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761. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
Don't recall if I already posted in here or not. I like the anti-cyno theme, but most ideas put forward are too powerful imo. My version of a "cyno-jammer" would be based on the cyno module itself. You'd light it up and your ship would be disa...
- by Swiftstrike1 - at 2013.07.18 18:39:00
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762. Utility Slots in High too limited, can we have a cruiser sized maurader - in Player Features and Ideas Discussion [original thread]
Check out the proposed changes to the Ishtar. 3 high slots with no bonus to any kind of turrets or missiles. Pretty much 3 utility highs.
- by Swiftstrike1 - at 2013.07.18 18:31:00
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763. The Industrial Revolution! Making minerals worth mining. - in Player Features and Ideas Discussion [original thread]
If the value of the most expensive ores increases and the value of the cheapest ores decreases... don't you just encourage cherry picking of the high end ores and - as you put it - perpetuate the cycle of devaluing high end ores?
- by Swiftstrike1 - at 2013.07.18 18:29:00
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764. New Feature: "The medical transport ship" or MTS - in Player Features and Ideas Discussion [original thread]
This idea for some totally new content has 2 sides to it: a new ship and a new type of contract. So here's the concept: a new subcapital ship with no combat capabilities at all. This ship has one unique ability... it can move people's jump clones...
- by Swiftstrike1 - at 2013.07.18 18:17:00
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765. Terran Superweapons - in Player Features and Ideas Discussion [original thread]
"That's no moon..." Cool concept, but in all seriousness it would be game breaking. Perhaps it would work if these things were single use and found randomly all over 0.0 with a drop rate of 2 or 3 per year.
- by Swiftstrike1 - at 2013.07.18 17:44:00
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766. Corporate Notes or Corporate shared notes. Corporate Library / Reading room - in Player Features and Ideas Discussion [original thread]
+1 but I suggest that the abilities to edit and add new notes should be grantable from the off, not some future iteration. All or nothing.
- by Swiftstrike1 - at 2013.07.18 17:37:00
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767. Gates and Travel - in Player Features and Ideas Discussion [original thread]
Having read the OP in its entirety, I can safely say that bullet points are your friend. Once I actually understood the point you were making I came to the following conclusion: there is no problem here. You even admitted it yourself, look! Le...
- by Swiftstrike1 - at 2013.07.18 17:34:00
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768. EXPLOIT: Unplugging Implants in Space - in Player Features and Ideas Discussion [original thread]
Faction Warfare is one aspect of eve I have never played, but don't FW pilots earn loyalty points based on the value of the ships and pods they destroy from rival factions? That's another reason people shouldn't be allowed to mess with implants ju...
- by Swiftstrike1 - at 2013.07.18 15:55:00
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769. [Odyssey 1.1] Medium Rail, Beam and Artillery rebalance - in Player Features and Ideas Discussion [original thread]
+1
- by Swiftstrike1 - at 2013.07.18 12:44:00
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770. EXPLOIT: Unplugging Implants in Space - in Player Features and Ideas Discussion [original thread]
Soylent Jade wrote: 1) Don't be a KM ***** and don't worry about it. 2) IDK the idea of watching someone destroy 9 figures worth of ISK of their own stuff might be even more satisfying than doing it myself...kinda like watching them dig their ...
- by Swiftstrike1 - at 2013.07.17 13:18:00
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771. Solution to WAR DEC greifers? - in Player Features and Ideas Discussion [original thread]
Dring Dingle wrote: Soooo, I fully expect to be flamed over this but going to post it anyway. ......... Flame Away :P o7 Like a well done BBQ. Pass the sauce lol. The solution to "WAR DEC griefers" is to fight back. Once they've had thei...
- by Swiftstrike1 - at 2013.07.17 13:15:00
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772. EXPLOIT: Unplugging Implants in Space - in Player Features and Ideas Discussion [original thread]
Jasmine Assasin wrote: Swiftstrike1 wrote: ejecting from T3 cruisers to avoid losing skill points (fixed). When was this fixed? See this Dev Blog . The pertinent part is the very last paragraph.
- by Swiftstrike1 - at 2013.07.17 10:50:00
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773. [Suggestion] Improvements to ship and cargo scanners - in Player Features and Ideas Discussion [original thread]
You're right! I don't want to get scanned or ganked, but that doesn't make me a carebear. Nobody wants to get scanned or ganked. I simply think all types of scanner modules should be in line with one another in terms of performance. I suggeste...
- by Swiftstrike1 - at 2013.07.17 02:45:00
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774. [Suggestion] Improvements to ship and cargo scanners - in Player Features and Ideas Discussion [original thread]
Why? Try to be objective, not just rude. Justify your opinions or don't bother posting them.
- by Swiftstrike1 - at 2013.07.17 02:24:00
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775. Jump Clone Timers - in Player Features and Ideas Discussion [original thread]
I'm not saying my idea is an improvement, just that it's something new and different and I'd like your opinions. Here goes: Current System You can only "save up" 1 jump.
24 hour cool-down period begins immediately after you jump.
You ca...
- by Swiftstrike1 - at 2013.07.17 02:07:00
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776. [Suggestion] Improvements to ship and cargo scanners - in Player Features and Ideas Discussion [original thread]
Ship and cargo scanner modules deserve some love. Here are a few suggestions to improve them. Usability Upgrades Organise results of cargo scanner by market category e.g. Ammo & Charges, Blueprints, Drones, etc...
Allow filtering and s...
- by Swiftstrike1 - at 2013.07.17 01:16:00
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777. EXPLOIT: Unplugging Implants in Space - in Player Features and Ideas Discussion [original thread]
Erutpar Ambient wrote: Does the value of the implants in your pod affect bounty payout at all? If not, who cares. If so, fix it! Might I suggest: Cannot plug or unplug implants in your pod in space? Gotta be in a ship to do it. That's a gre...
- by Swiftstrike1 - at 2013.07.16 23:27:00
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778. EXPLOIT: Unplugging Implants in Space - in Player Features and Ideas Discussion [original thread]
Scatim Helicon wrote: Because if they don't appear on the killmail, they're not really destroyed....? If they don't appear on the kill mail, there is no evidence that they were destroyed. This means the killers can't brag about it, which i...
- by Swiftstrike1 - at 2013.07.15 21:53:00
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779. EXPLOIT: Unplugging Implants in Space - in Player Features and Ideas Discussion [original thread]
RoAnnon wrote: My original comment was regarding the idea that you were complaining about the value of a killmail being lessened by the pilot's perfectly valid actions before joining in combat. I realize lots of folks use those numbers for keep...
- by Swiftstrike1 - at 2013.07.15 21:39:00
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780. Minimum price changes on the market - in Player Features and Ideas Discussion [original thread]
I've seen this suggested elsewhere, but can't find the thread containing the idea. Market Stalls. Give people/corps/alliances the option to open a stall they can populate with whatever items they want just like the mainstream market. The owner ...
- by Swiftstrike1 - at 2013.07.15 21:33:00
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