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1. New Ship Stat... - in Player Features and Ideas Discussion [original thread]
Simple idea, might be useful, maybe not. Stage 1) Return NOSferatu back to their old method of working. Stage 2) Give all ships a new stat, no idea what to call it, maybe something like Energy Resiliance or something. The stat would basically...
- by Xtro 2 - at 2007.11.26 04:29:00
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2. speeding up looting - in Player Features and Ideas Discussion [original thread]
fit an afterburner or bring some friends in frigates. Xtro 2 - T actically I nsane T radesman. Insanity, or madness, is a semi-permanent, severe mental disorder.
- by Xtro 2 - at 2007.06.27 17:18:00
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3. When are you going to introduce mini-freighters? - in Player Features and Ideas Discussion [original thread]
we already have carriers for that. Xtro 2 - T actically I nsane T radesman. Insanity, or madness, is a semi-permanent, severe mental disorder.
- by Xtro 2 - at 2007.06.27 17:17:00
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4. Automatic target selection (please don't) - in Player Features and Ideas Discussion [original thread]
er in your general prefs theres an option for "Auto Lockback" set it to 0, and you wont autolock anything at all. Xtro 2 - T actically I nsane T radesman. Insanity, or madness, is a semi-permanent, severe mental disorder.
- by Xtro 2 - at 2007.06.27 17:17:00
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5. Anti-Missile-Laser - in Player Features and Ideas Discussion [original thread]
smartbombs blow up missiles, in 2003 i used to fly an apoc with 2 on staggered auto repeat to destroy incoming npc or pirate missiles ( mind you missiles were slower then), i think torpedos require more than 1 smartbomb hit these days unless i mi...
- by Xtro 2 - at 2007.06.27 17:15:00
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6. Anti-Missile-Laser - in Player Features and Ideas Discussion [original thread]
Originally by: ghosttr Edited by: ghosttr on 26/06/2007 17:55:39 Originally by: Rilder Missiles are already weaker then guns in the fact that they have to travel to there target, plus there damage is affected by sig radius and ...
- by Xtro 2 - at 2007.06.27 17:13:00
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7. Time to remove insurance? - in Player Features and Ideas Discussion [original thread]
make insurance only payable in empire space, no payouts if your destroyed in 0.0 bigger isk sink in 0.0 where the money is anyways, and might encourage more to occupy lowsec just so they get a payout if the brown stuff hits the fan. Xtro 2 - ...
- by Xtro 2 - at 2007.06.27 17:11:00
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8. E-War and Sensor Strength. - in Player Features and Ideas Discussion [original thread]
Sensor strength imho should play a factor in EW, so shisp with low sensor strength would have a reduced effect when trying to EW larger sensor strength targets, this way a frigate would not utterly cripple a battleship or carrier with a few damps....
- by Xtro 2 - at 2007.06.27 17:09:00
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9. beef up command ships - in Player Features and Ideas Discussion [original thread]
command ships are a joke, their used more for solo pirating or gate camping than their intended role of simply giving a gang boost. TBH, command ships and logistics ships should be swapped around stats wise. Xtro 2 - T actically I nsane T ...
- by Xtro 2 - at 2007.06.27 17:05:00
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10. Logistics Ships... - in Player Features and Ideas Discussion [original thread]
wouldnt know ive never played it, what else do you call giving passive increases to somethin specific then? Xtro 2 - T actically I nsane T radesman. Insanity, or madness, is a semi-permanent, severe mental disorder.
- by Xtro 2 - at 2007.05.27 21:20:00
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11. Logistics Ships... - in Player Features and Ideas Discussion [original thread]
Edited by: Xtro 2 on 27/05/2007 20:10:23 ive read that there are yet more changes to how logistics ships will operate, i could only guess as to their changes, probably being buffs to what they already do. However now we have AOE bombs to disp...
- by Xtro 2 - at 2007.05.27 20:10:00
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12. Can Life - in Player Features and Ideas Discussion [original thread]
Give anchored secure cans a limited life of 1 month, then *pouf* gone. Seen some stupid systems liek abudban with belts filled with cans to the extreme, its daft. Help clean up the database/systems and support your can removal today, for just 0....
- by Xtro 2 - at 2007.05.27 19:34:00
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13. 2 Little Suggestions... - in Player Features and Ideas Discussion [original thread]
1) CCP said they wanted smaller engagements, and this would either be an idea to make that come about, or at least try and make more than a few specialised pilots giving boni to masses of people. Could get more pilots command/leadership oriented i...
- by Xtro 2 - at 2007.04.03 07:28:00
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14. 2 Little Suggestions... - in Player Features and Ideas Discussion [original thread]
1) After a gang size of say 20 or slightly above, reduce the % of bonus that gangskills provide to all gangmembers. Small gangs get the full bonus, larger ones get a watered down amount. 2) Stop Local/NPC Corp and Newbie channels from displaying ...
- by Xtro 2 - at 2007.04.03 01:42:00
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15. Dual Monitor Support - in Player Features and Ideas Discussion [original thread]
some good suggestions, dual monitor would be nice for the basic ideas mentioned. Map, Market/Basic UI Windows moved to 2nd display, maybe other things like using the 2nd display when you "Look At Target" so you can see yourself and the person/NPC...
- by Xtro 2 - at 2007.02.22 23:08:00
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16. Better Use Of NPC Haulers... - in Player Features and Ideas Discussion [original thread]
only suggested it that way because isk sinks are generally required more and approved more. Also i forgot maybe whack on more cost depending on systems security status. Xtro 2 - T actically I nsane T radesman. Insanity, or madness, is a se...
- by Xtro 2 - at 2007.01.06 14:05:00
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17. Better Use Of NPC Haulers... - in Player Features and Ideas Discussion [original thread]
Edited by: Xtro 2 on 05/01/2007 19:02:39 Okay i remember a few years ago trying out blowing up NPC haulers, as once upon a time they dropped harvester drones and other goodies en mass, another thing i see and experience is the use of ALT's to ...
- by Xtro 2 - at 2007.01.05 18:44:00
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18. Extra Shieldbooster / Armour Repairer idea. - in Player Features and Ideas Discussion [original thread]
With lots moaning about NOS setups and demanding nerfs to them how about 1 simple suggestion. An extra 2 modules, same as their normal counterparts except they work like cap injectors. Shieldbooster and armour rep that hold charges to operate, ...
- by Xtro 2 - at 2006.12.26 11:58:00
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19. NOS & NEUTS - in Player Features and Ideas Discussion [original thread]
Edited by: Xtro 2 on 13/12/2006 03:19:08 Originally by: Little Benjamin how about a counter nos skill: rank 3, raises a nos/neut bottom line to (level*2)% of capacitor? example: trained to level three, you cannot be nossed below 6% of...
- by Xtro 2 - at 2006.12.13 03:19:00
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20. NOS & NEUTS - in Player Features and Ideas Discussion [original thread]
i actually replied to someone elses suggestion in another post with this but here goes. Capacitor Insulation Device I Reduces the effect NOS/NEUTS have by 10% You cant fit 10 on any ship at all, so cant totally stop NOS/NEUTS. A intentional down...
- by Xtro 2 - at 2006.12.12 21:12:00
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