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1. Bookmark restrictions/copy speed. - in Player Features and Ideas Discussion [original thread]
afkalt wrote: I believe it was a Fozzie post if you want to double check. A recent one? "cannot move more than 10 locations at once" is still a thing. Speed is OK actually, now you mention it.
- by babyblue - at 2015.08.27 07:34:24
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2. Bookmark restrictions/copy speed. - in Player Features and Ideas Discussion [original thread]
Back in the old days before WTZ, we made use of hundreds of WTZ bookmarks for common routes. This caused much server lag so CCP nerfed the ability to copy and exchange bookmarks (copying very slow, maximum 10 at a time). Now we have WTZ, bookmark ...
- by babyblue - at 2015.08.27 06:59:48
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3. DX12 (DirectX 12) engine? - in Player Features and Ideas Discussion [original thread]
Nardi wally wrote: I dont understand your post because you can add DX12 without removing DX9 and DX11. What s the problem? If the engine isn't refactored, I don't see the benefit of having DX12 (or Vulkan, Mantle, Metal). And doing it a new...
- by babyblue - at 2015.08.20 18:43:06
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4. Procedural Generation. - in Player Features and Ideas Discussion [original thread]
Artist/designed content is superior to procedurally generated content in almost every way. PG content lacks the ability to surprise. Just look at the PVE content in a game like Elite Dangerous. You'll get bored with it just the same. With artist d...
- by babyblue - at 2015.08.20 18:32:49
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5. DX12 (DirectX 12) engine? - in Player Features and Ideas Discussion [original thread]
I'm not really necroing this thread... So, CCP are going to move their rendering engine over to a next generation API (of course they will ... I know how a graphics engineer's mind works). I'm wondering if they're already working with D3D 12 or ...
- by babyblue - at 2015.08.19 19:19:51
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6. "Stellar Cartography" -- Fix for instas and much much more... - in Player Features and Ideas Discussion [original thread]
No. See thunderous spanktastically gigantic thread in main forums four weeks ago.
- by babyblue - at 2005.12.03 00:16:00
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7. Very simple to code... Amazingly simple to code.... Gobsmackingly si.. - in Player Features and Ideas Discussion [original thread]
It still happens sometimes that a window I'm viewing for whatever reason dissapears off screen totally. I have to restart the client to get it back. As a gfx code-monkey myself, I know how gobsmackingly easy it is to code a check to make sure som...
- by babyblue - at 2005.12.03 00:11:00
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8. Corp hanger auto-sort. - in Player Features and Ideas Discussion [original thread]
Edited by: babyblue on 01/12/2005 14:35:21 Problem: Too often having to manually sort high, medium and low slot mods into appropriate hangers. Most corps have a hanger for each mod slot. Solution: Flag on the hanger to say whether it is hig...
- by babyblue - at 2005.12.01 14:24:00
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9. Tear-off notes..... - in Player Features and Ideas Discussion [original thread]
Sorry if this has been suggested before, but being able to "tear-off" one of your notes and put it into a hanger/can etc. would be really useful. Not sure if this is possible atm.
- by babyblue - at 2004.12.31 22:06:00
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10. Tear-off notes..... - in Player Features and Ideas Discussion [original thread]
Sorry if this has been suggested before, but being able to "tear-off" one of your notes and put it into a hanger/can etc. would be really useful. Not sure if this is possible atm.
- by babyblue - at 2004.12.31 22:06:00
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11. modual stealing modual - in Player Features and Ideas Discussion [original thread]
I can imagine an infinite recursive loop as you both lock and try to steal each others module stealing modules.
- by babyblue - at 2004.02.03 11:20:00
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12. Comets and "Mineral Scoop" - in Player Features and Ideas Discussion [original thread]
lol - there is always a griefer angle - but I imagine where theres grifers, theres corp defence. Besides, if they occur anywhere (even 1.0 systems), your security rating would take a hit anyway.
- by babyblue - at 2004.02.02 11:49:00
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13. Comets and "Mineral Scoop" - in Player Features and Ideas Discussion [original thread]
tbh, I don't see it as requiring major game mechanic changes. It would be fun for the graphics guys to do the comet anyway :) Can imagine a group of 5 rifter chasing the comet, all trying to get a piece of the action and the passing of the comet b...
- by babyblue - at 2004.02.02 00:37:00
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14. Ship Customizing Idea - in Player Features and Ideas Discussion [original thread]
Unless it was all procedural, the jump-in lag would be awful as you downloaded all of those skins! but being able to modify a few parameters would be quite cool.
- by babyblue - at 2004.01.31 13:13:00
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15. Comets and "Mineral Scoop" - in Player Features and Ideas Discussion [original thread]
Edited by: babyblue on 31/01/2004 13:15:16 It would be pretty cool if comets randomly appeared travelling through systems and that an enterprising player were able to "scoop" minerals from its tail. Would make a whole new occupation "comet cha...
- by babyblue - at 2004.01.31 13:09:00
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16. Ability to save/load ship loadouts. - in Player Features and Ideas Discussion [original thread]
I like this idea, although as an independant, I created a corp just so I could have folders like these (Mining Setup, Combat Setup, etc...). Makes swapping over much quicker too. Before I setup a corp HQ, I used to put them in separate cans - its ...
- by babyblue - at 2004.01.30 17:02:00
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17. Calculator and Note pad - in Player Features and Ideas Discussion [original thread]
I agree. Basic kit for a trader includes a calculator. I tend to write notes in the notes field of the person I'm trading with but a scratch pad would be really useful.
- by babyblue - at 2004.01.29 11:36:00
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18. Lago-meter on jump gates.... - in Player Features and Ideas Discussion [original thread]
Some form of lagometer on jump gates would be really useful. If the indicator was red, you'd know there is a giant gank-fest going on inside and so wouldn't jump. If it was green, all is well. Not sure about how technically difficult this would ...
- by babyblue - at 2004.01.29 11:14:00
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19. Travelling Salesman...... - in Player Features and Ideas Discussion [original thread]
Nuts. Cheers, so much to learn and I only started in beta 5 :)
- by babyblue - at 2004.01.27 01:07:00
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20. Travelling Salesman...... - in Player Features and Ideas Discussion [original thread]
The ability to add a series of waypoints and have the autopilot find the shortest route to visit each of them in turn would be excellent (err, if you remember your Uni days, I'm sure you studied the travelling salesman problem in its various form...
- by babyblue - at 2004.01.26 19:59:00
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