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1. Max freighter value to avoid suicide ganks? - in Science and Industry [original thread]
Stasis Webifiers reduce the subwarp speed of a ship, Warp Disruptors (and Scramblers) stop you warping You enter warp when your ship is at 75% of its current maximum velocity pointed at the destination The order of things goes: 1. Freighter sta...
- by Zalbrak - at 2014.08.17 21:59:00
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2. Eos and Astarte BOM - in Science and Industry [original thread]
Well as there have never been tiers of command ships, only fleet / field, Jacob's grouping fits better both that and the current material requirements the base hull was changed at the same time as the removal of distinction between fleet and fiel...
- by Zalbrak - at 2014.08.13 00:00:00
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3. Age old question: Selling ore vs. Reprocessing - in Science and Industry [original thread]
Note that the price that you get for raw ore can be rationally higher than the price of the minerals you can achieve in high-sec, and compressed ore could be worth even more, because of the utility gained from easier transportation. Ekaterina '...
- by Zalbrak - at 2014.08.12 23:51:00
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4. [Rig] Hull lightening - in Player Features and Ideas Discussion [original thread]
Polycarbons and nanofibers used to change mass rather than agility and base speed. One reason they were changed in Quantum Rise was so that they would be stacking penalised with the other modules you mention. http://community.eveonline.com/news/...
- by Zalbrak - at 2014.08.11 23:37:00
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5. Newbie needs help understanding moon mining - in Science and Industry [original thread]
No, there is no moon mining in highsec The difficulty is not in finding something worth mining, it is in stopping everyone else in EVE from shooting your tower whilst it mines
- by Zalbrak - at 2014.08.10 15:21:00
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6. level V skill requirements with a bonus per level: why? - in Skill Discussions [original thread]
Ok The answer remains: It is a meaningful decision to decide to specialize in your first T2 ship As you get older, each additional ship is marginally less of a meaningful choice Eventually you become a bittervet I stand by my recommendation of ...
- by Zalbrak - at 2014.07.24 11:24:00
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7. level V skill requirements with a bonus per level: why? - in Skill Discussions [original thread]
Rain6637 wrote: I'm not tracking... what would cause some players to lose the ability to fly ships? what would the change be I'm not sure either of us is understanding the other. Is your suggestion still reducing T2 pre-reqs to less than V?
- by Zalbrak - at 2014.07.23 20:43:00
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8. level V skill requirements with a bonus per level: why? - in Skill Discussions [original thread]
well either things stay as they are, some people lose the ability to fly some ships, or newer characters take even longer to get a diverse set of ships to fly. I for one think the status quo is the least bad of those 3 options
- by Zalbrak - at 2014.07.22 23:15:00
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9. level V skill requirements with a bonus per level: why? - in Skill Discussions [original thread]
So what you are actually arguing is that newer characters should have an even less diverse selection of ships? the horse has bolted, far too many characters are in the 100M skillpoint "fly everything" club, and CCP won't change things such that t...
- by Zalbrak - at 2014.07.22 22:12:00
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10. level V skill requirements with a bonus per level: why? - in Skill Discussions [original thread]
Gospadin wrote: Role Bonus: 5% bonus to Small Hybrid Turret damage 10% bonus to Drone hitpoints note that you have removed 80% of the T1 bonus there, I think you mean 25% Hybrids and 50% Drones I assume you also leave the Gallente Frig V ...
- by Zalbrak - at 2014.07.21 18:26:00
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11. level V skill requirements with a bonus per level: why? - in Skill Discussions [original thread]
also now that all the T1 ships have been tiericided, you can have available a ship for (almost) every subcapital role in a month* although you will be utterly terrible in any of them, but that is what you are asking for T2 represent specialisatio...
- by Zalbrak - at 2014.07.20 18:52:00
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12. level V skill requirements with a bonus per level: why? - in Skill Discussions [original thread]
Rain6637 wrote: it's just an extension of your logic and your idea of meaningful. far-off = meaningful, and meaningful is good, right? Actually read what people are saying, not the strawman you want them to. The "90 days" is not the meaning...
- by Zalbrak - at 2014.07.18 12:53:00
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13. level V skill requirements with a bonus per level: why? - in Skill Discussions [original thread]
It is because of the 90 days of prerequisites that it is a meaningful choice to train Marauders, because it is the choice to not be training for, say, exhumers, or interdictors, or recons, or assault frigates or command ships or ...
- by Zalbrak - at 2014.07.16 09:22:00
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14. Emergency transmission for hopeless situations - in Player Features and Ideas Discussion [original thread]
There is already a module that does this. You even mention it in your original post.
- by Zalbrak - at 2014.07.02 12:34:00
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15. noob question about nanofiber internal structures - in Ships and Modules [original thread]
In the olden days (circa 2008) they did reduce mass. This had roughly the same effect on max velocity and acceleration as the +speed and +agility they have now. This meant that they didn't get stacking penalties with overdrives (for speed) and I...
- by Zalbrak - at 2014.06.30 12:25:00
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16. How to get people to want to put a rorqual in belts and anomalies - in Player Features and Ideas Discussion [original thread]
HiddenPorpoise wrote: Zalbrak wrote: HiddenPorpoise wrote: Zalbrak wrote: Add a cyno-inhibitor effect to the industrial core Drop Roq with carrier squad (as people do now), light core, never get counter dropped. No. How is that d...
- by Zalbrak - at 2014.05.16 19:07:00
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17. How to get people to want to put a rorqual in belts and anomalies - in Player Features and Ideas Discussion [original thread]
HiddenPorpoise wrote: Zalbrak wrote: Add a cyno-inhibitor effect to the industrial core Drop Roq with carrier squad (as people do now), light core, never get counter dropped. No. How is that different from drop mobile cyno inhibitor ou...
- by Zalbrak - at 2014.05.15 20:15:00
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18. How to get people to want to put a rorqual in belts and anomalies - in Player Features and Ideas Discussion [original thread]
Another idea: Increase size of ore hold to be similar to JF ( In total with fleet hanger and cargo etc ) When deployed, miners on grid (and in fleet) drop directly into rorqual, not their host ship I'm don't really care what is changed, just so ...
- by Zalbrak - at 2014.05.13 21:43:00
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19. How to get people to want to put a rorqual in belts and anomalies - in Player Features and Ideas Discussion [original thread]
I actually agree that triage or similar would be an improvement, but you also don't see triage carriers in belts either. My hope is that CCP will give sufficient enticement for people to risk one in belts etc, then they can take mining links out ...
- by Zalbrak - at 2014.05.13 21:10:00
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20. How to get people to want to put a rorqual in belts and anomalies - in Player Features and Ideas Discussion [original thread]
Who would risk a billion+ ISK ship in a belt / anomaly with no ability to warp or jump away with the distinct possibility of a fast ship bringing a cyno onto you? Simple (probably OP in some situation however) fix Add a cyno-inhibitor effect to ...
- by Zalbrak - at 2014.05.13 20:29:00
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