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1. Mission Specific Item Theft - in Player Features and Ideas Discussion [original thread]
Originally by: Jessica Verne Edited by: Jessica Verne on 02/06/2010 19:21:06 Edited by: Jessica Verne on 02/06/2010 19:18:18 Originally by: knobber Jobbler IRL you'd call the police and they'd get arrested and your items ...
- by Sillex - at 2010.06.02 19:48:00
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2. Mission Specific Item Theft - in Player Features and Ideas Discussion [original thread]
Originally by: Brosef Fritzl Originally by: Sillex Originally by: Mimiru Minahiro Originally by: Sillex Thanks for those suggestions, but I find eve intellectually and visually very stimulating. As is shown b...
- by Sillex - at 2010.06.02 19:32:00
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3. Mission Specific Item Theft - in Player Features and Ideas Discussion [original thread]
Originally by: Mimiru Minahiro Originally by: Sillex First of all, let me start out by saying that on a personal level, I prefer a passive environment as a staple. A place where I can go to enjoy simple game mechanics of task a...
- by Sillex - at 2010.06.02 19:18:00
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4. Mission Specific Item Theft - in Player Features and Ideas Discussion [original thread]
Originally by: Amanda Eidolo Um. Ever considered petitioning? Seeing how, you know, you're not allowed to steal mission-critical items from players? Thank you for your suggestion. I did petition, and the GM's told me to come here an...
- by Sillex - at 2010.06.02 19:13:00
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5. Mission Specific Item Theft - in Player Features and Ideas Discussion [original thread]
Originally by: Att Itude Dude. Your use of real world analogies is laughable. Dodixie and other large mission hubs are, to use your own real world comparisons, no different than any large metro city such as New York, Miami, London, etc. ...
- by Sillex - at 2010.06.02 18:59:00
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6. Mission Specific Item Theft - in Player Features and Ideas Discussion [original thread]
Edited by: Sillex on 02/06/2010 18:09:51 Originally by: knobber Jobbler I feel your pain but this is a tough one. IRL you'd call the police and they'd get arrested and your items returned. I do think there needs to be some change to ...
- by Sillex - at 2010.06.02 18:05:00
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7. Mission Specific Item Theft - in Player Features and Ideas Discussion [original thread]
Originally by: darius mclever Originally by: Sillex Originally by: darius mclever dont run missions in hubs like dodixie. I shouldn't have to limit my game like that. I am a high security industrialist and mission runne...
- by Sillex - at 2010.06.02 17:32:00
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8. Mission Specific Item Theft - in Player Features and Ideas Discussion [original thread]
Originally by: Galmarr Well written, that topped off my tear tank. Your recourse would be to shoot him, dec him or hire mercs to dec him. Who was the thief btw? No sympathy please, it's sooo....un-eve like. I'm not looking for sympat...
- by Sillex - at 2010.06.02 17:14:00
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9. Mission Specific Item Theft - in Player Features and Ideas Discussion [original thread]
Originally by: darius mclever dont run missions in hubs like dodixie. I shouldn't have to limit my game like that. I am a high security industrialist and mission runner. You might as well tell me to stop playing eve altogether if I do...
- by Sillex - at 2010.06.02 16:57:00
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10. Mission Specific Item Theft - in Player Features and Ideas Discussion [original thread]
First of all, let me start out by saying that on a personal level, I prefer a passive environment as a staple. A place where I can go to enjoy simple game mechanics of task and regimen without having to confront and defend against the "darker" s...
- by Sillex - at 2010.06.02 16:11:00
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11. New Ship Class: Yacht - in Player Features and Ideas Discussion [original thread]
....and in game gaming would be a plus too! Might even draw one of my Chief Trade Officers back into the game more, since he has become quite fond of online poker lately...
- by Sillex - at 2008.07.30 17:22:00
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12. New Ship Class: Yacht - in Player Features and Ideas Discussion [original thread]
As a "Empire Only" player....something of this nature would give me another avenue of interesting/profitable game play aside from research/manufacturing and marketing all the time.....which (as much as I like it) can become pretty monotinously rou...
- by Sillex - at 2008.07.30 17:17:00
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13. New Ship Class: Yacht - in Player Features and Ideas Discussion [original thread]
Pleasure Yacht.... Use the Opus! Passenger = contracts/commodity in the market for transporting passangers from point A to point B. Special modules for Yachts only... low - low berths (low income modifier for bulk passenger transport) low - lug...
- by Sillex - at 2007.10.27 13:16:00
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14. Boarding enemy ships with troops - in Player Features and Ideas Discussion [original thread]
Edited by: Sillex on 27/10/2007 12:23:57 It might be simpler just to add crew bays to everything...ships, towers, arrays etc. etc. Like a drone bay, but for crews... (Actually, I wish they'd made crewpersons for mods instead of the rigs....ri...
- by Sillex - at 2007.10.27 12:15:00
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15. Hegemon - in Player Features and Ideas Discussion [original thread]
Just wondering if there were any kind of system in the game that allows Alliances to formally band together? I don't mean agreements that the players just work out between themselves, I mean something that involves the game system itself. Iv'e see...
- by Sillex - at 2007.08.16 06:02:00
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16. Oveur, here is the solution you asked for - in Player Features and Ideas Discussion [original thread]
Originally by: Maya Rkell Yes, there is. And how fun is being run over by a car? Ah, right. Point is, that sort of bad luck should be PLAYER generated (5 BS enter the system when you're in warp to a gate, and your insta misses). Not a ran...
- by Sillex - at 2006.08.06 21:39:00
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17. Oveur, here is the solution you asked for - in Player Features and Ideas Discussion [original thread]
Originally by: Maya Rkell Sillex, there's no "benefit". This is a GAME. If I have a random chance to constantly die in that manner, then all it does is force me NOT to use the method. At all. We must appreciate Maya's constructive crit...
- by Sillex - at 2006.08.06 16:10:00
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18. Oveur, here is the solution you asked for - in Player Features and Ideas Discussion [original thread]
Originally by: Maya Rkell Sillex, in other words even WITH the full skill trained, you have an 10-20% chance of being dumped short and dying? That's USELESS. Well, we should keep in mind that any percentage can be adjusted by a develop...
- by Sillex - at 2006.08.05 18:40:00
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19. Oveur, here is the solution you asked for - in Player Features and Ideas Discussion [original thread]
Originally by: Ore Bringer silex, good try mate, good idea's exept for the ultimate fact that the idea is to remove BM's from around stations and gates, not to just add a skil to weather or not that BM can be used effectivly, Hmm. I t...
- by Sillex - at 2006.08.05 18:29:00
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20. Oveur, here is the solution you asked for - in Player Features and Ideas Discussion [original thread]
It seems to me that the basic problem here is the ability to engage in PvP (for whatever agenda) as a traveler approaches the jump gate VS not. I can see how it would be frustrating to see a 2 day old player in a veltor merrily slip past your gua...
- by Sillex - at 2006.08.04 21:56:00
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