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1. Let me teach you about "Disabling Station Services" - in Player Features and Ideas Discussion [original thread]
Originally by: Praxis1452 Make the need to incapacitate certain services before others. Also amount of damage needed grows as number of services goes offline. So while the first couple may only take a little while, the last one will need...
- by Shard Merchant - at 2008.11.03 03:32:00
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2. Let me teach you about "Disabling Station Services" - in Player Features and Ideas Discussion [original thread]
Originally by: Strill Edited by: Strill on 01/11/2008 23:21:03 How does this stop a few dreadnoughts from flying over to some small alliance's station, incapacitating all their services, and jumping off before help can arrive? Your hp ...
- by Shard Merchant - at 2008.11.03 03:27:00
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3. Let me teach you about "Disabling Station Services" - in Player Features and Ideas Discussion [original thread]
Implications For War: Presently, going off to war across the map doesn't leave your space very vulnerable, because it takes a massive effort involving capitals to change the status quo. This won't change the status quo, hence, alliances still...
- by Shard Merchant - at 2008.11.01 22:48:00
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4. Let me teach you about "Disabling Station Services" - in Player Features and Ideas Discussion [original thread]
The End Result: Lowering HP makes services easier to destroy for smaller gangs that don't have massive time and ammo reserves. But it also makes them easier to repair. To ensure that this mechanic is used to force small scale fights, there must...
- by Shard Merchant - at 2008.11.01 22:43:00
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5. Let me teach you about "Disabling Station Services" - in Player Features and Ideas Discussion [original thread]
Its no surprise the feature is a failure, and brings no significant value to small gangs behind enemy lines. I could go into the long list of reasons why, but its easier to state what it should look like. 1. Halve the hitpoints. 2. Include rea...
- by Shard Merchant - at 2008.11.01 22:39:00
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6. CCP Chronotis, this ones for you baby. - in Player Features and Ideas Discussion [original thread]
A price floor isn't really a problem, nor is the base mineral values. Its the price ceilings that cause problems. And mining wouldn't be anywhere near those price floors if NPCing wasn't such a major source of minerals. Mining is a mini-profession...
- by Shard Merchant - at 2008.11.01 19:24:00
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7. CCP Chronotis, this ones for you baby. - in Player Features and Ideas Discussion [original thread]
Originally by: CCP Chronotis Death penalty discussions rightfully are controversial and the discussion here has jumped straight into hardening the price of death. There is really equal consensus almost between reducing or increasing the de...
- by Shard Merchant - at 2008.10.29 23:09:00
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8. CCP Chronotis, this ones for you baby. - in Player Features and Ideas Discussion [original thread]
In response to your bit about capitals, Del Narveux: You're putting numbers on how much is acceptable when it comes to capital losses. Numbers are completely irrelevant as the economy changes. That's why the subject of "how rich is rich?" can nev...
- by Shard Merchant - at 2008.10.27 16:17:00
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9. CCP Chronotis, this ones for you baby. - in Player Features and Ideas Discussion [original thread]
Originally by: Del Narveux Disagreed on all points. Its already hard enough to get people to pew pew, removing insurance will make it worse. As for capitals, all nerfing cap insurance would do is further screw up the guys trying to break i...
- by Shard Merchant - at 2008.10.27 00:36:00
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10. CCP Chronotis, this ones for you baby. - in Player Features and Ideas Discussion [original thread]
Edited by: Shard Merchant on 26/10/2008 00:36:50 So, I heard you were looking at a new Insurance proposal. Well, you're in luck. I happen to have a proposal here, all nice and complete. Its based on solid observation from the days insurance la...
- by Shard Merchant - at 2008.10.26 00:36:00
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11. How to reconsider tech 2 and faction ammo - in Player Features and Ideas Discussion [original thread]
Bumping this for a bit more visibility.
- by Shard Merchant - at 2008.10.26 00:09:00
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12. How to reconsider tech 2 and faction ammo - in Player Features and Ideas Discussion [original thread]
Your post is practically overflowing with false and/or ridiculous statements. 1. Faction ammo gives up to 15% extra damage, T2 gives around 17% but with penalties. 2. Nowhere did I state wanting to "nerf even more". The point is giving logical ...
- by Shard Merchant - at 2008.10.25 00:10:00
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13. How to reconsider tech 2 and faction ammo - in Player Features and Ideas Discussion [original thread]
The following is my outlook on ammo in EVE, and should there be an overhaul, I hope you consider these thoughts. Summary in green at the bottom. FACTION AMMO A static damage boost simply because you pay x isk is wrong. As a rare drop it wa...
- by Shard Merchant - at 2008.10.24 22:07:00
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