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61. [Issue] Kill rights should be transferable - in Assembly Hall [original thread]
The following link is to my proposed bounty system: http://oldforums.eveonline.com/?a=topic&threadID=765798
- by Sabrina Al'Kian - at 2008.06.02 16:47:00
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62. [Issue] Kill rights should be transferable - in Assembly Hall [original thread]
Not signed. I agree that the bounty system needs some looking into, but this is definitely not the way to go. I have seen some other alternatives (even detailed on myself) that would solve this issue far better than the ability to give others your...
- by Sabrina Al'Kian - at 2008.06.02 16:41:00
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63. [Issue] Covert cynos should bypass cynosular jammers - in Assembly Hall [original thread]
Absolutely. Anything to make the Black Ops more usable.
- by Sabrina Al'Kian - at 2008.06.02 16:34:00
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64. +6 +7 implants - in Assembly Hall [original thread]
Listen. Implants add less and less efficiency to learning as they go up--the difference between +4s and +5s is relatively small (about 8 hours or so for every four days depending on your base skills). So +6s and +7s, while making training faster, ...
- by Sabrina Al'Kian - at 2008.06.02 15:49:00
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65. [ISSUE] Falcons - in Assembly Hall [original thread]
Okay, here's a fix: reduce the Falcon's jam strength (or range) by 5% per level. That makes it still very useful, but gives the Rook an edge in that department.
- by Sabrina Al'Kian - at 2008.05.30 16:59:00
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66. Depreciation - in Player Features and Ideas Discussion [original thread]
Edited by: Sabrina Al''Kian on 30/05/2008 16:38:52 Uh, what's the point now? If your ship loses 1% structure (or whatever) a month, repairing that 1% would simply cost about 800k for the average BS... a month. It's not even a significant money...
- by Sabrina Al'Kian - at 2008.05.30 16:38:00
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67. Tractor beams, cool, fun, and helps solve the 'N' problem - in Player Features and Ideas Discussion [original thread]
I don't think you guys are getting the picture. the tractor beam doesn't draw ships toward each other, it simply adds a speed vector to all existing speed vectors; if the ship is going faster than, say, 500 m/s, it will simply have to adapt its an...
- by Sabrina Al'Kian - at 2008.05.29 19:07:00
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68. Tractor beams, cool, fun, and helps solve the 'N' problem - in Player Features and Ideas Discussion [original thread]
Edited by: Sabrina Al''Kian on 28/05/2008 04:31:03 I've suggested this so many times my fingers hurt. But you'd need to make it so that beams capable of pulling frigates would be battleship class mods, those capable of pulling cruisers would...
- by Sabrina Al'Kian - at 2008.05.28 04:27:00
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69. Increasing incidents for combat in low sec. - in Player Features and Ideas Discussion [original thread]
TBH, this seems to be a lot like what they're planning with Empyrean Age (to a degree). There probably wont be any artifacts, but you'll be fighting in common areas for different rewards.
- by Sabrina Al'Kian - at 2008.05.27 14:18:00
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70. "Suicide" Ganking in Empire Space - in Player Features and Ideas Discussion [original thread]
Originally by: Jarvis Hellstrom And finally - I've made my point sufficient that I'm not wasting time with a bunch of piratical types who clearly have extremely elitist and arrogant attitudes. If someone wants to actually discuss things,...
- by Sabrina Al'Kian - at 2008.05.26 18:16:00
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71. EW Missiles - in Player Features and Ideas Discussion [original thread]
you forget that they'd only be able to be effectively used by Caldari or possiby Minmatar, and since Minmatar are fast enough to deal with nano ships and Caldari can usually *****a non-vagabond/ceptor (most huginns/curses die very fast to missile ...
- by Sabrina Al'Kian - at 2008.05.14 20:16:00
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72. Tier 2 Tech 2 Battlecruisers - Mini Dread (Gun Boat) - in Player Features and Ideas Discussion [original thread]
The problem with this is that it'll be way too easy to use them for normal PvP. The reason dreads aren't seen so much outside the POS scene is the fact that they're slow and have poor tracking. But if you make a BC capable of going into seige and ...
- by Sabrina Al'Kian - at 2008.05.12 22:00:00
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73. EW Missiles - in Player Features and Ideas Discussion [original thread]
Absolutely not. Why not just fit a neut or a web an be done with it? At least a neut takes cap; missiles don't. Besides, we already have an outlet for Ewar: they're called recons. Give missiles the same role as a Huginn or a Curse and pretty soon ...
- by Sabrina Al'Kian - at 2008.05.12 17:00:00
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74. Increasing incidents for combat in low sec. - in Player Features and Ideas Discussion [original thread]
Hold up. Yes, it's an interesting idea, but there are some issues with it. Firstly, why would it send out a signal upon spawning? Does that make any sense at all? If pirates want to protect it, why are they advertising its location? What you shou...
- by Sabrina Al'Kian - at 2008.05.12 16:52:00
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75. A New Look at the Local Question - in Player Features and Ideas Discussion [original thread]
I'm not sure it should be a high slot module, and I think it should be passive. The problem is, it would gimp many pirate ships even more (because, come on, what pirate DOESN'T want to be invisible in local?). They already have to fit a scram, MWD...
- by Sabrina Al'Kian - at 2008.05.12 16:40:00
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76. Possible idea to help with the blobbing mentality? - in Player Features and Ideas Discussion [original thread]
Here's the thing: the idea of having lines of fire (even if they don't go beyond your target) is a very good one and would increase tactical options insanely (bring a freighter to sit in front of the logistics fleet to intercept incoming fire, for...
- by Sabrina Al'Kian - at 2008.05.12 16:27:00
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77. Bounty System Revamp - in Player Features and Ideas Discussion [original thread]
The following is an idea posted elsewhere on the forums and paraphrased here (by me). Basically, make it so that bounties can only be placed by someone who has kill rights--and can only be placed on those he has kill rights against. This would p...
- by Sabrina Al'Kian - at 2008.05.06 21:04:00
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78. dunno if this has been suggested b4 - in Player Features and Ideas Discussion [original thread]
Originally by: 000Hunter000 Edited by: 000Hunter000 on 05/05/2008 17:16:23 connect the ingame char to the owners bankaccount/cc when the owner of the char fails to refund the isk to ccp, an x amount of RL cash will be withdrawn from h...
- by Sabrina Al'Kian - at 2008.05.05 18:01:00
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79. Kamikaze Pilots - in Player Features and Ideas Discussion [original thread]
The idea...works... but I have some points to address. Firstly, the AoE should increase only minimally with each charge (which should be 60m^3). A single charge should have an AoE of 3km, dealing 200 damage. Adding a second charge would increase...
- by Sabrina Al'Kian - at 2008.05.05 17:06:00
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80. Remove Standing Requirements for Jump Clones - in Player Features and Ideas Discussion [original thread]
I guess it would work if you increased Agents' effective quality with standing, giving out more LP and isk the higher in ranks you ascended.
- by Sabrina Al'Kian - at 2008.05.02 21:15:00
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