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1. [Feature Request] Add Angular and Velocity to Locked Target's In... - in Player Features and Ideas Discussion [original thread]
If there was tracking speed on the gun tooltip too, this would be useful. But there is no tracking on the gun tooltip. What a shame.
- by SpaceSaft - at 2015.10.14 07:06:59
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2. Discovering a New Expedition Frigate - in Player Features and Ideas Discussion [original thread]
New hulls are always appreciated. Sorry math clarification question: procurer has 300 * 0.4 *( 1-skill*0.02) = 108s / block ? and 12k ore hold + 2 low slots discovery has 360 * 0.5 *(1-skill*0.05)*(1-skill*0.05) = 101.25s / block ? and 15k or...
- by SpaceSaft - at 2015.10.02 20:16:51
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3. Sticky:Jump Fatigue Feedback - in Player Features and Ideas Discussion [original thread]
I don't have or own a jump capable ship so take that as a disclaimer. I think the phoebe changes were good in general. I see lots of posts discussing turning knobs and tweaking numbers. I don't really like that, I feel that is thinking too much i...
- by SpaceSaft - at 2015.10.02 13:50:37
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4. Sticky:[Galatea] First batch of sov capture iterations - in Player Features and Ideas Discussion [original thread]
I'm not exactly sure why the entosis modules need these crazy ranges but w/e. The real issue is that you're basically fighting your other game mechanics. The only way to deal with gate camps is jump, mwd trick and cloak, hope they don't lock you ...
- by SpaceSaft - at 2015.08.19 07:11:47
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5. Merge Archeology and Hacking - in Player Features and Ideas Discussion [original thread]
You know what? No. We all agree that the entire skill and attribute system needs change. The #1 thing people ask before getting into eve is "can I catch up" and the answer is "no but it doesn't matter that much." Great. We all know that's wrong...
- by SpaceSaft - at 2015.07.28 06:43:42
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6. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Oh ok so it's literally only nerfing combat probing. Gotcha. Not sure why that's needed but I'm safer now.
- by SpaceSaft - at 2015.06.12 14:38:11
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7. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
How is warping together with different sizes going to work now? Say there is a heterogenous fleet of cruisers and battleships or cruisers and frigates and everyone warps, the smaller stuff will now arrive first. Are Battleships just going to be...
- by SpaceSaft - at 2015.06.12 14:31:37
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8. [June] Module Teiracide - Afterburners & Microwarpdrives - in Player Features and Ideas Discussion [original thread]
I too like the 1mn mwd to 5mn mwd change. I don't like much else about the naming though. Looks like obfuscating, nonhelpful fluff to me. Could you try saying those names 5 times from memory without messing something up or forgetting words? Beca...
- by SpaceSaft - at 2015.05.04 13:26:54
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9. Sticky:[April] Ore, Mineral and Nullsec Mining Anomaly Revamp - in Player Features and Ideas Discussion [original thread]
Right, I did the number crunching for tritanium at least. All new nullsec ores still have a lower trit/m3 content than veldspar. Which means I'm still going to be stuck mining highsec ore(s) in nullsec.
- by SpaceSaft - at 2015.04.14 23:16:07
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10. Sticky:[April] Ore, Mineral and Nullsec Mining Anomaly Revamp - in Player Features and Ideas Discussion [original thread]
Honestly, even with that mineral ore chart it's a lot of number crunching that I don't really want to do just to see what's changing. I'm sure you used a spreadsheet and some +- % on the total mineral contents of a representative slice of ore. So ...
- by SpaceSaft - at 2015.04.14 23:02:24
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11. Sticky:AFK CloakingGäó: Ideas, Discussion, and Proposals - in Player Features and Ideas Discussion [original thread]
You're doing it wrong. I read the thread and I want some hours of my life back. There is one central question to this and it's very much eve's central question: Should there be a thing that makes ships perfectly permanently safe in space? &...
- by SpaceSaft - at 2015.04.07 09:18:47
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12. Sticky:[New structures] Item safety mechanics on structure destruction - in Player Features and Ideas Discussion [original thread]
Ok to summarize: Different people want loot, danger and safety for their assets, This is pretty much mutually exclusive as someone said earlier. As I understand it right now, anyone could just come to said structure, win two structure cap fight...
- by SpaceSaft - at 2015.04.06 19:33:23
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13. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
I don't know if this has been posted before, but giving the option to lockdown a system and disable everything (industry, mining, ratting,etc) would give the opportunity to create temporary safe zones to organize player tournaments in.
- by SpaceSaft - at 2015.03.30 13:10:55
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14. [New structures] Administration Hubs and Advertisement Centers - in Player Features and Ideas Discussion [original thread]
Something I just thought of, but is really obvious when you think about it, Advertisement Centers should make 3 things easier: Corp Recruitement Market ads Contracting The situation: The alliance needs an industrial corp. Or more pilots...
- by SpaceSaft - at 2015.03.26 19:14:12
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15. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
Sayod Physulem wrote: SpaceSaft wrote: It's also very, very wrong that the owning side can't force a fight eventually. No this is not wrong. If you would be able to force a fight, those 5 people can't come into null anymore. Because they...
- by SpaceSaft - at 2015.03.24 13:58:02
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16. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
Styphon the Black wrote: 5 people should be able to use guerrilla warfare tactics in a system with 50 enemy players. If 50 players can't figure out how to defend, escort, gate camp and just bait the five hostiles in their system that it on them...
- by SpaceSaft - at 2015.03.24 11:54:45
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17. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
I think people like afkalt are looking at this from the wrong point of view. Null needs to be safe to attract the people that make the space worth living (or worth roaming to), at least to some degree. If miners and industrialists don't want to c...
- by SpaceSaft - at 2015.03.23 21:19:37
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18. Sticky:[New structures] Assembly array and research labs - in Player Features and Ideas Discussion [original thread]
I don't like the datacore spawning as it's suggested, that's like the loot spew in exploration which was bad and you removed it. I really like the idea of datacore mining, but I'm afraid that that would get out of hand pretty quickly, we'd need o...
- by SpaceSaft - at 2015.03.23 20:29:07
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19. far out Idea for capital ships - in Player Features and Ideas Discussion [original thread]
Zimmer Jones wrote: So really you want cap ships to be ******** titans with rorqual benefits, requiring constant gameplay to remain alive, controlled by multiple people who may or may not be occupying what is, and has always been MY ship. Eve ...
- by SpaceSaft - at 2015.01.05 11:22:26
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20. far out Idea for capital ships - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: Okay, so, can they dock? if not, literally every capital in EVE is gone by two days after this change comes in. It is not hard to kill a carrier, especially one that is logged off. No they would not dock, the idea wou...
- by SpaceSaft - at 2015.01.04 23:02:12
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