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1. Stealth bombers and the need for cloak detection - in Player Features and Ideas Discussion [original thread]
Originally by: Allestin Villimar That's not what most people's reaction would be at all. More along the lines of "Hey, we've got an active SB in the area. Don't solo" or "Fit for pvp" or any number of other things. Staying docked isn't ev...
- by Xavia Cameron - at 2010.08.10 03:28:00
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2. Stealth bombers and the need for cloak detection - in Player Features and Ideas Discussion [original thread]
Edited by: Xavia Cameron on 10/08/2010 02:37:04 Originally by: Allestin Villimar Originally by: Xavia Cameron Active cloaking is not possible without AFK cloaking. Hate to break it to you, but anyone who keeps ratting with ...
- by Xavia Cameron - at 2010.08.10 02:36:00
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3. Stealth bombers and the need for cloak detection - in Player Features and Ideas Discussion [original thread]
Unfortunately, this is a debate that has raged on for a long time. The core of the issue is never really revealed or understood by either side, hopefully I can break this to you as clearly as possible. Active cloaking is not possible without AFK...
- by Xavia Cameron - at 2010.08.09 09:01:00
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4. How much do i need to know for going into 0.0? - in EVE General Discussion [original thread]
Edited by: Xavia Cameron on 19/07/2010 00:50:15 Get out of empire as soon as you can, even living i n(relativly) secure 0.0 systems is far more interesting then empire :P. I'd played eve for a few years before staying in empire for anything o...
- by Xavia Cameron - at 2010.07.19 00:50:00
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5. Looking back : Learning Skills ( 2004 Player Request ) - in Skill Discussions [original thread]
Learning skills, at thier core, act as the first interaction a player has with one of the most important ideals in eve; Look before you leap. Those that ONLY train them because they are told or thing they will fail without,will wind up frustrated ...
- by Xavia Cameron - at 2010.07.18 09:13:00
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6. New Mothership role - Fleet Shield - in Player Features and Ideas Discussion [original thread]
I love this idea, makes motherships more then just really big carriers. An alternative which does change what its for, is if you make it only last about 15 seconds and expand it to cover 50KM, and shield hostiles as well as friendlies. Effectivly...
- by Xavia Cameron - at 2009.07.05 02:47:00
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7. End Capital ship Domination - in Player Features and Ideas Discussion [original thread]
My main point is not that capital ships and super caps don't die. My main point is that the capital ship has to make a mistake to loose. There needs to be a stratergy that is not solved simply by not being stupid. These suggestions simply mean th...
- by Xavia Cameron - at 2009.07.01 06:40:00
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8. End Capital ship Domination - in Player Features and Ideas Discussion [original thread]
Edited by: Xavia Cameron on 30/06/2009 06:16:18 Originally by: Valandril So i still don't see what is the issue, using proper tactics you CAN overcome overwhelming numbers and firepowers but indeed it's hard so working as intended. ...
- by Xavia Cameron - at 2009.06.30 06:14:00
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9. End Capital ship Domination - in Player Features and Ideas Discussion [original thread]
Not that it cannot kill it without some stratergy, but that even with overwhelming stratergy, it is still impossibly difficult, and requires a large deal of stupidity on the person receiving the loss. My suggestion is exactly that it should be m...
- by Xavia Cameron - at 2009.06.29 13:31:00
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10. End Capital ship Domination - in Player Features and Ideas Discussion [original thread]
The way I see it, is that at the moment it is incredibly hard to kill a ship bigger then you... And comparitivly very easy to kill a ship only one size below you. This problem manifests largely in capital ships and titans.. where the only things t...
- by Xavia Cameron - at 2009.06.29 13:08:00
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11. Two birds with one stone. - in Player Features and Ideas Discussion [original thread]
The overpowered angle was one I was worried about, but then again These ships are designed to 'Meh' past a lowsec gatecamp, Why not a 0.0 gate camp. And to the issue with the other tanking bonus Perhaps an idea to reduce the PG need of MWDs, maki...
- by Xavia Cameron - at 2008.06.17 07:10:00
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12. Two birds with one stone. - in Player Features and Ideas Discussion [original thread]
Now, ever since trinity there are two ships in particular copping alot of flack. The Black-Ops and the Blockade Runner. The Black-Ops can only carry a tiny amount of fuel (About enough to move one small gang the full length of a jump). The Bloc...
- by Xavia Cameron - at 2008.06.16 12:07:00
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13. A new angle on the AFK cloaker. - in Player Features and Ideas Discussion [original thread]
Anyone who has read my posts in any cloaking thread ever will know I am very much for AFK cloaking. However, I do draw the line at the point of just how easy it is to INSERT an unspealised AFK cloaker. My proposal? Simple. Change non covert-ops c...
- by Xavia Cameron - at 2008.05.24 14:07:00
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14. Stealth changes? - in Player Features and Ideas Discussion [original thread]
Alright, the line? You crossed it. You're ramble about removeing AFK cloaking to make eve win is well... Dumb. Any logical, RATIONAL ( <- Important ) explanation of how removal of black ops tactics makes the small guys able to stand up vers...
- by Xavia Cameron - at 2008.04.23 14:56:00
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15. New POS Structure: Jump Clone Vat Bay - in Player Features and Ideas Discussion [original thread]
A major flaw with SC Clone vats is that they do not allow you to clone jump AWAY from them. This means the only way to get a clone in there is to install a fresh, empty JC. Once you have jumped to it, this new clone has no way to get back IN the ...
- by Xavia Cameron - at 2008.04.23 04:25:00
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16. New POS Structure: Jump Clone Vat Bay - in Player Features and Ideas Discussion [original thread]
The only flaw with this, and it is a rather painful flaw, is that you cannot clone jump from a supercap. Meaning if you want a jump clone in a POS, you'd have to delete then re-install one every time; also defeating the ability to use implants.
- by Xavia Cameron - at 2008.04.23 02:39:00
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17. Stealth changes? - in Player Features and Ideas Discussion [original thread]
The only change that would really benefit active cloaking and nerf AFK cloaking is for a ship fitted with a cloak not appear in local until it was sighted. then disappear in about 30 min. I still stay strong to the point that "active-AFK" cloakin...
- by Xavia Cameron - at 2008.04.23 02:36:00
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18. EWar on whole new scale - in Player Features and Ideas Discussion [original thread]
To give this thread a resuscitation, since it is somehow not even interesting enough to warrant anyone else's thoughts. More, radical thoughts: Allow the agresser to; View contents of active members hangers, including current ships. "Ground" a l...
- by Xavia Cameron - at 2008.04.22 14:41:00
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19. New Ship: Flanking Battleship - tech 2 (hit n run specialists) - in Player Features and Ideas Discussion [original thread]
Edited by: Xavia Cameron on 22/04/2008 14:06:22 Perhaps take what the stealth bomber did to frigates, then make a separate T2 destroyer and do the same, with the correct weapon type, of course. using all 8 highs and a damage+tracking bonus. E...
- by Xavia Cameron - at 2008.04.22 14:06:00
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20. Stealth limits - in Player Features and Ideas Discussion [original thread]
Edited by: Xavia Cameron on 22/04/2008 13:54:47 I return to this thread with quotes, and post-noughts. Originally by: Xavia Cameron I quite like what AFK cloakers do. Personally I believe it is a great part of the game, all AFK cloake...
- by Xavia Cameron - at 2008.04.22 13:54:00
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