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1. Proposal: T2 Cargo Containers - in Player Features and Ideas Discussion [original thread]
Arya Regnar wrote: There need to be two limits on such a container: Ship carrying it has no resists. Container costs 200m. Container shows up on scan. You can't cloak with the container aboard and your align is slowed by 40%. In short, no, use...
- by Xe'Cara'eos - at 2016.02.26 11:43:39
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2. People are reaching max SP. Make it so you can skill up to lvl 10. - in Player Features and Ideas Discussion [original thread]
if you can show us a character who has done it legitimately (ie. the hard way, by having a subscription for ages), then sure until then NOPE
- by Xe'Cara'eos - at 2016.02.26 11:37:35
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3. CPP wants to change the Watchlist feature ... - in Player Features and Ideas Discussion [original thread]
+1 to CCP - now, when are they going to fix local?
- by Xe'Cara'eos - at 2016.02.25 19:04:21
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4. Reduce the fear of sudden capital death - in Player Features and Ideas Discussion [original thread]
Iria Ahrens wrote: Best way to reduce the fear of sudden capital death is a good reim policy. I think you're missing the basic point - let me requote some of the original post to you in a moment.....
- by Xe'Cara'eos - at 2016.02.24 21:54:33
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5. Reduce the fear of sudden capital death - in Player Features and Ideas Discussion [original thread]
Interesting thoughts as usual, Reaver. Reaver Glitterstim wrote: [stuff] Make jump drives take time to activate. They should have to have the cyno up to begin jumping, and they should have to run through a full cycle, perhaps 30 seconds, befo...
- by Xe'Cara'eos - at 2016.02.24 21:52:06
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6. T2 Ship Skill Requirements Reversed from T1 and 3. Swap them. - in Player Features and Ideas Discussion [original thread]
Soldarius wrote: Today, after 6+ years in the game, I noticed that the skill requirements for T2 ships are reverse from every other ship in the game. T2 ship skills (blops/recon/etc) are Willpower and Perception. Everything else is Perception a...
- by Xe'Cara'eos - at 2016.02.24 21:30:17
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7. Specialty Haulers should be made to need cargo expanders, too! - in Player Features and Ideas Discussion [original thread]
Cristl wrote: [stuff] The freighter issue is practically solved by bumping the T2 expanders from a 27.5% bonus to 32.5%, for instance. could you explain this to me please? or are you talking about stacking penalised expanders? Cristl wrote...
- by Xe'Cara'eos - at 2016.02.24 21:18:52
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8. Specialty Haulers should be made to need cargo expanders, too! - in Player Features and Ideas Discussion [original thread]
Cristl wrote: Unusually, both the first and second posters in a thread are correct here I'd say. Keep the specialist haulers as they are. Apply Reaver's 2nd point: buff generic haulers' base capacity, but also apply stacking penalties to carg...
- by Xe'Cara'eos - at 2016.02.23 13:00:59
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9. New Industrial Ship recommendation - The Otter - in Player Features and Ideas Discussion [original thread]
makes sense. +1
- by Xe'Cara'eos - at 2016.02.20 14:20:35
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10. Add Low-Grade Pirate Implant sets to LP store - in Player Features and Ideas Discussion [original thread]
Nevyn Auscent wrote: Aren't LG's in stores of some particular kinds already? Just match those prices for all the other sets. Yes it might hurt low sec income a touch in some cases, but artificially inflating the price of something just for the...
- by Xe'Cara'eos - at 2016.02.20 14:16:28
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11. Can we please remove the pop up box that appears when... - in Player Features and Ideas Discussion [original thread]
I suggest that it's one of those boxes that you can turn to 'never show this warning again' as it's probably useful for noobs
- by Xe'Cara'eos - at 2016.02.17 10:56:25
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12. Industrial Ideas and request - in Player Features and Ideas Discussion [original thread]
point 1 - why? having different sizes works quite well atm, I think point 2 - no module has an identical version that works in 2 different types of slot, they might have a similar module that works in a different type of slot, but never identical...
- by Xe'Cara'eos - at 2016.02.17 10:55:38
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13. Accumulate SP straight to unallocated - in Player Features and Ideas Discussion [original thread]
Rivr Luzade wrote: Who cares about remaps? They are useless and not necessary at all. All you do is remap once to Perc/Mem and forget about the entire process until the server are being shut down for good. don't be stupid, there's easily eno...
- by Xe'Cara'eos - at 2016.02.17 10:53:17
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14. Adding lasting consequence to Skill Packet use, aka Space AIDS - in Player Features and Ideas Discussion [original thread]
Alundil wrote: Dr Cedric wrote: If we're looking for a drawback to injecting SP, then how about just listing the amount of injected SP on a players info window? Simple to track, simple to implement and an easy was to see if the 2 week old ...
- by Xe'Cara'eos - at 2016.02.15 20:37:32
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15. New cargo container - Ship carrier - in Player Features and Ideas Discussion [original thread]
use a bowhead + titan - woes sorted!
- by Xe'Cara'eos - at 2016.02.04 12:50:19
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16. T1 & T2 Logistics Frigates - in Player Features and Ideas Discussion [original thread]
can we not rather have save-mails for logi?
- by Xe'Cara'eos - at 2016.02.04 12:46:41
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17. My friend needs clothes... - in Player Features and Ideas Discussion [original thread]
hear hear! How long have we been waiting for our trophy showcase? I mean tailored environment for our companions?
- by Xe'Cara'eos - at 2016.02.04 12:42:55
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18. Force auxiliary ships and long range shopping - in Player Features and Ideas Discussion [original thread]
how about a BLOPS?, fit with cargo extenders..... I'm sure you could get some decent cargo space on it, or you know, use a ship designed for the job? no combat ship should be able to project in the way industrials can, as industrials can't mitiga...
- by Xe'Cara'eos - at 2016.01.31 00:41:44
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19. Overheated modules which are deactivated should stay heated. - in Player Features and Ideas Discussion [original thread]
As long as you're in the same system, I think this is a reasonable QoL request on Jumping..... I've got a feeling legacy code, as active modules turn off on jumping too......
- by Xe'Cara'eos - at 2016.01.31 00:39:10
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20. Mining Barge and Exhumer Overhaul - in Player Features and Ideas Discussion [original thread]
reporting as troll-thread
- by Xe'Cara'eos - at 2016.01.31 00:35:36
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