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1. Sticky:[New Structures] Condensed thread - in Player Features and Ideas Discussion [original thread]
Alexander Otium wrote: if we're talking military and combat strength, why have a Citadel when a couple of battleships is more effective for a fraction of the cost? Even if a Citadel was not better than 4 t1 battleships, that is still huge. ...
- by Terrorfrodo - at 2016.04.26 10:06:44
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2. Sticky:[New Structures] Condensed thread - in Player Features and Ideas Discussion [original thread]
Not loooked at it myself yet, but sounds like it will look weird in wormholes. Who are those people traveling around my lone Citadel deep in wormhole space with no open connections?
- by Terrorfrodo - at 2016.04.26 09:58:54
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3. Sticky:[New Structures] Condensed thread - in Player Features and Ideas Discussion [original thread]
I just wondered whether Citadels (specifically in wormholes) will have the "trash it" functionality. Where you can destroy a huge pile of items forever and completely with one click. Was this addressed somewhere? On the one hand it's very useful ...
- by Terrorfrodo - at 2016.04.18 23:57:00
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4. Sticky:[Kronos] More lowsec K-K wormholes - in Player Features and Ideas Discussion [original thread]
Consistency is not really an argument here anyway since we are talking about w-space, which is supposed to be weird and unpredictable. It should be as inconsistent as possible. Look at Staticmapper: If you know how one system in a region is, you...
- by Terrorfrodo - at 2014.05.20 13:55:00
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5. Sticky:[Kronos] More lowsec K-K wormholes - in Player Features and Ideas Discussion [original thread]
Adding k-space connections to C4s would remove their unique characteristic and thus fundamentally alter them. C4s currently often go without any open connection for many days in a row as long as the residents don't open the static from the inside....
- by Terrorfrodo - at 2014.05.20 12:29:00
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6. Sticky:[Kronos] More lowsec K-K wormholes - in Player Features and Ideas Discussion [original thread]
CCP Greyscale wrote: Aright, after talking to the design team, we're going to roll back the bug fix on the basis that it's not really necessary and probably too disruptive. Good call. C6-K connections are not rare at all, in fact very common,...
- by Terrorfrodo - at 2014.05.20 11:20:00
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7. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
This has probably already been mentioned here, but in case it wasn't: You will have to make sure that the new Marauders cannot jump through wormholes when in Bastion mode. That would be extremely disruptive to wormhole pvp. (We know that dreads/ca...
- by Terrorfrodo - at 2013.08.30 12:26:00
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8. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
Crazy stuff I have no idea how good it will be or if it will be balanced, but it's daring and unusual, so I kinda like it
- by Terrorfrodo - at 2013.08.29 21:08:00
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9. Sticky:[Odyssey 1.1] Jump Clone timer reduction skill - in Player Features and Ideas Discussion [original thread]
Even more clones? You should have reduced it to one or two instead. People should have to choose one place where they can always teleport to safely and with zero risk.
- by Terrorfrodo - at 2013.08.08 18:11:00
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10. Sticky:[Odyssey 1.1] Dominix bonus change - in Player Features and Ideas Discussion [original thread]
So Dominix and Ishtar will have the exact same bonuses on their sentries and also have the same drone bay? That seems a little... weird. Shouldn't a battleship have a higher raw damage output? Not that I'm complaining... new Ishtar looks deliciou...
- by Terrorfrodo - at 2013.08.08 12:56:00
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11. Devs - Oddysey 1.1 changes, and small-medium fleet balance - RECON ships - in Player Features and Ideas Discussion [original thread]
I hope Recons will get their balance pass soon. They are my favorite ships in theory, but currently so weak that they see little use. Especially Force Recons. Their "long-range" ewar is not worth much when every second ship they likely face on th...
- by Terrorfrodo - at 2013.08.07 11:32:00
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12. Proposal to 'fix' OGB [Remove KM when using OGB] - in Player Features and Ideas Discussion [original thread]
Lol. Stupidest idea I've seen in a while... sure, so when a Titan dies there will now be no killmail ever, because obviously any fleet involved in such a fight would use some kind of links
- by Terrorfrodo - at 2013.08.07 11:08:00
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13. Sticky:[Odyssey 1.1] Jump Clone timer reduction skill - in Player Features and Ideas Discussion [original thread]
William Wormhole wrote: Please introduce a POS mod for Towers that you can store and change upto a max of 3 Clones at? I'm not asking to JC to it from empire and vise versa, just a Bay anchored to a tower so us in WH's can change clones depend...
- by Terrorfrodo - at 2013.08.06 11:13:00
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14. The Venture II - in Player Features and Ideas Discussion [original thread]
The Venture is already a T2 ship. CCP only forgot to label it as such and make it as expensive as it should be.
- by Terrorfrodo - at 2013.08.06 09:55:00
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15. NPC Diversity Project: AI Behavior - in Player Features and Ideas Discussion [original thread]
Those changes would only mean "oh they do more damage now" and "oh they don't do any damage right now", not very interesting tbh. I agree that better and more diverse AI would be very cool, but it should be in the behavior, not just a little more ...
- by Terrorfrodo - at 2013.08.06 08:14:00
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16. Sticky:[Odyssey 1.1] Jump Clone timer reduction skill - in Player Features and Ideas Discussion [original thread]
What rank do you have in mind for the skill? I hope not more than rank 3, possibly 2 or even 1.
- by Terrorfrodo - at 2013.08.06 08:05:00
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17. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
I find that I can make great use of my perfect booster skills when flying a BC, T3 or CS with a link fitted to it, and my alt on a second account. The link ship has about as strong a tank through its own boosts as a link-less fitting would have, a...
- by Terrorfrodo - at 2013.08.02 08:11:00
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18. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
Will Command T3s still only be able to activate a single link without fitting Command Processors? If so, it will be impossible to create combat-capable T3s that utilize their new 'diversity' (that comes at the high cost of crappy quality). If we...
- by Terrorfrodo - at 2013.08.01 21:40:00
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19. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Will Command T3s still only be able to activate a single link without fitting Command Processors? If so, it will be impossible to create combat-capable T3s that utilize their new 'diversity' (that comes at the high cost of crappy quality). If we...
- by Terrorfrodo - at 2013.08.01 21:31:00
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20. The Marauder that attacks! - in Player Features and Ideas Discussion [original thread]
The limitation would be meaningless. If you make it once per day per ship, people will just have many marauders. If you make it once per day per character... people have lots of alts. All of EVE would be swarming with invulnerable Marauders I l...
- by Terrorfrodo - at 2013.07.15 13:33:00
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