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1. Sticky:[December] Remote Rep Tiericide and Falloff - in Player Features and Ideas Discussion [original thread]
What may be overlooked... We once fought against chessur and his small gang in a uni blob (on the way back from a poco defense op or something? not entirely sure anymore) anyway they kited us, our tackle tried to catch them, got out of range of l...
- by Sayod Physulem - at 2015.12.02 15:48:30
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2. Sticky:The 'one-line bad idea' thread - in Player Features and Ideas Discussion [original thread]
Let the drifters make tabula rasa in null sec and destroy everything there. And have the players recapture the space slowly from the drifters. While the drifters would be op in the beginning and decreasing in strength as technology adapts to them....
- by Sayod Physulem - at 2015.06.26 14:24:05
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3. Sticky:AFK CloakingGäó: Ideas, Discussion, and Proposals - in Player Features and Ideas Discussion [original thread]
Mike Voidstar wrote: You should not be able to go AFK in hostile space with 100% safety. Even POS are subject to violence, and there are other dangers inherent as well. If you are in an outpost you are not in space, but rather in the only area ...
- by Sayod Physulem - at 2015.05.20 08:14:41
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4. Remote Cloaking Idea? - in Player Features and Ideas Discussion [original thread]
1. Why can't you just put a local cloak on your battlecruiser? 2. You can't target something cloaked -> you can't activate a remote assistant module on something cloaked. And you can't cloak while targeted, hence it won't even work with the cu...
- by Sayod Physulem - at 2015.05.19 09:50:46
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5. Sticky:[New structures] Item safety mechanics on structure destruction - in Player Features and Ideas Discussion [original thread]
Rowells wrote: there is no station damage. And how do you destroy a station then?
- by Sayod Physulem - at 2015.05.17 18:36:43
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6. Sticky:[New structures] Item safety mechanics on structure destruction - in Player Features and Ideas Discussion [original thread]
Maybe some inspiration: The station owner can call "Evacuation" that means escape pods with all the assets will be jettisoned into the system. If you call Evacuation when the station is undamaged, the Evacuation will go smootly and ALL the assets...
- by Sayod Physulem - at 2015.05.17 18:12:56
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7. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
Dictateur Imperator wrote: for just disrupt and make pew pew you on't care about ennemi control of intel, just wait prime time. That's the flaw in your argument. Not every roam is a rampage. Maybe those small gangs want to know what they eng...
- by Sayod Physulem - at 2015.04.08 07:16:20
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8. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
Dr Farallon wrote: afkalt wrote: Fredric Wolf wrote: You are missing the point where many null residents are ok with giving delayed local with the upcomming changes, they are only asking for a way to hunt the hunter as up until now had a ...
- by Sayod Physulem - at 2015.04.02 08:34:51
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9. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
Jori Ituin wrote: With regards to Observation Arrays [OA], I believe that their effectiveness should be tied to the number of the owning alliances members in the system at that moment in time, possibly with an upper limit. I think the OA could ...
- by Sayod Physulem - at 2015.03.27 22:14:34
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10. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
NPC station: pros: - 100% safe - local intel - station services - undocking invulnerability cons - if people dock they can see you/ know where you are - immobile POSes: pros: - 100% safe at least for the reinforcement time - local intel and d-sca...
- by Sayod Physulem - at 2015.03.27 11:20:32
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11. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: I'll confess to being a little unclear on what you're responding to here. I'm assuming it's my post quoting you a page back but that doesn't seem to exactly fit. For one, unless things have changed drastically in the Un...
- by Sayod Physulem - at 2015.03.26 12:06:31
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12. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
@ cade windstalker But maybe you do not want to capture the systems - maybe you are just roaming and looking for a fight. E-Uni does such fleets only as we do not take part in SOV warfare. But how would a fleet of Unistas for example fight reside...
- by Sayod Physulem - at 2015.03.25 18:39:30
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13. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
afkalt wrote: Don't you feel that without some guidelines/limitations on range, created gates could massively undermine jump fatigue changes? Gates are ok, fatigueless jump bridges 2.0...less so. Just imo, of course. edit: or is there an imp...
- by Sayod Physulem - at 2015.03.25 12:57:48
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14. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
All those posts about afk cloaking... The Observation Array will come with the deactivation of local. If it would not, sov empires would be flooded with intel and this clearly would not result in smaller sov holders. So keep in mind you have a ...
- by Sayod Physulem - at 2015.03.25 08:39:06
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15. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
GeeShizzle MacCloud wrote: Sayod Physulem wrote: I don't have a problem with current cloak mechanics and a lot of people don't. And since the people that don't like the mechanics are sov owners and ccp wants to nerf large sov coalitions .....
- by Sayod Physulem - at 2015.03.24 15:27:56
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16. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
I should probably add - since we are talking about piloting around these OAs. We would need manual piloting on a solar system wide scale. So being able to warp to a point in the solar system you click. I mean since those arrays would pretty much ...
- by Sayod Physulem - at 2015.03.24 14:58:52
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17. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
Banko Mato wrote: Sayod Physulem wrote: - ShortRange : You fit a lot of Scan resoultion modules and a cloak detecting module. You would be able to warp to everything within the starting 5 AU Range. Even cloaked ships! NO, this is an u...
- by Sayod Physulem - at 2015.03.24 14:44:05
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18. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
SpaceSaft wrote: if you sit in space you don't own for literally hours , you should be catchable. You never used combat probes did you? And if you talk about covert ops ships - well that's what is special about them. They are able to sit in...
- by Sayod Physulem - at 2015.03.24 14:33:10
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19. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
handige harrie wrote: These player built gates can be traversed by everyone without the need of payment, but they can be fitted with gateguns and other mods ( like having a small gate cover a greater distance than it is supposed to cover with s...
- by Sayod Physulem - at 2015.03.24 13:51:09
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20. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
SpaceSaft wrote: On the other hand, I've had the problem on multiple occasions that random gank fleets, 5 ppl or less are just uncatchable by 50 ppl +, just by bouncing safe spots and waiting out the safe log off timer. It's also very, very w...
- by Sayod Physulem - at 2015.03.24 13:44:39
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