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521. New Deployable: Local Communications Inhibitor - in Player Features and Ideas Discussion [original thread]
This structure would not require sov. An invader could easily anchor their own or simply capture the defender's if one exists. These structures would be vulnerable and require protecting. Entities that are unwilling or unable to defend their LCI...
- by Swiftstrike1 - at 2014.02.10 18:26:00
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522. New Deployable: Local Communications Inhibitor - in Player Features and Ideas Discussion [original thread]
Mag's wrote: I quite like it. In order for balance, can we have the need for people to be within a certain range of this thing, in order to access local? I feel it is rather powerful if everyone blue in system can access it, without much in th...
- by Swiftstrike1 - at 2014.02.10 17:48:00
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523. New Deployable: Local Communications Inhibitor - in Player Features and Ideas Discussion [original thread]
There has been much fighting in the forums about what to do with local chat. I propose taking that fight out of the forums and into space! The Local Communications Inhibitor (LCI) would come online just like every other new deployable structure. ...
- by Swiftstrike1 - at 2014.02.10 17:31:00
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524. Gate Gun Iteration - in Player Features and Ideas Discussion [original thread]
Milton Middleson wrote: What if we iterated gate guns out of the game? I missed this the first time around. It's an idea worth considering. Pros increase fights on stations and gates
enables small ships with flimsy tanks to aggress wi...
- by Swiftstrike1 - at 2014.02.09 20:34:00
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525. Gate Gun Iteration - in Player Features and Ideas Discussion [original thread]
So I think we might actually be making some progress here... Omniscient gate guns I completely agree this was an excellent and much needed change. It made no sense for all the guns in New Eden to shoot at you for some offence you committed 10 m...
- by Swiftstrike1 - at 2014.02.09 19:59:00
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526. Bring High Security back to Hi Sec - in Player Features and Ideas Discussion [original thread]
Alexandra VonKarl wrote: Too Safe? Is too safe a 200K ISK frig exploiting smartbomb mechanics and destroying a multi B mission runner? Don't use smartbombs in hisec. The fact that you have to disable your safety before you can activate them ...
- by Swiftstrike1 - at 2014.02.09 19:25:00
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527. Gate Gun Iteration - in Player Features and Ideas Discussion [original thread]
Wow you are really vocal in your opposition to this. I think everyone gets that you don't like it. You can stop repeating yourself now. The problem that you are insinuating doesn't exist is this - gate guns haven't changed since their inception,...
- by Swiftstrike1 - at 2014.02.09 01:42:00
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528. Gate Gun Iteration - in Player Features and Ideas Discussion [original thread]
Mag's wrote: So you think gathering your friends together to fight pirates and having guns aid you, is boring? You would rather nerf someone else's play style, so you knew the outcome would be more in your favour? Try reading ShahFluffers pos...
- by Swiftstrike1 - at 2014.02.08 13:31:00
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529. Gate Gun Iteration - in Player Features and Ideas Discussion [original thread]
Mag's wrote: Why? Because as it currently stands, you can either tank the guns or you can't and it's easy to predict which category your ship/gang/fleet falls into. Frankly, it's a little boring.
- by Swiftstrike1 - at 2014.02.07 17:32:00
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530. Gate Gun Iteration - in Player Features and Ideas Discussion [original thread]
Gate guns haven't changed in forever. Tanking gate guns used to require serious effort e.g. RR battleships, a carrier, T2 logi cruisers, etc... It's now a trivial matter to tank gate guns with a few T1 logistic frigates. Gate guns could do with a...
- by Swiftstrike1 - at 2014.02.07 16:57:00
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531. Advanced Controlled Bursts skill - in Player Features and Ideas Discussion [original thread]
Noxisia Arkana wrote: Batelle wrote: yeah, and we should add advanced trajectory analysis too. Also Advanced Advanced Weapon Upgrades. I'm sure everyone would love to train THAT one up to 5. +1 for Advanced Advanced Weapon Upgrades. ...
- by Swiftstrike1 - at 2014.02.07 14:28:00
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532. Sticky:[Rubicon 1.x] Drone Assist change - in Player Features and Ideas Discussion [original thread]
You specifically said that you didn't want to negatively impact incursion fleets. HQ incursion fleets have 200 light drones (5 x 40 fleet members) to be assigned. AS fleets have 100 drones (5 x 20 members). VG fleets have 50 (5 x 10) unless yo...
- by Swiftstrike1 - at 2014.02.06 17:24:00
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533. Capital ships on undock - in Player Features and Ideas Discussion [original thread]
This is a real issue that resulted from the new station models. When undocking a ship with a large sig radius i.e. cap ship you find yourself "overlapping" with the station's collision box. That means that when you try to navigate, the station b...
- by Swiftstrike1 - at 2014.02.06 13:11:00
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534. Repackaged Items - in Player Features and Ideas Discussion [original thread]
Why are repackaged items the same volume as unpackaged items? I propose a 10% reduction in volume for all items upon repackaging. It's hardly a novel idea, ships enjoy a huge volume reduction on packaging.
- by Swiftstrike1 - at 2014.02.05 17:23:00
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535. Rogue Drone derived spaceships.......... - in Player Features and Ideas Discussion [original thread]
Rogue drone ships are just normal ships infested with rogue drones. The only way to get the functionality of rogue drone tech yourself would be to infest your own ship with rogue drones. At that point, it ceases to be your ship at all. It belongs ...
- by Swiftstrike1 - at 2014.02.05 16:13:00
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536. Suspect upon entering someone's mission (illegally) - in Player Features and Ideas Discussion [original thread]
Complete missions faster and ninjas wont be able to scan you down. Problem solved.
- by Swiftstrike1 - at 2014.02.05 16:07:00
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537. Replace DirectX with OpenGL - in Player Features and Ideas Discussion [original thread]
Mantle API. Also, this is the wrong forum for this.
- by Swiftstrike1 - at 2014.02.05 14:08:00
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538. Corp & Alliance Structure Concept - in Player Features and Ideas Discussion [original thread]
What you are suggesting is nothing more than a new UI for the existing system. I'm sure it would be an improvement for small corps, but how would entities like Brave Newbies manage thousands of players on a purely visual 'entire corp' interface?
- by Swiftstrike1 - at 2014.02.04 18:38:00
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539. POCO Alliance Standings - in Player Features and Ideas Discussion [original thread]
Doesn't affect me personally, but sounds like a solid idea.
- by Swiftstrike1 - at 2014.02.04 18:29:00
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540. Ship locking feature - in Player Features and Ideas Discussion [original thread]
I once found a faction fitted Tengu and Noctis abandoned in safe spots in a wormhole. Personally, I'm glad they weren't locked
- by Swiftstrike1 - at 2014.02.04 15:25:00
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