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1. Rigs on Freighters, Carriers and Dreads in Hisec? - in Player Features and Ideas Discussion [original thread]
I would like to suggest the development of rigs able to specialize (give a bonus) to the cargo capacity depending on the stuff inside: like the Ephital cargo bonus for Planetary Resources. For example, a rig giving 50% cargo bonus for minerals wi...
- by Tamarana - at 2014.05.17 15:42:00
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2. ORE Ships - in Player Features and Ideas Discussion [original thread]
What would be interesting is a Mining support capital ship able to cloak the single ship in fleet and extend the targeting/range of the strip miners. SO the fleet would stay in local but the pirates would need to find it (it would not be inside 15...
- by Tamarana - at 2010.12.10 11:53:00
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3. Various uses of PLEXes for skill time - in Player Features and Ideas Discussion [original thread]
Originally by: darius mclever Originally by: LordElfa Hell, even if you could trade plex for 2x speed for the month and you did it every month, its would still take 10 years to max everything out and by then there would most likel...
- by Tamarana - at 2010.10.03 14:49:00
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4. Various uses of PLEXes for skill time - in Player Features and Ideas Discussion [original thread]
I just wrote a reply to a previous thread about the use of PLEXes, but I will just copy & paste it to let others to give here their opinions: 1) A PLEX could buy a 2x speed of training for a month. So you need a PLEX (or to pay the subscription) ...
- by Tamarana - at 2010.09.30 13:43:00
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5. PLEX for SP time - in Player Features and Ideas Discussion [original thread]
A PLEX could buy a 2x speed of training for a month. Two PLEX could buy a 2x speed for two months. So you need a PLEX (or to pay the subscription) to play a month AND another PLEX to double the speed of skilling. This could give people the possi...
- by Tamarana - at 2010.09.30 13:38:00
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6. Local Chat: Only if you enter through a jumpgate. - in Player Features and Ideas Discussion [original thread]
The idea is not bad. But put it in this way: you jump in, or log in, or come in from a WH. You don't join automatically the local. And the local don't join you. You don't see anyone and they don't see you. Only when you join the local, you see who...
- by Tamarana - at 2010.07.29 23:12:00
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7. Allow covert cyno in wormhole space - in Player Features and Ideas Discussion [original thread]
Originally by: Zanzbar Originally by: Kirian Kador read post number 6 Alowing jumpdrives makes the logistics of moving supplies in and products out a lot simpler and goes against the changes they originaly made The challenge...
- by Tamarana - at 2010.07.29 23:05:00
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8. Splitting Item stacks - in Player Features and Ideas Discussion [original thread]
I agree with this request. I would like to be able to write in the "split dialog" something like "1000x3" and have 3 stacks of 1000 units (and the remaining stack with the unsused units).
- by Tamarana - at 2008.11.16 13:52:00
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9. Distence Measurement Tool (DMT) - in Player Features and Ideas Discussion [original thread]
This is a good idea. I often would like to be able to do this or to be able to command the ship to position itself at the middle point of two objecs.
- by Tamarana - at 2008.10.26 20:11:00
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10. Timer on long-cycle modules (cynosural field gen, triage, siege, etc) - in Player Features and Ideas Discussion [original thread]
I would like to be able to run a cyno longer than the usual 10 minutes. I would like something like a skill or a ship with a bonus to this. I often need to keep a cyno open for hours and the Liquid Ozone is not cheap.
- by Tamarana - at 2008.10.26 20:09:00
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11. Idea: The Merchant Gate Network - in Player Features and Ideas Discussion [original thread]
I like the idea, but with a different spin. I would like to see Alliances and Corps to be able to build jumpgates like they are able to build Outposts. The resources needed to build a jumpgate must be similar to the resorces needed to build a gate...
- by Tamarana - at 2008.09.02 20:11:00
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12. Currency Exchange - in Player Features and Ideas Discussion [original thread]
I would like to support a commodity supported currency. Currency, in real world, evolve from barter, as a commodity that have the caratteristics useful for be a currency. In real world, the commodity used were, at the end, gold and silver. In eve ...
- by Tamarana - at 2008.08.22 13:56:00
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13. Trade Embargo Feature Request - in Player Features and Ideas Discussion [original thread]
I support this idea. For the alts, simply the embargo will effect all the characters of a player (maybe a little less than the character the embargo was called on). If character A is embargoed (no candy for him), then Character B and C have a 50%...
- by Tamarana - at 2007.12.12 13:26:00
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14. Characters cooperation - in Player Features and Ideas Discussion [original thread]
Don't know if this was already suggested, but I think could be interesting. Would be interesting to be able to let two or more characters to load their pods inside the same ship in the same time. Why? Because characters with different skills would...
- by Tamarana - at 2007.11.13 20:18:00
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15. The distributed market hub - in Player Features and Ideas Discussion [original thread]
My solution to the problem of Jita (or any other superhub) would be to introduce two new skills and two or more items: Industrial Drones (for the Drone group) Remote Delivery (for the Trade group). These skill would let people to know people ho...
- by Tamarana - at 2007.10.15 16:45:00
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16. skill queue - in Player Features and Ideas Discussion [original thread]
I'm for a "no queue" approach. But, when a skill end training, a new skill will start training automatically. What new skill? The fastest? The next level of the previous trained? A random skill? I would prefer the last. Players would not lose SP ...
- by Tamarana - at 2007.10.11 13:00:00
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17. [SHIP] SMALL FREIGHTER - in Player Features and Ideas Discussion [original thread]
/signed A 20.000 to 50.000 m3 Transport Ship would be good, with the same slots of the equivalent racial Transport Ship. With cargo extenders this could go up to 250.000 m3 with T2 cargo extenders (maybe racially balanced). This is a ship able to ...
- by Tamarana - at 2007.06.19 17:55:00
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18. Data tracking and export. - in Player Features and Ideas Discussion [original thread]
signed
- by Tamarana - at 2007.06.19 16:15:00
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