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781. Fleet Booster Effects - in Player Features and Ideas Discussion [original thread]
This already exists. In the fleet menu there is a little green tick to show you are receiving boosts (or a red cross to indicate that you are not). Hover the cursor over this tick and a tool tip will appear saying "you are currently receiving boos...
- by Swiftstrike1 - at 2013.07.15 21:27:00
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782. EXPLOIT: Unplugging Implants in Space - in Player Features and Ideas Discussion [original thread]
RoAnnon wrote: Not with your ship, no, but you're talking about something plugged into your head. You don't think you can reach up to the back of your head in your capsule without disrupting the cloak on your ship? That's a fair point, howev...
- by Swiftstrike1 - at 2013.07.15 21:22:00
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783. EXPLOIT: Unplugging Implants in Space - in Player Features and Ideas Discussion [original thread]
RoAnnon wrote: The level of tears in this one just leaves me saying Wow... No tears. This has never affected me personally. It just seems like an exploit to me, especially since you can do it while holding gate cloak. If you think about it, h...
- by Swiftstrike1 - at 2013.07.15 21:14:00
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784. YES I UNDERSTAND CCP WILL NEVER DO THIS, BUT... - in Player Features and Ideas Discussion [original thread]
Live event in the distant future when Eve finally becomes unprofitable and closes down. Humans from Earth arrive in New Eden somehow. They are incredibly advanced because they didn't have a "dark age" after the collapse of the wormhole in the New ...
- by Swiftstrike1 - at 2013.07.15 21:12:00
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785. The Marauder that attacks! - in Player Features and Ideas Discussion [original thread]
There are more traditional "Get out of PvP free" cards that Devs can employ. For example, built in warp core stabilizers as a role bonus +á la Deep Space Transports (DSTs) and the Venture mining frigate. That would certainly make marauders more ...
- by Swiftstrike1 - at 2013.07.15 21:07:00
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786. EXPLOIT: Unplugging Implants in Space - in Player Features and Ideas Discussion [original thread]
HiddenPorpoise wrote: Because screw WH people. Please note my suggested fix before suggesting that I am biased against wormhole people. Swiftstrike1 wrote: I suggest making it so that any implants that were unplugged in the last 15 minutes...
- by Swiftstrike1 - at 2013.07.15 20:58:00
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787. EXPLOIT: Unplugging Implants in Space - in Player Features and Ideas Discussion [original thread]
Dear CCP Devs, I recently watched a streaming service on Twitch TV (linked below) where the pilot got caught by a Sabre in his pod upon jumping through a gate in nullsec. The pilot opened his character sheet and unplugged all his implants before ...
- by Swiftstrike1 - at 2013.07.15 20:54:00
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788. [Future] Continuing Tiericide: Decimating 'meta' - in Player Features and Ideas Discussion [original thread]
Sounds like the way it should have been designed in the first place. Just don't marginalise T2!! I like the idea of all the options within tech 1, but T2 needs to be better than T1 given its skill requirements.
- by Swiftstrike1 - at 2013.07.14 08:04:00
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789. New type of wormhole. - in Player Features and Ideas Discussion [original thread]
Came expecting an idea for a new type of environmental effect in w-space. Your idea sounds more like a k-space combat exploration site that can't be D-scanned from the outside.
- by Swiftstrike1 - at 2013.07.14 07:58:00
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790. ORE Hauler - in Player Features and Ideas Discussion [original thread]
It sounds like an interesting idea, but I don't think the mechanics exist to couple with objects in space. What could be done is a hauler with 8 low slots and if you fit a "Tritanium Hold" module, the ship gains access to a large tritanium bay wh...
- by Swiftstrike1 - at 2013.07.14 07:51:00
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791. Ideas for how to improve the Directional Scanner (DSCAN) - in Player Features and Ideas Discussion [original thread]
If you have a specific idea for how to improve the D-Scanner, please post it here. Also try to label it as a small, short term tweak or a big, long term change. Also feel free to link any old threads I didn't find in my 30 second search: Small ...
- by Swiftstrike1 - at 2013.07.14 07:43:00
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792. Stasis Web Scaling - in Player Features and Ideas Discussion [original thread]
Change up webs entirely and nerf their effects a little bit. Don't mess with stacking penalties. Stasis Webifier II - unscripted Target velocity penalty: -25% Target agility penalty: -25% Stasis Webifier II - Velocity script Target velocity pena...
- by Swiftstrike1 - at 2013.07.13 18:11:00
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793. Character Name Changes - in Player Features and Ideas Discussion [original thread]
I approve of character name changes, but ONLY as part of the buy/sell character process.
Reputations are hard earned and whether good or bad, they should not be so easily erased.
The only exception to this is when a charact...
- by Swiftstrike1 - at 2013.07.13 17:52:00
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794. Who got the killmail? - in Player Features and Ideas Discussion [original thread]
+1 for everyone getting the kill in their combat logs, not just the "final blow pilot".
- by Swiftstrike1 - at 2013.07.13 17:37:00
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795. Nosferatu--Neutralizer Balancing - in Player Features and Ideas Discussion [original thread]
Gypsio III wrote: I like the way how you acknowledge the problem of ideas for Nos that render neuts obsolete, and then propose an idea for a scripted Nos that does exactly, explicitly, that. How can it make Neuts obsolete if they are remove...
- by Swiftstrike1 - at 2013.07.09 15:03:00
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796. meta-level-icide! - in Player Features and Ideas Discussion [original thread]
Scatim Helicon wrote: Both Rise and Fozzie have stated that some form of metacide work is on the cards. They're aware. I'm glad someone posted a response worth reading instead of just vitriol... @Zhilia Mann, Everything you Exhale is... . T...
- by Swiftstrike1 - at 2013.07.09 04:21:00
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797. Nosferatu--Neutralizer Balancing - in Player Features and Ideas Discussion [original thread]
Every man and his dog has an opinion on how to balance or "improve" nosferatus. The problem with most "solutions" is that they would render energy neutralisers obsolete. So here's my plan to balance the Nos with the neut: get rid of them both an...
- by Swiftstrike1 - at 2013.07.09 03:01:00
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798. Soft Migration of systems to other nodes. - in Player Features and Ideas Discussion [original thread]
Incidentally, this should probably be in this forum: Eve Technology Lab
- by Swiftstrike1 - at 2013.07.05 18:03:00
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799. Soft Migration of systems to other nodes. - in Player Features and Ideas Discussion [original thread]
I'm not a tech person so please forgive me if I have misunderstood. As far as I can tell: you are suggesting that if a given node has 10 systems on it and there is a big fight in one of them, the other 9 should be moved to other nodes instead of...
- by Swiftstrike1 - at 2013.07.05 17:27:00
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800. meta-level-icide! - in Player Features and Ideas Discussion [original thread]
I won't be replying to every post, but I want to do this right just the once... Harvey James wrote: your title is a little misleading it should say make T2 modules better than meta 4 please. "Make T2 modules better" has been done before an...
- by Swiftstrike1 - at 2013.07.05 17:18:00
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