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781. What should 0.0 be? - in Player Features and Ideas Discussion [original thread]
Ok, just as a point of clarification, Im not suggesting that CCP force 0.0 to be any particular way; that would go against the very nature of Eve. That being said, 0.0 is very much shaped by the game mechanics which can make one way of playing...
- by Sigras - at 2014.01.23 21:18:00
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782. What should 0.0 be? - in Player Features and Ideas Discussion [original thread]
Im not sure how many people are in favor of the 2 coalition maximum that 0.0 has turned into, so I thought i'd ask. What do you think 0.0 should be? should it be lots of little small groups? Big coalitions? Nomads? Lots of passive income sources?...
- by Sigras - at 2014.01.23 07:22:00
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783. Server balancing through gameplay - in Player Features and Ideas Discussion [original thread]
It was Apature Harmonics in a WH system called Nova. It contained a level 6 magnatar effect which made all e-war far more effective This allowed A-Harm to tracking disrupt their own ships allowing for a negative tracking number. Because of the n...
- by Sigras - at 2014.01.23 03:00:00
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784. A potential solution to lag : Fog of war - in Player Features and Ideas Discussion [original thread]
That would allow for strange stuff to happen all the time: Ships that are actually dead would still be doing damage until the next tick Ships could be destroyed after they warp/cyno out. Your MWD would stay on after being hit with a scramble unti...
- by Sigras - at 2014.01.22 18:47:00
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785. Containers in Containers (in Containers) - in Player Features and Ideas Discussion [original thread]
actually apparently you can, but you end up with a place you cant leave . . .
- by Sigras - at 2014.01.22 18:24:00
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786. Everything at once! Counter to slowcats, blobbing, etc... - in Player Features and Ideas Discussion [original thread]
The problem is when BIG is only countered by BIGGER then BIGGEST always wins. From a game design standpoint that is a broken game. Remember that this is a game, and gameplay is more important than realism. This is the same reason they did the sp...
- by Sigras - at 2014.01.22 10:23:00
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787. Containers in Containers (in Containers) - in Player Features and Ideas Discussion [original thread]
First of all you realize that containers which hold more than their volume already do exist, and yes I do call them bigger on the inside. Look up Giant Secure Container. Second, you realize that if you could put a GSC inside a GSC then a single b...
- by Sigras - at 2014.01.22 10:14:00
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788. What is the counter to a large carrier + Titan fleet? - in Ships and Modules [original thread]
Abdiel Kavash wrote: As in many strategy games, don't let your enemy get to the point when they have this force. Murder anyone threatening your space before they can grow too big. Great idea! Let me get in my TARDIS and go back to 2007 in ord...
- by Sigras - at 2014.01.22 10:08:00
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789. What is the counter to a large carrier + Titan fleet? - in Ships and Modules [original thread]
Ronny Hugo wrote: Sola Mercury wrote: keep the bubbles up, so they cant leave, and attack somewhere else? Just as Sun Tzu said! Attack where the enemy is not. All due respect to Sun Tzu, what if you're on defense? I mean look at this...
- by Sigras - at 2014.01.22 09:59:00
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790. Reduce Sov Structure HP by a Substantial Amount - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: Would this not mean that if you had half a dozen dreads and a pile of harassment SBUs, you could RF an entire region in ~three hours? If you cant repel half a dozen dreads from your space given 3 hours notice, you probab...
- by Sigras - at 2014.01.22 09:47:00
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791. An active shield recharge module... - in Player Features and Ideas Discussion [original thread]
This is actually an interesting idea . . . The main difference between this and a shield booster is that this module would benefit from fitting shield extenders and core defense field extenders where shield boosters dont. Im not sure I love the i...
- by Sigras - at 2014.01.22 03:49:00
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792. Sticky:[Rubicon 1.1] Rapid Missile Update - in Player Features and Ideas Discussion [original thread]
Have you thought of relating the reload time to the number of missiles needing to be reloaded? Something like: reloading takes 10 seconds + 1 second for each missile the launcher is missing. this would fix the ammo swapping problem, and it would...
- by Sigras - at 2014.01.21 18:42:00
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793. [Ship Balance] - Highsec Ganking and Freighters - in Player Features and Ideas Discussion [original thread]
Pipa Porto wrote: Sigras wrote: Im sorry are you arguing with my math? Are you saying it isnt worth suicide ganking a freighter worth under a billion? because I just ran the numbers and they will surprise you. The fact that nobody does it i...
- by Sigras - at 2014.01.20 11:29:00
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794. Flash-Bang Phoenix - in Player Features and Ideas Discussion [original thread]
I dont really understand the damage amount problem though . . . the phoenix does just slightly more damage than the revelation and at greater ranges too and nobody is complaining that the revelation sucks. My theory is that people dont like the...
- by Sigras - at 2014.01.20 11:16:00
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795. Reduce Sov Structure HP by a Substantial Amount - in Player Features and Ideas Discussion [original thread]
Seriously, why do structures need so much HP? As it currently stands, the I-Hub has 75 million shield HP, so you need to do 56,250,000 damage to it to put it into reinforced mode. Thats just under 80 moros minutes. I understand that you want to...
- by Sigras - at 2014.01.20 11:10:00
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796. A potential solution to lag : Fog of war - in Player Features and Ideas Discussion [original thread]
I dont think you understand how servers and processing works . . . sending data to the clients takes a negligable amount of CPU because 99.99% of that is handled by the NIC and the CPU sends it over in a single clock. Also the clients dont get up...
- by Sigras - at 2014.01.20 10:48:00
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797. [Alternate idea to ESS] ESS: The system upgrade structure. - in Player Features and Ideas Discussion [original thread]
Kiith Soban wrote: GǣLinkedGǥ players must stay within 30km [room for tweaking this number] of the ESS for the duration of the timer. The GǣlinkedGǥ players are also required to remain uncloaked. If there are less than three players Gǣlink...
- by Sigras - at 2014.01.17 20:54:00
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798. Nighthawk Ruined - in Ships and Modules [original thread]
Why do people complain about things before looking to see what the actual change was?
- by Sigras - at 2014.01.17 20:34:00
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799. Player Built Stargates, a suggested implementation - in Player Features and Ideas Discussion [original thread]
I would much rather the gates disallowed cap ships all together . . . Picture finding all the information to put down a gate that goes to a wandering star 40 LY away. This system may actually be part of a wandering constellation which are all wi...
- by Sigras - at 2014.01.17 20:17:00
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800. What is the counter to a large carrier + Titan fleet? - in Ships and Modules [original thread]
I feel like this may be an unforseen consequence of TiDi rather than a balance issue, but what counters a fleet of carriers this large ? They usually have ECCM like crazy, and if there are only 200 archons in that blob (lets face it, thats a con...
- by Sigras - at 2014.01.17 09:44:00
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