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141. Mindlinks/Ganglinks/Ongrid Boosting - in Player Features and Ideas Discussion [original thread]
Rroff wrote: As a completely off the wall idea maybe they should add a NOS like high slot module that allows you to tap into a targetted ship's active bonuses (for your own use) for a short period of time. (Cycle the module you inherit any acti...
- by Shereza - at 2013.05.25 21:45:00
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142. Black Holes - in Player Features and Ideas Discussion [original thread]
Johan Toralen wrote: The problem i see is when you come back from the black hole system and all other chars already have a billion skill points while your char is still the fresh and young one that he was an hour earlier. You'd have to be "g...
- by Shereza - at 2013.05.25 17:10:00
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143. Black Holes - in Player Features and Ideas Discussion [original thread]
Actually, with the Time Dilation mechanics in place it's plausible to simulate the effects of a black hole's gravity on the passive of (subjective) time. It would also make for some potentially interesting "mining" (ore and other) experiences as w...
- by Shereza - at 2013.05.25 15:24:00
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144. Skill Points and Skill Point Missions - in Player Features and Ideas Discussion [original thread]
Actually, giving players a little bit of discretionary SP as something other than an apology or the result of changing skills might be interesting. It could let players get through some skills faster or pick up secondary skills while training prim...
- by Shereza - at 2013.05.25 15:18:00
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145. Mindlinks/Ganglinks/Ongrid Boosting - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: So I do honestly welcome people's cool ideas about what form gang links could take. Don't limit yourself to small changes to the status quo, because it turns out with this system small changes aren't necessarily any faster to ...
- by Shereza - at 2013.05.25 14:29:00
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146. Sticky:[Odyssey] Navy Battleships - in Player Features and Ideas Discussion [original thread]
Broxus Maximas wrote: Can the Navy Domi please get its 20th slot just like every ship. Please look at pretty much every combat drone ship over a cruiser in size. They are all one slot short from their counterparts. Right now the only standar...
- by Shereza - at 2013.05.19 23:49:00
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147. Sticky:[Odyssey] Navy Battleships - in Player Features and Ideas Discussion [original thread]
Malcanis wrote: Roime wrote: Navy Mega is a bit of a departure from this, it's the same ship but with a high slot and better stats, resulting in a situation that if ISK isn't an issue, there's no reason to fly the normal version. Whic...
- by Shereza - at 2013.05.19 19:25:00
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148. Sticky:[Odyssey] Navy Battleships - in Player Features and Ideas Discussion [original thread]
After reading several comments about the focus of some of the Caldari Navy ships now being oriented on "hitting smaller ships" I just have one question. How do these changes affect people using T2 launchers and the heavy damage ammo intended for h...
- by Shereza - at 2013.05.17 05:12:00
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149. Sticky:[Odyssey] Navy Battleships - in Player Features and Ideas Discussion [original thread]
Firstly I'd like to say thank you for not nerfing the navy megathron into an "upgraded" version of the megathron planned for Odyssey. Secondly I'd like to ask if there are any plans to reverse the rather severe nerf the navy megathron received sev...
- by Shereza - at 2013.05.15 22:40:00
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150. [Odyssey] Tech 1 Battleships - Gallente - in Player Features and Ideas Discussion [original thread]
ExAstra wrote: And finally, give the Dominix a boost to the use of EWAR drones (ECM, Target Painting, Webify, Sensor Dampening, rep drones, etc) per level. You can reduce the amount for the ECM drone effectiveness from 10% to 5% or even 2% if...
- by Shereza - at 2013.05.15 21:56:00
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151. [Odyssey] Tech 1 Battleships - Gallente - in Player Features and Ideas Discussion [original thread]
DeLindsay wrote: There is no reason to bring back more than (5) Drones per sub cap ship, none. All CCP has to do is increase the Primary Ship bonus Drone Dmg/HP of 10% per LvL to 15% per LvL and that's the same as an additional Drone at LvL...
- by Shereza - at 2013.05.15 11:24:00
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152. [Odyssey] Tech 1 Battleships - Gallente - in Player Features and Ideas Discussion [original thread]
Honestly, I'd think getting a sub-cap ship that can get six drones in space with the aid of a DCU would be hard enough that getting a sub-cap ship fielding 10 drones without them would be downright impossible. Also, did you intentionally not sugg...
- by Shereza - at 2013.05.15 07:18:00
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153. [Odyssey] Tech 1 Battleships - Gallente - in Player Features and Ideas Discussion [original thread]
With 122 pages I simply don't have the interest or energy to read through this topic to see if any of what I'm about to say has been mentioned. That said... One thing that seems to be missing from the thought processes about people complaining ab...
- by Shereza - at 2013.05.15 01:47:00
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154. born as a pirate - in Player Features and Ideas Discussion [original thread]
If experienced players want to start new characters/accounts in low/null-sec I have no problem with that whatsoever. If brand-spanking new players want to do so I feel that there should be a warning message that lets them know, explicitly, what ...
- by Shereza - at 2013.05.10 04:13:00
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155. Sticky:[Retribution Point Release] Combat Battlecruisers - in Player Features and Ideas Discussion [original thread]
Marcus Walkuris wrote: PLEASE DO NOT name Battlecruisers "Combat Battlecruisers". That would be the equivalent of referring to "feline cats". A cat is a feline and a feline is a cat, there are no "feline cats" as a "definition" because there a...
- by Shereza - at 2013.01.26 17:16:00
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156. Dont change the 2/10 plexes! - in Player Features and Ideas Discussion [original thread]
How long have high-sec 2/10 complexes been working? Ever since some change to at least high-sec complexes years ago I've never seen a functional 2/10 complex in high-sec, or at least a single functional 2/10 rogue drone complex.
- by Shereza - at 2013.01.04 02:32:00
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157. Benefical Remote Effect Ships - in Player Features and Ideas Discussion [original thread]
The oneiros, scimitar, and scythe all get bonuses to tracking links.
- by Shereza - at 2012.08.15 01:37:00
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158. Remove all high-sec ice fields to make null/low sec more vibrant. - in Player Features and Ideas Discussion [original thread]
Obsidiana wrote: Michael Harari wrote: A better idea would be to make lowsec ice fields much more lucrative than highsec, so that people might actually consider securing a lowsec system and scouting the surrounding area while they mine ice. ...
- by Shereza - at 2012.08.13 21:58:00
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159. Disable ships leveling them selves horizontaly after stopping. - in Player Features and Ideas Discussion [original thread]
Other things I'd like to see removed, or "fixed," are the hard limits on movement in the z-axis (ships should do loop de loops, not bellyflop around like whales on a beach going after the ice cream vendor) and the inability for ships to fly upside...
- by Shereza - at 2012.08.12 15:19:00
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160. Disable ships leveling them selves horizontaly after stopping. - in Player Features and Ideas Discussion [original thread]
It'd be nice to have the option of disabling it. Every time I see it happen I get the feeling that stopping after you're aligned to a direction that isn't nearly perfectly along a horizontal access from your ship means you have to re-align your sh...
- by Shereza - at 2012.08.12 08:10:00
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