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781. Why have leadership skills and fleet bonus'? - in Player Features and Ideas Discussion [original thread]
Gang bonuses are good because they give people interesting decisions to make. Or at least they will/should when theyre forced on grid. When theyre forced on grid and you arent able to just bring an alt and never worry about it, then you'll have ...
- by Sigras - at 2013.08.23 07:27:00
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782. The problem with removing local - in Player Features and Ideas Discussion [original thread]
Nikk Narrel wrote: Sigras wrote: lets go through another scenario . . . There is no local, you've been in system with a cloaky proteus for a little while now, and someone comes into the system to do some ratting. Completely safe under your c...
- by Sigras - at 2013.08.22 22:35:00
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783. Changing the Titan Bridge - in Player Features and Ideas Discussion [original thread]
Mr Doctor wrote: I dont like the pull idea its too messy, just make the Titan (or blops) jump with the bridged ships. Instead of getting a "bridge to xxx" subcaps get a "jump with titan" then instead of firing the ships off the titan itself jum...
- by Sigras - at 2013.08.22 18:33:00
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784. The problem with removing local - in Player Features and Ideas Discussion [original thread]
Smelly PirateWhore wrote: all i see in this thread are carebears and sov owners whining about a move that would actually make their way of life in eve a little more risky, less effortless. And i would like to reiterate, a LITTLE more. Not much....
- by Sigras - at 2013.08.22 18:19:00
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785. The problem with removing local - in Player Features and Ideas Discussion [original thread]
seany1212 wrote: Sigras wrote: except for the fact that a cloaked ship can bump you leaving you less than 1 second response time to warp off Also, having to be aligned eliminates blasters, autocannons, pulse lasers, HAMs and sentry drones f...
- by Sigras - at 2013.08.22 18:10:00
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786. The problem with removing local - in Player Features and Ideas Discussion [original thread]
except for the fact that a cloaked ship can bump you leaving you less than 1 second response time to warp off Also, having to be aligned eliminates blasters, autocannons, pulse lasers, HAMs and sentry drones from viability while ratting Also it ...
- by Sigras - at 2013.08.22 09:24:00
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787. Changing the Titan Bridge - in Player Features and Ideas Discussion [original thread]
waltari wrote: I would +1 this idea under one condition, make the doomsday again AOE, in that case it makes sense, without AOE DD it doesnt make any sense whatsoever. Why does it not make sense without the DD?
- by Sigras - at 2013.08.22 06:52:00
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788. The problem with removing local - in Player Features and Ideas Discussion [original thread]
One thing we have yet to discuss, the ease at which ships find anomalies. Your scanning system is actually far more forgiving than mine would have been, but it's all negated by the fact that there is a nice free ship scanner that tells you what a...
- by Sigras - at 2013.08.22 06:47:00
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789. Changing the Titan Bridge - in Player Features and Ideas Discussion [original thread]
Nikk Narrel wrote: Here is a twist for you. Titan fishing. The previous ship, the one associated with a hot drop mechanic that lit the cyno itself by a target, would get a role as a target locator. The cyno, under this use, would require a s...
- by Sigras - at 2013.08.21 22:58:00
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790. flux coil and cpr love - in Player Features and Ideas Discussion [original thread]
Well the problem with that would be, to give a dominix the cap regen of a cruiser you'd need to nerf its cap by like 70% meaning you'd need to buff its cap regen by around 400% to come out with 20% more cap recharge. The issue would be that youd ...
- by Sigras - at 2013.08.21 21:19:00
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791. Changing the Titan Bridge - in Player Features and Ideas Discussion [original thread]
Disiri Skai wrote: Its like you people come up with a solution to a problem that really doesnt exist. Is it your position that titan hot dropping is not currently a problem? because I feel like that isnt going to be a very popular position. ...
- by Sigras - at 2013.08.21 20:14:00
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792. The problem with removing local - in Player Features and Ideas Discussion [original thread]
Nikk Narrel wrote: The fact that many pilots make mistakes, is hardly evidence of good design or planning. It reflects more an aspect of overconfidence and or carelessness. There are many pilots who simply are too cautious, and don't get caught...
- by Sigras - at 2013.08.21 19:57:00
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793. flux coil and cpr love - in Player Features and Ideas Discussion [original thread]
It would be interesting to say double or triple the effect of the flux coil, so it would reduce your max cap by 35% but increase your cap recharge by 75% This would result in a 13.75% increase in cap recharge amount (up from the current 13.4%) b...
- by Sigras - at 2013.08.21 19:31:00
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794. Slight tweak to salvagers - in Player Features and Ideas Discussion [original thread]
There is actually a use to putting more than one salvager on a wreck. they have independent chances of slavaging it, so if you only have one wreck you could put 3 salvagers on it to get the job done faster.
- by Sigras - at 2013.08.21 19:20:00
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795. All ore should be the same size per unit! - in Player Features and Ideas Discussion [original thread]
because mining larger rocks becomes less efficient . . . all ores round down when you reach the end of a cycle. so its naturally better to have longer slower larger cycles with larger yields. Its what prevents supercarriers from being able to mine...
- by Sigras - at 2013.08.21 19:17:00
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796. Changing the Titan Bridge - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: It's an intriguing idea but I think it would more likely cause people to stop using Titans all-together as a means of entering combat since they let you skip a relatively small number of jumps in most cases and deploying...
- by Sigras - at 2013.08.21 07:58:00
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797. The problem with removing local - in Player Features and Ideas Discussion [original thread]
Nikk Narrel wrote: Yeep wrote: Nikk Narrel wrote: Ships are at risk in null only because that is how they are being flown. If a pilot is careless, they have risk. So you think that no matter how much effort a pilot puts in (or outsour...
- by Sigras - at 2013.08.20 23:16:00
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798. The problem with removing local - in Player Features and Ideas Discussion [original thread]
seany1212 wrote: Sigras wrote: seany1212 wrote: I don't want them to remove local personally, i think it's quite good for if i'm looking for a fight. But while local exists you're going to get those who cry foul on the forums on a consta...
- by Sigras - at 2013.08.20 20:16:00
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799. The problem with removing local - in Player Features and Ideas Discussion [original thread]
seany1212 wrote: I don't want them to remove local personally, i think it's quite good for if i'm looking for a fight. But while local exists you're going to get those who cry foul on the forums on a constant basis because they can't rat/mine/...
- by Sigras - at 2013.08.20 09:34:00
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800. The problem with removing local - in Player Features and Ideas Discussion [original thread]
Aliventi wrote: Sigras wrote: The problem with that is an intel network, no matter how much effort you put into it is never going to be infallible. You know that it is impossible to keep people out of your space. I myself have half a dozen...
- by Sigras - at 2013.08.20 09:27:00
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