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381. Corvette class - anti capital ship platform / munitions - in Player Features and Ideas Discussion [original thread]
The problem with any "anti-capital" ship is that anyone can use them. If you think it's already too difficult to deploy cap ships because PL or Goons might drop their cap-hammer on you, just imagine how much more difficult it will become when thos...
- by Swiftstrike1 - at 2014.03.06 15:04:00
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382. Reimagining Cynos (a nerf) - in Player Features and Ideas Discussion [original thread]
I counter with this proposal: Jump drives and bridges should take 40s to "spool up" before they activate. The effect will be the same at the cyno end of things. The cyno will go up and then there will be a delay before anything happens. There wo...
- by Swiftstrike1 - at 2014.03.05 18:33:00
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383. [Rorqual][Rebalance][Suggestion] - in Player Features and Ideas Discussion [original thread]
The only way to maybe get rorqual out into a belt would be to officially re-designate them as "Industrial Super Capital" ships and give them immunity to electronic warfare like Super Carriers and Titans have. There is no reason for them to ever...
- by Swiftstrike1 - at 2014.03.05 10:16:00
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384. Fleet formations / weapons fire line of sight - in Player Features and Ideas Discussion [original thread]
Reiisha wrote: The problem, of course, would be server load, though i believe it should be possible to do this with a simple vector calculation. As the current physics engine uses very simplistic objects anyway this should be all you need to do...
- by Swiftstrike1 - at 2014.03.05 10:07:00
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385. Module rebalance ideas - Capacitor Batteries - in Player Features and Ideas Discussion [original thread]
Lephia DeGrande wrote: I would prefer something unique over a classic rebalance. I 100% agree. Here is my suggestion for a unique capacitor battery ability: wrote: Capacitor batteries can be "activated" once every 60s and inject a certai...
- by Swiftstrike1 - at 2014.03.05 10:00:00
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386. Titan Class Industrial - in Player Features and Ideas Discussion [original thread]
Silivar Karkun wrote: you're not being enough ambitious with the idea, i'd do it like this: 1. same mineral cost as a titan 2. can bridge industrial ships (barges/exhumers, haulers, freighters, shuttles,orcas, rorquals) 3. same situation as ot...
- by Swiftstrike1 - at 2014.03.05 08:11:00
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387. Shortcut for d-scan? - in Player Features and Ideas Discussion [original thread]
What dscan updates?
- by Swiftstrike1 - at 2014.03.04 05:57:00
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388. [New Feature] Insurance Contracts - in Player Features and Ideas Discussion [original thread]
Anhenka wrote: Swift, the chance of any HAC used frequently in PvP surviving 12 weeks can be counted on the fingers and toes of a double amputee. 12 weeks, huh? I see you read the OP thoroughly enough to make accurate and well reasoned criti...
- by Swiftstrike1 - at 2014.03.03 19:22:00
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389. [New Feature] Insurance Contracts - in Player Features and Ideas Discussion [original thread]
Anhenka wrote: There is no sweet spot. The only people who would want to get insured are those who feel their ship is at significant risk of exploding in the near future. The only people who would insure are those who would insure a ship that h...
- by Swiftstrike1 - at 2014.03.03 19:15:00
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390. [New Feature] Insurance Contracts - in Player Features and Ideas Discussion [original thread]
Batelle wrote: Swiftstrike1 wrote: There is a sweet spot where it's worth it for both parties. That's a dubious assumption. It's not an assumption. Consider T2 ship insurance. What would the existing insurance system offer you? 3 mil pe...
- by Swiftstrike1 - at 2014.03.03 19:08:00
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391. [New Feature] Insurance Contracts - in Player Features and Ideas Discussion [original thread]
Anhenka wrote: Who would use such a "feature?" Not I. Not any PvP player. Nobody will insure us. PvE players? Hell no. Get it insured, strip your mods, have an alt or a friend kill you, take the insurance payment, profit. It wouldn't be wort...
- by Swiftstrike1 - at 2014.03.03 18:58:00
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392. [New Feature] Insurance Contracts - in Player Features and Ideas Discussion [original thread]
Riot Girl wrote: You can do this yourself, you don't need an in-game system designed for it. You are correct of course, but I don't see the relevance. I could try and guess what you are saying, but it would be more efficient if you simply tol...
- by Swiftstrike1 - at 2014.03.03 18:42:00
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393. [New Feature] Insurance Contracts - in Player Features and Ideas Discussion [original thread]
I was thinking about T2 ship insurance earlier today and wondering how it might be improved in a way that couldn't be exploited by the forces that be. I decided it can't be, so I came up with a better alternative: let players insure each other's s...
- by Swiftstrike1 - at 2014.03.03 03:58:00
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394. [POS Structure] Cargo Jump Array - in Player Features and Ideas Discussion [original thread]
Swiftstrike1 wrote: isnt guaranteed gonna get English mothafukka! I speaks it. lol
- by Swiftstrike1 - at 2014.03.03 02:35:00
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395. [POS Structure] Cargo Jump Array - in Player Features and Ideas Discussion [original thread]
Actaeon Versaea wrote: The Cargo Jump array is used to jump cargo to a Cargo Jump Reciever (With inbuilt Cyno) at another POS, within a set range - prehaps 7.5 AU. So... you want to move cargo between moons of the same planet? 7.5 AU isnt gua...
- by Swiftstrike1 - at 2014.03.03 02:33:00
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396. Feature Request: Drone Assist UI Enhancement - in Player Features and Ideas Discussion [original thread]
I agree with both of you, but I figured it would be better to ask for something more reasonable than a complete drone overhaul.
- by Swiftstrike1 - at 2014.03.01 20:48:00
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397. Feature Request: Drone Assist UI Enhancement - in Player Features and Ideas Discussion [original thread]
Since drone assist is being nerfed hard, may we please have a small buff to the drone assist UI? Quite simply, I would like to be able to drag a group of drones from "Drones in Local Space" and drop them onto someone in the watchlist. Drag and d...
- by Swiftstrike1 - at 2014.03.01 20:05:00
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398. wormhole balancing - in Player Features and Ideas Discussion [original thread]
Swiftstrike1 wrote: God no. I should probably elaborate. It ought to require a whole team of players to run the sites in a C6, but not to navigate them. This is already true. Problem solved.
- by Swiftstrike1 - at 2014.02.28 02:40:00
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399. wormhole balancing - in Player Features and Ideas Discussion [original thread]
God no.
- by Swiftstrike1 - at 2014.02.28 02:24:00
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400. overhauling drone gameplay: a what if scenario - in Player Features and Ideas Discussion [original thread]
Silivar Karkun wrote: well there's a phrase that says "if you cannot with them, join them"...... No there isn't.
- by Swiftstrike1 - at 2014.02.28 00:12:00
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