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1. Sticky:[Hyperion] Heavy Assault Cruiser tweaks - in Player Features and Ideas Discussion [original thread]
Why can't we push off the changes that affect ship bonuses and the like until after the tournament? I thought that was the whole point of this 6-week patch release schedule, so that if something wasn't ready, or would cause adverse consequences fo...
- by Sakura Nihil - at 2014.07.30 02:58:00
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2. Sticky:[Rubicon] Interdictor Rebalance - in Player Features and Ideas Discussion [original thread]
I'm liking these changes... nice. Now if you would just stop trying to make the Eos fit onto a Myrmidon hull, that would be great.
- by Sakura Nihil - at 2013.10.28 21:03:00
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3. Sticky:[Odyssey 1.1] Heavy Assault Cruisers - in Player Features and Ideas Discussion [original thread]
On the whole, I like this. However, it feels like the Deimos is getting nerfed more than boosted. Noticeably, it's losing its utility highslot (which is normally a small Nos) right before the Nos are likely to get boosted, as well as loosing a su...
- by Sakura Nihil - at 2013.07.18 21:33:00
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4. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Yes please. This is a change I can get behind.
- by Sakura Nihil - at 2013.06.19 23:47:00
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5. About the Eos' model - in Player Features and Ideas Discussion [original thread]
Do not want.
- by Sakura Nihil - at 2013.06.08 01:17:00
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6. Planets, DUST, & EVE - in Player Features and Ideas Discussion [original thread]
So, I'll attempt to be brief - I believe one of the most interesting things CCP did in recent memory was wormhole space. Not just the mechanic of going into unknown systems, but the way they changed things up in these systems - no local, no way ou...
- by Sakura Nihil - at 2013.03.27 02:23:00
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7. Balancing - Identifying problems - in Player Features and Ideas Discussion [original thread]
Oh, and local should not be used for intel gathering, please make it like W-Space plzkthx. Stimulus
- by Sakura Nihil - at 2009.04.18 18:35:00
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8. Balancing - Identifying problems - in Player Features and Ideas Discussion [original thread]
PS, I also think RR's lack of aggression flagging should be looked at, as well as the fact that capital ships have the same 30 sec vulnerability after undocking as a frigate . Stimulus
- by Sakura Nihil - at 2009.04.18 18:33:00
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9. Balancing - Identifying problems - in Player Features and Ideas Discussion [original thread]
Highsec level 4s need to be next. I could write a treatise on why they're jacked up, but let me keep it simple for you devs: 1) Their risk v. reward is seriously jacked up. Short of doing something in the mission like aggroing an entire group, ...
- by Sakura Nihil - at 2009.04.17 22:28:00
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10. Allow bubbles to pull people out of midwarp. - in Player Features and Ideas Discussion [original thread]
Quick and dirty idea I had, probably been posted before but a little extra never hurts, eh? Simple. Imagine there's a well-traveled route between popular Gate A and Gate B in 0.0 - no camp on the gate, the hapless pilot enters warp and follows ...
- by Sakura Nihil - at 2008.07.07 10:15:00
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11. Idea to stop blobs - in Player Features and Ideas Discussion [original thread]
The vulture, as a CBC with resists above 90% or so in every category, would in that case be a hell of a suicide bomber . Eve Golden Rules
- by Sakura Nihil - at 2007.09.30 23:21:00
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12. Eve as a RTS? Hmmmm..... - in Player Features and Ideas Discussion [original thread]
Well, I know there's a homeworld 2 mod coming out that's using models with permission from CCP (which REALLY makes me want to get that game), but I don't see why it has to stop there. Find a bunch of fellow programmers, get together and build a ga...
- by Sakura Nihil - at 2006.09.28 23:25:00
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13. So you want a Mining Capital Ship... Eh? - in Player Features and Ideas Discussion [original thread]
You looking for a hell of a ransom target Verone? For some reason I can see either you or SNIGG out in 0.0 or lowsec snagging one of these things... Capital ship + low-grade weapons systems + crap agility = juicy target . Tharsis needs some...
- by Sakura Nihil - at 2006.09.28 23:21:00
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14. Ships degrade over time - in Player Features and Ideas Discussion [original thread]
Naw, I'd prefer to not be bothered with doing that to 10 ships I use constantly >_<. Tharsis needs some !
- by Sakura Nihil - at 2006.09.28 23:19:00
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15. ECM: % chance to jam target influences jam time - in Player Features and Ideas Discussion [original thread]
This is interesting, dedicated EW ships would be able to get the most out of jamming. I'll see if some sleep gives me any more ideas. Tharsis needs some !
- by Sakura Nihil - at 2006.09.25 06:19:00
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16. Multiple overviews, each with their own filter setting - in Player Features and Ideas Discussion [original thread]
Sounds worth some work. Tharsis needs some !
- by Sakura Nihil - at 2006.09.23 01:16:00
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17. Multi char hanger access - in Player Features and Ideas Discussion [original thread]
Corp hangar? Escrow? Tharsis needs some !
- by Sakura Nihil - at 2006.09.23 00:52:00
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18. Attributes - in Player Features and Ideas Discussion [original thread]
hell no sorry, but this has been discussed a huge number of times Tharsis needs some !
- by Sakura Nihil - at 2006.09.22 20:27:00
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19. Carriers & Fighters - in Player Features and Ideas Discussion [original thread]
Agreed, its a tactical decision the carrier pilot should make. Tharsis needs some !
- by Sakura Nihil - at 2006.09.22 20:24:00
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20. Power Diversion Sliding Bars - in Player Features and Ideas Discussion [original thread]
I like the concept, the only thing I'm worried about is we'd see ganking and tanking taken to another extreme here - imagine a Geddon with great T2 lasers and T2 crystals, its already outputting a lot of raw DPS. Then, anticipating a quick-kill en...
- by Sakura Nihil - at 2006.09.22 20:23:00
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