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1. Veteran ships - in Player Features and Ideas Discussion [original thread]
It could become a golden rule to use vets in a fleet, would it be a bad idea of how to reward those who've spent years training? You would spend 3-4-5 years to get there in the first place... additionally bonuses that such ship would give to a gan...
- by Val MeR - at 2012.01.18 09:20:00
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2. Veteran ships - in Player Features and Ideas Discussion [original thread]
In recently released CSM+CCP meeting minutes transcript, there is a mention of EVE veterans/loyalty points.. Although it seems very vague as to what would the actual implementation exactly look like? Here is sketchy a proposalGǪ to make those ve...
- by Val MeR - at 2012.01.18 07:20:00
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3. Smal repair stations. Hi slot - Mid/Low adapter. - in Player Features and Ideas Discussion [original thread]
Just a few random ideas that popped up... maybe there is some value in them... may be not, anyway here they are: Repair Stations. A few places in each system that allow to repair shields/armor/structure and refill on cap... for isk. Maybe could s...
- by Val MeR - at 2011.11.30 05:59:00
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4. Fixing FW: The discussion - in Player Features and Ideas Discussion [original thread]
The major turn off in a whole FW idea is that you have to quit your corp... More people would engage in this type of activity if it didn't require that (abandoning your corp).
- by Val MeR - at 2011.04.19 03:50:00
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5. Tournament arena (with real loss and not virtual ships) - in Player Features and Ideas Discussion [original thread]
"Massive lol at my cost" ... yeah I can just imagine someone remote repping the little guy in a frigate in high sec, to have a lol... In low and 0.0 as you have mentioned û you WILL need support of some established corporation or allianceà in hi...
- by Val MeR - at 2011.02.13 18:56:00
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6. Tournament arena (with real loss and not virtual ships) - in Player Features and Ideas Discussion [original thread]
What do you need the bubbles for? If someone wants to blow you up that much - they will... The arena fight can be arranged tomorrow if anyone is interested and can be done with whatÆs already in the game! Of course some improvements wouldn't hu...
- by Val MeR - at 2011.02.13 16:32:00
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7. Tournament arena (with real loss and not virtual ships) - in Player Features and Ideas Discussion [original thread]
There is no need for bubbles or anything new to allow such "arena fights". Everything is already in there.
- by Val MeR - at 2011.02.13 09:00:00
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8. Tinkering or Modification (a possible solution to Meta items) - in Player Features and Ideas Discussion [original thread]
RX-7 > RX-8 With that out of the way... Why not? I mean for those people who want to, lets say, improve a T1 siege launcher blueprint to T2 and go further to make a "named" unit... let them do it, it just has to require enourmous ammount of t...
- by Val MeR - at 2011.02.08 06:33:00
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9. Overview tabs saved with different Orbit, Jumpto, Keep Distance ranges - in Player Features and Ideas Discussion [original thread]
May be, but this thing could be helpful now...
- by Val MeR - at 2011.02.07 11:39:00
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10. Ship Crews (They're Here, They're Real, get Over it) - in Player Features and Ideas Discussion [original thread]
Ohh, well, just imagine yourself in a deep space... all alone in a capsule, aboard a massive ship. Creepy. On the other hand, your marines playing poker, repair crew getting your drones back to shape, etc...
- by Val MeR - at 2011.02.06 02:29:00
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11. Overview tabs saved with different Orbit, Jumpto, Keep Distance ranges - in Player Features and Ideas Discussion [original thread]
ThatÆs all? Nobody else, besides us two, thinks itÆs a pain in the a** to manually change values (right click, enter default value on the keyboard, press the damn button, repeat as many times as necessary) during the fight or other situation that ...
- by Val MeR - at 2011.02.06 02:16:00
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12. Overview tabs saved with different Orbit, Jumpto, Keep Distance ranges - in Player Features and Ideas Discussion [original thread]
Edited by: Val MeR on 05/02/2011 02:43:20 Different ships or situations require different sets of "orbits", approach("jump to") and "keep distance" ranges. Ideally, it should allow to set a few defaults on each button, not just one. Well, a ...
- by Val MeR - at 2011.02.05 02:41:00
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13. High slot tackle gear... - in Player Features and Ideas Discussion [original thread]
Originally by: Meeko Atari If you want a high slot module that "points" another players ship... Your in luck! there already is one! And it's 100% point, no warping away even if you have nothing but Warp Core Stabilizers in your lows. C...
- by Val MeR - at 2011.01.28 16:08:00
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14. High slot tackle gear... - in Player Features and Ideas Discussion [original thread]
Edited by: Val MeR on 28/01/2011 16:06:06 I agree with some of the points made - to some extent. Balance. I don't think that introducing a high slot tackle module (chance based) would tip the balance in any direction. It could be used not on...
- by Val MeR - at 2011.01.28 16:03:00
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15. High slot tackle gear... - in Player Features and Ideas Discussion [original thread]
Edited by: Val MeR on 28/01/2011 14:36:06 To actually run away your ship has to be pointing in a direction of warp object (planet ast field/gate/station) and spam the warp buttonà as it always happens if you are pointed you either try to get a...
- by Val MeR - at 2011.01.28 14:31:00
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16. High slot tackle gear... - in Player Features and Ideas Discussion [original thread]
Edited by: Val MeR on 28/01/2011 11:25:59 Well, let me argue for the sake of it... 1. Its not random, rather a chance based... jammers also work that way now and nobody says they aren't effective. Of course that's if your skill are up to the ...
- by Val MeR - at 2011.01.28 11:18:00
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17. High slot tackle gear... - in Player Features and Ideas Discussion [original thread]
Here is another idea... (its high slot related, not tackle but close enough not to start a new thread). Make those autotargeters useful. Locking hostile targets is fine, but only if they aggress...? Right now auto targeters are heat sinks - no mo...
- by Val MeR - at 2011.01.28 07:49:00
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18. High slot tackle gear... - in Player Features and Ideas Discussion [original thread]
The idea here is to introduce a high slot tackle module that works similar to jammers (chance based) and although it's can not be as good as dedicated tackle gear (disruptor, scramble, web) it can, with luck, get someone to slow down for a cycle o...
- by Val MeR - at 2011.01.28 07:07:00
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19. Since we look so plain - Can we just use real-life pictures CCP? - in Player Features and Ideas Discussion [original thread]
Edited by: Val MeR on 21/01/2011 00:42:38 Will you slap your picture to the rest of your avatar(body) when incarna comes along? I think you've totally missed the point of that change... its not about portraits, it is a transition from 2d to 3...
- by Val MeR - at 2011.01.21 00:42:00
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20. Ability to 'Group' more than just guns/launchers - in Player Features and Ideas Discussion [original thread]
Edited by: Val MeR on 21/01/2011 00:32:15 +1 to the idea. The problem with grouping them all up is overheating and cycles. Also sometimes you have to switch some modules off to save on cap or to prepare them to be applied to other(than curren...
- by Val MeR - at 2011.01.21 00:31:00
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