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1. Nullsec design goals feedback: Mining - in Player Features and Ideas Discussion [original thread]
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1561215 My two cents on a mining overhaul. It's a little extreme but it does encourage mining large volumes of low end minerals and encourages small scale PvP
- by Scandal Caulker - at 2011.08.16 08:48:00
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2. Equilibrium of Mankind update and playerships - in Player Features and Ideas Discussion [original thread]
I would of thought the EOM would of been a pure sniper concept of fighting with an active tanking bonus. So I would of said ship bonuses would of been something like: Special bonus: 100% bonus to Hybrid optimal Gallente bonus: 30% bonus to warp d...
- by Scandal Caulker - at 2011.08.05 14:55:00
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3. Null/Low Sec Industrialisation *Player owned NPC's* - in Player Features and Ideas Discussion [original thread]
Originally by: Reaver Glitterstim Fixing nullsec mining is simple: gotta increase yield (and also gotta increase market demand). It's not a god money maker out there because the best ores only make a bit more than highsec ores but you can...
- by Scandal Caulker - at 2011.08.05 08:37:00
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4. New dev blog: Nullsec Development: Rules and Guidelines - in EVE Information Portal [original thread]
Hey CCP Greyscale first of all fantastic work on the feed back in this thread. It is a refreshing and welcome addition to the forums. Talking about some form of automated but vulnerable to attack industry has been mentioned here what do you think...
- by Scandal Caulker - at 2011.08.04 15:09:00
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5. Null/Low Sec Industrialisation *Player owned NPC's* - in Player Features and Ideas Discussion [original thread]
Edited by: Scandal Caulker on 04/08/2011 14:27:26 Other infrastructure that can be deployed or discovered in deadspace sites could be things like very high efficiency refining arrays and Production arrays. The idea behind the whole concept is...
- by Scandal Caulker - at 2011.08.04 14:24:00
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6. Null/Low Sec Industrialisation *Player owned NPC's* - in Player Features and Ideas Discussion [original thread]
[CONTINUED] The idea behind the cost to buy/manufacture the ships and to grow your NPC crews and officers is to give them real value and a reason to protect them. Elite crews and officers could become very expensive commodities on the contract pa...
- by Scandal Caulker - at 2011.08.04 14:18:00
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7. Null/Low Sec Industrialisation *Player owned NPC's* - in Player Features and Ideas Discussion [original thread]
Currently mining in Null/Low sec is pretty stale and asteroid belts in general are very unrealistic. Nobody really mines, especially low end ores, in Null/Low because the risk vs reward is unbalanced. So I had an idea of a way to create a way that...
- by Scandal Caulker - at 2011.08.04 14:16:00
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8. Ship Balancing: Dramiel! (and Logistics) - in Player Features and Ideas Discussion [original thread]
I don't know. This idea is in its infancy and could be number crunched to death. How much DPS do you think a Dread should be able to deal ship to ship while in this theoretical "Combat Mode" that uses 2 or 3 times more fuel per cycle?
- by Scandal Caulker - at 2011.08.03 14:17:00
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9. Ship Balancing: Dramiel! (and Logistics) - in Player Features and Ideas Discussion [original thread]
Edited by: Scandal Caulker on 03/08/2011 13:29:53 Originally by: Duchess Starbuckington Why would anyone use siege mode when combat mode offers all the benefits for none of the drawbacks? Like I said: Originally by: Scandal ...
- by Scandal Caulker - at 2011.08.03 13:28:00
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10. Ship Balancing: Dramiel! (and Logistics) - in Player Features and Ideas Discussion [original thread]
Been thinking about Dreadnoughts too. Currently they have a single purpose which is POS Bashing and requires them to be in Siege mode to be worth anything in this role. This seems to be fine but in any other situation (ie combat) Siege mode is und...
- by Scandal Caulker - at 2011.08.03 12:45:00
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11. Ship Balancing: Dramiel! (and Logistics) - in Player Features and Ideas Discussion [original thread]
Edited by: Scandal Caulker on 03/08/2011 12:31:34 I've been thinking about Super Carriers and how to rebalance them. At the minute SC's have a redicudunkulous amount of EHP due to the buff they received recently. This has made them nearly impo...
- by Scandal Caulker - at 2011.08.03 12:19:00
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12. CCP Need to fix Drones ASAP - in Assembly Hall [original thread]
I've posted in here to bring the attention of this fault to the csm. I have already submitted a bug report. However I did not know that there was a similar issue with missiles. I wonder if any other modules are effected by this lack of skills/bonu...
- by Scandal Caulker - at 2011.07.28 08:00:00
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13. CCP Need to fix Drones ASAP - in Assembly Hall [original thread]
Currently, ship bonuses are not applying to drones (ie damage/HP). There is a hideous work around which is logging off and back on again whilst in a station or in space (waiting for your ship to disappear) which is supposed to fix the issue but I ...
- by Scandal Caulker - at 2011.07.27 16:14:00
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14. Ship Balancing: Dramiel! (and Logistics) - in Player Features and Ideas Discussion [original thread]
Originally by: Lucas Quaan [About a R-ECCM Bonus] The problem here is, as already noted, that you again become dependent on a logistics chain and unlike the redundant dual cap chain it cascades if you break a single link. I don't see ...
- by Scandal Caulker - at 2011.07.20 16:00:00
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15. Warpscramble Warning when accepting missions - bug report, please fix - in Player Features and Ideas Discussion [original thread]
Dear MorliDots22, Cry some moar. End of message.
- by Scandal Caulker - at 2011.07.17 16:10:00
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16. Ship Balancing: Dramiel! (and Logistics) - in Player Features and Ideas Discussion [original thread]
I know that the Tracking Link bonus can be quite helpful in some very specific situations where it would probably have been a better idea to bring a Guardian over the Oneiros due to constant repping capability from cap chaining however dropping it...
- by Scandal Caulker - at 2011.07.17 15:09:00
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17. Ship Balancing: Dramiel! (and Logistics) - in Player Features and Ideas Discussion [original thread]
Edited by: Scandal Caulker on 02/07/2011 15:46:22 Originally by: Hirana Yoshida Originally by: Scandal Caulker Been looking at the Succubus and I've seen a really simple buff that would bring it in line... Suck-a-bus is gett...
- by Scandal Caulker - at 2011.07.02 15:45:00
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18. Ship Balancing: Dramiel! (and Logistics) - in Player Features and Ideas Discussion [original thread]
Been looking at the Succubus and I've seen a really simple buff that would bring it in line. +1 turret hard point. No boost to any other stats. This would give a MSE fit 280 DPS (conflag) with 10.7k EHP (with fleet bonuses). Looking at all the ...
- by Scandal Caulker - at 2011.07.01 21:04:00
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19. EVE Online: Incarna 1.0.1 Issues thread - in EVE Information Portal [original thread]
Bit of a strange one but when anyone else does deadspace complexes are you noticing that commander ships don't spawn wrecks when you kill them?? You know the ones that can sometimes offer t2 salvage/faction loots?
- by Scandal Caulker - at 2011.06.29 09:11:00
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20. [Proposal] Make Faction Guns Worth Using - in Assembly Hall [original thread]
Simple solution. Make all faction and officer weapons T2. Skills required for T2 weapons will also be required for faction/officer. Then they're all worth buying fitting and using. To be honest thought. The whole storyline/faction/deadspace/offic...
- by Scandal Caulker - at 2011.05.18 13:41:00
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