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861. New Incursion Sites - in Player Features and Ideas Discussion [original thread]
I like running incursions, but they can get a bit repetitive. I think the root of this problem is the fact that there are only a few different sites per "weight category" of incursion... So I thought I would come up with some ideas for a new type ...
- by Swiftstrike1 - at 2013.05.13 21:45:00
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862. Evolving Incursions towards Outbreak - in Player Features and Ideas Discussion [original thread]
I think replacing and/or augmenting some of the Sansha incursions with Rogue Drone "incursions" (Outbreaks) would be a very believable progression. I like the idea of Sansha fighting the Drones for resources too, but since Sansha slave soldiers ar...
- by Swiftstrike1 - at 2013.05.13 18:57:00
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863. Cure for blobs - in Player Features and Ideas Discussion [original thread]
Aristia Madrone wrote: the cluster bombs could act like a nuclear bomb going off and do the same amount of damage to each ship within a set range Sounds very similar to existing bombs.
- by Swiftstrike1 - at 2013.05.13 17:20:00
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864. Ideas for new Hacking System - in Player Features and Ideas Discussion [original thread]
I just finished reading the new dev blog about hacking in Odyssey and wanted to share a few ideas. First, a suggestion for a "Defense Subsystem" in the new hacking UI. When triggered, this defensive subsystem begins to counter-hack you! I envi...
- by Swiftstrike1 - at 2013.05.13 17:01:00
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865. Alliance Member Count Attribute - in Player Features and Ideas Discussion [original thread]
Alliances should have a member count in their attributes tab just like corporations do. This information can be gained by adding up the individual member counts of all the member corps or visiting eve-who (this information is publicly available)...
- by Swiftstrike1 - at 2013.05.09 13:48:00
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866. ECM Drone Tweaks - in Player Features and Ideas Discussion [original thread]
PROBABILITIES OF JAMMING tldr Jamming is significantly less powerful than most people think. That is a quantifiable fact, no matter how much you hate ECM Example: EC-300s vs a Drake with sensor strength of 22.8 (Max skills, no ECCM) 5 x EC-300...
- by Swiftstrike1 - at 2013.05.06 22:45:00
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867. ECM Drone Tweaks - in Player Features and Ideas Discussion [original thread]
An EC-300 drone, which can be used by any ship with a drone bay, is capable of jamming its target for 20 seconds. Long story short: due to the statistical nature of ECM these little drones are sometimes massively OP and sometimes totally ineffecti...
- by Swiftstrike1 - at 2013.05.06 01:11:00
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868. Sentry Drones - in Player Features and Ideas Discussion [original thread]
sabre906 wrote: Devs have stated that they'll implement sentry drone "return" function. You still can't "send" them anywhere like normal drones, they move only while returning to your dronebay. Exactly what I'm talking about . Do you have a...
- by Swiftstrike1 - at 2013.05.05 23:42:00
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869. Sentry Drones - in Player Features and Ideas Discussion [original thread]
So the difference between sentry drones and heavy drones is that heavies move to the target and blap at short range whereas sentries sit still where you deployed them, shoot from long range and have lower dps. It is incredibly inconvenient to hav...
- by Swiftstrike1 - at 2013.05.05 20:03:00
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870. Remote Assistance Nullifier - in Player Features and Ideas Discussion [original thread]
My idea for a new module which interferes with enemy remote reps. Targeted module. Effect: Every cycle there is a 25% chance that the target vessel will be rendered unable to receive remote assistance for the duration of the cycle. Penalty: ...
- by Swiftstrike1 - at 2013.03.15 22:16:00
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871. Overheating and Module Damage revisited - in Player Features and Ideas Discussion [original thread]
I'd just like to add that the concept of a weapon generating too much heat and then having to cool down before you can use it again is nothing new. It's in just about every shoot 'em up video game ever made including Dust 514. Here's a video clip...
- by Swiftstrike1 - at 2012.12.03 02:00:00
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872. Overheating and Module Damage revisited - in Player Features and Ideas Discussion [original thread]
Obviously this isn't the sensational and brilliant idea I thought it was. I agree that a serious pilot error like burning out should cost you the fight in a 1 v 1 situation, but if you are in a fleet and your fleet wins the fight, then you shoul...
- by Swiftstrike1 - at 2012.12.03 01:13:00
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873. Overheating and Module Damage revisited - in Player Features and Ideas Discussion [original thread]
Ships in EVE are supposedly controlled by a neural interface with the pilot. In other words, the ship does what you are thinking. Every time I overheat my modules I think to myself "I mustn't burn out". To step into the shoes of a role player fo...
- by Swiftstrike1 - at 2012.12.03 00:23:00
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874. Module for capitals - in Player Features and Ideas Discussion [original thread]
What you're describing sounds a bit like a flak defence system. In the real world, this would be a wall of exploding artillery shells around a city or some other large object (maybe an aircraft carrier?). It would destroy/damage aircraft as they m...
- by Swiftstrike1 - at 2012.12.02 23:46:00
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875. Overheating and Module Damage revisited - in Player Features and Ideas Discussion [original thread]
It seems ridiculous to me that in a game universe with all the technological wonders of EVE Online, pilots are still able to "burn out" their ship modules. My PC has software to detect when the hardware is overheating and shut it down to protect i...
- by Swiftstrike1 - at 2012.12.02 22:53:00
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