feel I need to clarify that I intentionally marked the scale of the effective skill increase a result of balancing considerations to be taken, the suggestion does not aim to allow "outlandish" fits, it aim...
- by SOL Ranger - at 2015.02.08 05:23:09
|
17. Skill system expansion for meaningful consequences and choice. - in Player Features and Ideas Discussion [original thread]
M'pact wrote: We already have exactly this -- you are simply extending it out farther. Why bother, when it already takes 15+ years to learn all of the existing skills in EVE? Nobody has even come close yet. The only real way to make choices m...
- by SOL Ranger - at 2015.02.08 04:43:12
|
18. Skill system expansion for meaningful consequences and choice. - in Player Features and Ideas Discussion [original thread]
Anhenka wrote: One of the common mantras of EVE is that a new player can become as good as an old player at a specific role fairly quickly. That would be directly removed by allowing older players to continue to train things like raw shields/a...
- by SOL Ranger - at 2015.02.08 04:05:37
|
19. Skill system expansion for meaningful consequences and choice. - in Player Features and Ideas Discussion [original thread]
Skill system expansion for meaningful consequences and choice. I like the skill system in EVE, especially with its perceived complexity with a sense of freedom of choice appeals to me. However it lacks a deeper meaningful dimension and persist...
- by SOL Ranger - at 2015.02.08 01:38:10
|
20. Latest CSM notes : Rumours of attribute points/implants being remove... - in EVE General Discussion [original thread]
I will simply quote my past comment on the subject: SOL Ranger wrote: ...I would like to keep the attributes and complexity from them as much as possible, albeit I'll admit there are some issues with the attributes. Learning implants I bel...
- by SOL Ranger - at 2015.02.06 13:09:55
|
| Pages: [1] 2 3 4 5 6 7 8 9 10 |
| First page | Previous page | Next page | Last page |