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141. why people want level 4's moved to low sec - in EVE General Discussion [original thread]
Originally by: Matrix Skye PVP fits are better for PVP than are PVE ships. What's ridiculous is you arguing they aren't. A scrambler on a PVP ship just means you'll be able to hold down the mission runner for as long as the fight is in y...
- by skye orionis - at 2009.05.28 17:42:00
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142. why people want level 4's moved to low sec - in EVE General Discussion [original thread]
Originally by: Turin 1.) Agents in low sec already offer far better rewards than empire agents. 2.) Youll have a lot of instances of someone having to jump 15-20 gates per mission. you really need to learn to add 1 & 2 together - '...
- by skye orionis - at 2009.05.28 16:40:00
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143. why people want level 4's moved to low sec - in EVE General Discussion [original thread]
What I've been advocating is a simple dynamic agent quality system which models mission scarcity. Agents keep track of how many missions they have available, and as users accept a mission from one agent, another random agent has their pool of mis...
- by skye orionis - at 2009.05.28 15:24:00
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144. soo what happened to Ambulation??? - in EVE General Discussion [original thread]
So, while I'm not exactly interested in ambulation I can see a way where is might be geniunely game enhancing. Right now hacking and archaeology cans are accessed through mid slot scanners. Maybe in some futuristic fantasy version of eve there mig...
- by skye orionis - at 2009.05.28 01:12:00
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145. MIssions as a Limited Resource - Simple & Effective Algorithm - in Player Features and Ideas Discussion [original thread]
Yes, if you only reseeded the mission after it was completed then there'd be a bias where the missions which took longer to complete would be rarer, especially in the case of farmable missions which would be kept active for a whole week. That's wh...
- by skye orionis - at 2009.05.24 19:01:00
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146. PVP diplomatic amnesty system in lowsec empire space - in Player Features and Ideas Discussion [original thread]
There are already alliances which control space in 0.0 (and to a certain extent lowsec) which have a policy of not shooting neutrals, some even defend neutrals from pirates (assuming they ask in the right channel). Try heading down to Providence a...
- by skye orionis - at 2009.05.22 18:41:00
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147. Reconfigurable Hardeners - in Player Features and Ideas Discussion [original thread]
I think you stumbled into the wrong thread
- by skye orionis - at 2009.05.22 04:41:00
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148. MIssions as a Limited Resource - Simple & Effective Algorithm - in Player Features and Ideas Discussion [original thread]
People need to be less afraid, the truth is you don't need a PVP ship to survive a PVP battle, but you do need one to win. Regardless, the only real reason this is relevant is that the model makes the least popular agents the most lucrative, and...
- by skye orionis - at 2009.05.22 00:49:00
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149. Reconfigurable Hardeners - in Player Features and Ideas Discussion [original thread]
I believe I mentioned in my original post that a scripted hardener would be less potent than a dedicated one, so in no way does this make all other hardening modules redundant. and, in no way is it overpowered.
- by skye orionis - at 2009.05.22 00:31:00
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150. How to prepare for solo mining in null sec? - in Science and Industry [original thread]
Originally by: Lokia Enroch . Don't go mine in Providence. Some of the holders and other alliances there have rules about who is allowed to mine I believe all station systems in providence allow neutrals to mine, and if you're not allo...
- by skye orionis - at 2009.05.22 00:13:00
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151. MIssions as a Limited Resource - Simple & Effective Algorithm - in Player Features and Ideas Discussion [original thread]
Well I've purposely tried to keep is simple to make implementation possible. It's easiest to think of this in terms of dynamic agent quality, even though this quality works kind of backwards*. Now, if only we can come up with some ways to make mor...
- by skye orionis - at 2009.05.21 23:47:00
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152. MIssions as a Limited Resource - Simple & Effective Algorithm - in Player Features and Ideas Discussion [original thread]
Clear As Crystal I'd considered that idea, but I rejected it on grounds that it was more complex than tracking things by a simple point system. But yes it would be great if you could see a list of missions that a certain agent had available to y...
- by skye orionis - at 2009.05.21 23:10:00
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153. MIssions as a Limited Resource - Simple & Effective Algorithm - in Player Features and Ideas Discussion [original thread]
Originally by: Abrazzar Alternatively, if the limitation in numbers of available missions would be too radical or game breaking, the list could be filled immediately when a mission is accepted. That way people will still be competing for t...
- by skye orionis - at 2009.05.21 22:12:00
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154. MIssions as a Limited Resource - Simple & Effective Algorithm - in Player Features and Ideas Discussion [original thread]
Miners have to deal with limited resources, those belts get mined out and they go elsewhere. Explorers have to search for their secret deadspaces. Traders have to go looking for bargains. But missioners have an unlimited fountain of missions avail...
- by skye orionis - at 2009.05.21 21:32:00
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155. Fix Salvage Robbery, - in Player Features and Ideas Discussion [original thread]
Originally by: compairthemeerkat I have 2 50mill sp char's both can use mauraders so even salavageing on a single account would be easy for me. My guess is you bought those characters, because if you'd been on eve for the 3 years it...
- by skye orionis - at 2009.05.21 20:15:00
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156. Reconfigurable Hardeners - in Player Features and Ideas Discussion [original thread]
I looked through the ideas list and I'm quite surprised this isn't in there. For shield and armour we have damage specific harderners, and we have less capable 'multispectral' versions. I'm thinking that the multispectral versions could get the ab...
- by skye orionis - at 2009.05.21 00:28:00
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157. Yet another new ship idea. But it's kinda neat. - in Player Features and Ideas Discussion [original thread]
Edited by: skye orionis on 07/05/2009 20:17:26 This was suggested as possible bonuses for T3 ship components, but a seperate ship might work. How about making these faction ships, Salvaging -> Thukker Tribe Archaeology -> Sisters Of Ev...
- by skye orionis - at 2009.05.07 20:12:00
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158. Surviving War as an Industrial Character? - in Science and Industry [original thread]
Some hints for miners in wartime * Don't mine ice - that's the first place they'll look for you * Don't mine in belts, they'll find you eventually * Don't mine in a system with only one station, * Don't mine in a system where you're the only pers...
- by skye orionis - at 2009.04.22 15:42:00
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159. Providence region, opinions? - in EVE General Discussion [original thread]
It's a good idea to set your personal standings so that CVA/Paxton/Severance/Sylph and other affiliated alliance members are blue, and known enemies/pirates are red - AAA, UK. Then you can get a good idea from local chat who's possibly a pirate. ...
- by skye orionis - at 2009.03.31 20:36:00
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160. Tech 3: Fourth Subsystems - in Test Server Feedback [original thread]
Well gas clouds are essential to building t3, so your assertion that they're less valuable than the other sites may need to be examined with the new t3 market dynamics. Similarly, Grav sites are worthless in empire and lowsec right now because of...
- by skye orionis - at 2009.03.28 19:01:00
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