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| Author |
Thread Statistics | Show CCP posts - 4 post(s) |

Kepakh
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Posted - 2011.02.09 16:45:00 -
[1321]
1) Faction ships.
Faction ships should never be better or as good as T2 ships. There was once reasonable concept of faction modules giving little advantage for high cost, faction ship boost moved this sensitive balance out of whack.
2) Blasters/Minmatar
If you want blasters to be superior at close range, they also need to be fitted on ships get them to close fast enough and/or keep their target at place. A role of fast ships is supposedly taken by Minmatar so you either find a compromise or better define their role.
3) Energy Neutralizers
Especially on smaller ships with limited slots to fit cap booster or even NOS their effect is way too powerful.
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MorningLightMountain1
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Posted - 2011.02.09 22:01:00 -
[1322]
1.) Balance grav plexes so they are more inline with what is needed for manufacturing. At this point, you can not produce products using the minerals offered in the grav plexes alone. If the system does not have enough standard belts (12 or more) the system is useless for doing anything but making ISK by striping high end ores.
The small grav plex should yield ore that is in the same ratio as you find in normal T1 production.
As the index goes up the ratio shifts up toward ISK farming.
The extra large plex should be the best at stripping over and over yielding the best ISK per m3. It should be the second or third smallest with 45% ABCM.
The giant should be twice as large as the second largest plex and yield 36-40% ABCM. The total ISK per M3 would be much lower then other grav sites but the ISK that can be made by cherry picking the ABCMs should be totally worth the risk of brining hostiles to the system because of the index level. It should also yield large amounts of trit and pye minerals to balance out the lack of them in the large and extra large so that a corp with a index of 5 can still produce products on the scale that matches the number of industrialists involved in maintaining the system, even if they do not have the asteroid belt count.
2.) Corps rely heavily on the asteroids that the plexes offer. Please fix the grav plexes so they despawn/respawn reliably rather then the current random 3-5 day timers.
3.) If their is a way you can think of that would fix time zone issues with grav sites that would be awesome. My half baked idea would be if grav sites were more like anomalies that spawn and despawn with the use of triggers or timers then anomalies can spawn randomly through out the day giving players of all time zones access to the same ore types.
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Tanaka Reina
Caldari Happy Penquins
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Posted - 2011.02.11 07:22:00 -
[1323]
1. Hybrids, railguns in particular but blasters too(only damage increase for blasters imo) they are meant to be shotguns and have limitations, only autocannons dont have limitations :P
2. Battleships, slight damage increase, so they could do more damage to caps, Its just good game mechanics that they cant hit frigs.(come on, what drones are for anyway)
3. tier system, drop it. Dropping it would release a load of ships back to the game (does anyone see shield repping ospreys anywhere?)
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Kyle Cataclysm
Blue.
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Posted - 2011.02.11 11:34:00 -
[1324]
1. Mackinaw suffers from low base cpu. Skiff has 188cpu, it uses one mining laser. Hulk has 300cpu, uses three lasers. The Mackinaw uses two ice harvesters, which use 10% more CPU than regular strip miners. Yet the Mackinaw has 198 base cpu, which is only 10cpu more than a skiff.
2. COSMOS storyline items are underwhelming. They're often quite difficult to manufacture, yet they often have worse stats than their T2 counterpart.
3. Deep Space Transport ships still have an active tanking bonus. All four ships suffer from small cargohold. For hauling, the Iteron Mark 5 (T1 industrial) is better. Not only because of a larger cargohold, but also because of significant better agility. If the hardly used active tanking bonus was removed, they could receive a bonus to cargo capacity or agility instead. Even with a second 5% bonus to cargo capacity, these haulers would not reach the critical 50k m3 barrier (required to haul a packaged battleship). New cargo space: (max skills, T2 expanders, T2 rigs when possible, no GSC) Impel: 49,271 m& Occator: 48,316 m& Iteron MK V: 41,839 m& Bustard: 41,688 m& Mastodon: 39,788 m&
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Tore Smith
Science and Trade Institute
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Posted - 2011.02.14 10:45:00 -
[1325]
1. hybrids - esp. rails need a boost.
2. insurance payout though concord is involved - suiciding is basically free. at least it should involve doing some math.
3. no further mission income nerfs, instead a boost to make them interesting - more content, more story, more variety.
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Thyroxine
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Posted - 2011.02.16 12:31:00 -
[1326]
- The penality for fitting armor plates (increased mass) is too great compared to the penality for fitting shield extenders (increased signature radius). In roaming gangs or in any role where speed is at least slightly important, ships who were designed around armor tanking are at a great disadvantage. Armor plates should increase signature radius instead of mass. That allows ships with many low slots but few midslots to start performing well in situations that require both speed and durability (so we might actually start seeing something other than 80% minmatar gangs).
- Armor rigs are in a similar situation as armor plates. The penality is a lot harsher than the one of shield rigs.
- Shield Extenders having the effect of increasing shield regeneration at no cap cost are problematic. It would probably be a good idea to have Energy Neutralizers also affect shield regeneration to make sure this can be countered the same way as active shield boosting/armor repairing.
- Blasters and especially Railguns need looking at.
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Nobani
Merch Industrial Goonswarm Federation
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Posted - 2011.02.19 19:59:00 -
[1327]
- Maybe not unbalanced per-se, but currently Deep Space Transports are underpowered compared with both Blockade Runners and T1 Industrials. It would be nice if cargo capacity was buffed to put their capacity between T1 Industrials and Orcas. - Supercap fleets (especially MS). There should be a counter other than "more supercaps". Probably all supercaps should have their HP debuffed along with doomsday nerf. Maybe make doomsday shots require expensive (several hundred mil) ammo. - Anti-synergy in Gallente race. Shortest range close-range weapons, but slow and un-agile due to armor tanking. RSD decrease range, but blasters require short range anyway. RSD lock-time script is "use impared". Bonus: - Non-caldari EWAR drones. - Hel. At least change the rep speed bonus to a rep amount bonus in line with the change made to the nidhoggur.
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Pingu
Gallente EVE University Ivy League
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Posted - 2011.02.24 02:57:00 -
[1328]
hybrids: need a buff badly LP stores: more variation market: need some changes vs macro's
New items and not just 2/4/6% implants would be nice
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BugraT WarheaD
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Posted - 2011.02.24 11:14:00 -
[1329]
1) Override Transfert Array sites in Sanshas' vanguard incursion type need to be completly reviewed. Disabling the station by hacking is a nice objective on the paper, but not in Eve ! The worst thing was to put all the array so far. Please CCP, go to a vanguard incursion and see that only this site remains after 10 hours, certainly because it's not balance so great. only two things can change this : make the disable-duration longer (3 or 4 times the actual time) or put the can to hack on the station and please, don't make it poping everywhere !
2) pleaaaaaaaaase more incursion at the time in high sec, for no incursion last only 12 to 24 hours, it's nothing srsly ! if we have every time a incursion in the 4 empires, they will stay longer somewhere, and if you put (i dream i know but that will be great !) sanshas at gates and station, economy will seriously be not so damaged by the income generated by succesful capsuleers' fleet !
3) i used to think that demanding 50+ pilots for a nation HQ seems nice but with actual gameplay and paranona of the average eve player, only massive corporations/alliances can go there and take the site down efficiently, why not reducing the number of pilots demanded and adjusting the balance for this. I'm certain that 1/3 people for scout, 5/6 for vanguard, 10/12 for Assault and 20/25 for HQ will certainly push more people in it and also push more people on high end sites.
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Steamroll McGee
The Priesthood The 0rphanage
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Posted - 2011.02.24 20:20:00 -
[1330]
1. Bounty hunting should be a way of "solo wardeccing" not a way for players to profit off each other with zero risk.
2. Corporations are too easy to start and free to maintain leading to a proliferation of micro-corps used entirely as a vehicle to wardec everyone.
3. Insurrance payouts need to be a percentage of the actual value of goods lost/destroyed, not some arbitrary flat rate.
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Xylorn Hasher
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Posted - 2011.03.02 09:06:00 -
[1331]
Lowsec needs ISK/h/risk boost. People need to be encourage to enter or even live in low security space rather than stay hi forever. I've cleaned Hrondedir yesterday it was about 20 belts and bounty for cleaning entire system was less than 4m. That is far less than average lv4 mission.
Hisec ISK/h should be nerfed heavly especially lv4 missions.
Blasters also need optimal range boost.
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rthjm Odunen
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Posted - 2011.03.08 23:34:00 -
[1332]
1. Hel Supercarrier Srsly, there's no balance if something obviously sucks
2. Shortrange Lasers need Tracking nerved massively or suck more cap.
3. Speedtank needs love again. All those speednervs made it hard to speedtank anymore. Current speedtanks don't really decrease damage but rather run from points. Small ships should easier tank big weapons again.
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Nick Curso
Diabolus Ex Machina The Amazing Onjoi and his Educated Rodents
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Posted - 2011.03.11 13:53:00 -
[1333]
Edited by: Nick Curso on 11/03/2011 13:56:46 1. Drake- Never before has a ship been so overpowered for so long without receiving the nerf hammer. Massive tank, great DPS good for pvp, missions, anomaly EVERYTHING. Can kill considerably more expensive and higher class ships without bating an eyelid. Show me anything else more versatile or as tough for 20mil. Its practically mandatory there is at least one in every system.
2.Hacs need a boost allround pretty much
3. Pirate BS. The best pirate bs for pvp The Vindicator, Bhaalgorn and Machariel all require Mini BS thats leaves only the Nightmare and the lackluster Rattlesnake. The skill balance here should be obvious. Please re-size your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes. Zymurgist |

Scavenger Wolf
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Posted - 2011.03.15 23:02:00 -
[1334]
1. Agreed > Insurrance payouts need to be a percentage of the actual value of goods lost/destroyed, not some arbitrary flat rate.
2. Railguns/Blasters need some re-balancing
3. Planetary Interaction - Storage Facility Uses 700 Power Grid and only provides 5k m3 space while the launch pad also uses 700 Power Grid but provides 10k m3 space.
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Tibilo
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Posted - 2011.03.16 19:16:00 -
[1335]
T2 ammo. A lot of it has penalties that are too severe with very little or no real benefit over faction ammo. similarly some drawbacks to rigs almost don't matter while others are too crippling, such as the armor rigs. The speed reduction is almost like the shield rigs reducing weapon range.
Hybrids. Rails and blasters have far too limited a set of circumstances where they have an advantage or even equal other weapon systems.
T3 cruisers. Particularly the pve performance, the other 3 don't come close to the Tengu and seem to offer little benefit over their t2 counterparts.
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Korg Tronix
The Mabinogion
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Posted - 2011.03.17 09:37:00 -
[1336]
Originally by: Nick Curso Edited by: Nick Curso on 11/03/2011 13:56:46 1. Drake- Never before has a ship been so overpowered for so long without receiving the nerf hammer. Massive tank, great DPS good for pvp, missions, anomaly EVERYTHING. Can kill considerably more expensive and higher class ships without bating an eyelid. Show me anything else more versatile or as tough for 20mil. Its practically mandatory there is at least one in every system.
Could you show me where you can buy drake hulls and fits for 20mil please, there all 32+ for the hull alone near me
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DaRk'TaLoN90
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Posted - 2011.03.17 18:35:00 -
[1337]
Edited by: DaRk''TaLoN90 on 17/03/2011 18:42:44 1) The Kestrel is totally underpowered in pvp, its a long range ship that shouldn't have to risk its range advantage by fitting Rocket Launchers just to get a decent dps. Therefore I think the Kestrel should recive bonuses in Missile Launchers rate of fire and/or add the ability to use Assult Missile Launchers.
2) The Hawk should have the ability to use Assult Missile Launchers, much like a kestrel when fitted with Missile Launchers it lacks good dps, so most pilots use Rocket Launchers instead, therefore making the Hawks potential long range combat abilities useless. With an Assult Launcher fit the Hawk will still have a slower rate of fire than most but it will put out more dps than a Missile Launcher fit Hawk, therefore making it a much more fearsome ship for countering overpowered kiting ships like the Dramiel.
3) Storeage facilites for PI cost way too much powergrid for the amount they store, they should store more than Launch pads and/or cost less powergrid.
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Doug Drafto
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Posted - 2011.03.22 07:20:00 -
[1338]
Edited by: Doug Drafto on 22/03/2011 07:24:12 Gallente is so ridiculously underpowered it is disgusting. The ships are slow, fine they always have been... but when CCP nerfed MWDs it hurt Gallente WAY more than it hurt Minmatar. Minmatar is still fast as hell, their guns use no energy, and they have like 20k of fall off. A vagabond can track and damage at 15k while nano'd out with a huge passive shield tank. Blasters need to be up close.
Killing off webifiers accomplished what? It only further ruined Gallente. They are big fat sitting ducks, its ridiculous. On a Cynabal you can get 360+ DPS 13k of shields and a time to warp in the two second range with a top speed of 2600 or so. With a Vigilant... dream on. Its like that for every single ship in Gallente race. Deimos? Lol. Just fix it please, its ridiculous.
If you want to nerf nano, nerf the ships that overly benefit from nano tech not the ones that NEED every little bit of speed and agility to even be able to get in range of something.
You can put blasters on a Rokh and hit from 20km... blasters on a Mega... lol. Most of the nano nerfs have only furthered vagabonds and minmatar ships and hurt the big slow gallentes.
1. Blasters need better tracking if webs only go to 60%. 2. Gallente needs a boost in armor tanking to come even close to passive shield tanking. 3. Needs to be faster and more agile, not more than a vagabond, but at least on the same playing field 4. Increase blaster fall off by 33% and optimal by 20%.
Thanks.
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Synderq
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Posted - 2011.03.22 14:33:00 -
[1339]
If you're going to move lv4 missions out of hi-sec then you need to make low-sec more accessible to all players (including soloists). I can think of a few ways to do this listed below.
1. Make the solar systems more interconnected. Most of my game time is spent travelling. If I am doing exploration and look on the map and see a low sec system with nobody in it I might try to get there only to find out I need to take 20 jumps or whatever. Multiple routes to places would also help combat the next problem:
2. Remove the ability to gate camp. As a relativley new player I can tell you this is the single most prevelant reason I will not go in to low sec. I am well aware it should be more dangerous going to low sec and I can expect to get attacked by other players but getting ganged up on as soon as I enter a system (after spending potentially 20 mins travelling) is *not* fun. There is harldy much of a "risk" (which everbody is banging on about) for gate campers is there? By all means search me out etc but make it a fair fight.
2a. On a related not give me some kind of automated solution for detecting if I am being scanned out. I am not suggecting some 100% foolproof solution that will always alert me to incoming players but I shouldn't need to keep hitting the directional scann every 10 seconds. It sucks and I am getting RSI.
3. Venturing in to a new low-sec system is a hassle. First I have to fly in with a Heron/Buzzard whatever to set up safe bookmarks and then fly all the way to my home station and back again in my mission ship. Give me the ability to pick random points in the solar system and bookmark them. How is this any different in real life to choosing a place to drive to and then driving to it? It would make exploring a new solar system a lot more appealing.
4. Expand the universe. There needs to be a *lot* more solar systems. I was looking at the map on Sunday there and there was hardly a solar system without a person in it in the last 30 mins. Open up Jove or whatever, add new ones please. It is suppsoed to be space. If I thought I could go in to low/null sec and *potentially* not meet anyone who would rain on my parade I may be more tempted to do it.
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X Gallentius
Quantum Cats Syndicate
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Posted - 2011.03.28 12:46:00 -
[1340]
1. Cloaked fleet boosting ships. Fleet boosting ships in POSes. If you're helping your fleet, then you should be vulnerable.
2. Blasters on Gallente hulls.
3. Super capitals in low sec. If you can't build it in low sec, you shouldn't be able to deploy it in low sec.
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MadJim
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Posted - 2011.03.30 20:27:00 -
[1341]
Gawd I love this thread. I hope the devs are looking... would love for some of the most repeated issues here to be finally dealt with. Mine are 1) No insurance company anywhere pays out when someone commits suicide. Remove payouts altogether for ships lost while suicide ganking. Allowing this activity is fine... subsidizing it is not. 2) Rockets... yes make them better. The poor Malediction is a complete joke. Oh and what gives making the Retribution with only 1 mid slot? How in the hell can you possibly use an AF for anything if it can't fit both a disruptor/scram and an AB/MWD? Amarr assault frigs are useless. 3) Blasters and Rails are pretty bad. How could it possibly make sense to fit Autocannons on a Galente Battlecruiser... ie the Myrmidon... 'cause without some huge ship bonus, the Galente weapons suck. 4) Give us some faction and navy Battle Cruisers please...
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Shingorash
Caldari Silentium Mortalitas Mortal Destruction
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Posted - 2011.04.06 14:14:00 -
[1342]
Edited by: Shingorash on 06/04/2011 14:16:43 a). Something needs to be done to make people have to go to low sec or 0.0 to produce items instead of sitting in high sec. Basically move level 4's to low sec, level 5's to 0.0 and put some slightly better minerals in low sec as a balance.
b). Hybrid Ammo - Range is far too short.
c). Hull Tanking - Get it put back into the game correctly as Gallente ships in some ways have a lot of issues and can be fit in almost every way despite their hull's being massive. Either remove structure altogether and buff shields and armor or make it of at least some use.
d). Missiles need a bit of love when it comes to explosion velocity especially heavy assault missiles.
e). Shield tanked ships should get a little bit of tank against EM (even 10% would help) as Amarr ships just destroy shield tanked ships at the moment.
f). Scorch's max range and / or dps needs to be reduced.
g). Logistics Drones and EWar drones need improving. They were fine when T2 ships didnt exist but now T2 ships have higher sensor strengths they are useless (ecm as an example).
h). Gallente ships need more drone space / bandwidth as they should have, its their "thing".
i). Caldari ships are slightly too slow, bearing in mind they are shield tanked and therefore have a penalty to sig radius they should be a little faster. (Legion with armor tank and MWD is faster than a Tengu how???)
j). Caldari ships should get a damage bonus to all missiles and not just kinetic as it is far too easy to tank specifically for them in PVP.
k). There are a few Navy Issue ships that never get used because the slot layout, bonus' and PG / CPU are all totally wrong. These need fixing.
l). Cyno's should only be allowed to be lit from ships above a certain class or require more CPU to use. Frigates should really not be lighting Cyno's. Should be left to Recon ships or Battleships. Perhaps double the fuel requirement to light a cyno.
Cant think of anything else atm... --------------------------------------------------
I'm in your space, eating your ships! |

Aloe Cloveris
The Greater Goon
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Posted - 2011.04.14 19:54:00 -
[1343]
1. Fix hybrids.
2. Swap fitting requirements for HM vs. HAM so Drakes will have to choose between 70km range + weak tank vs. short range + good tank. As an added bonus, they'll actually have to use that capacitor surplus to burn into range just like every other ship in the game does, as opposed to sitting in place and yet still managing to cover half the ****ing grid.
3. Fix hybrids. |

Bomberlocks
Minmatar CTRL-Q
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Posted - 2011.04.25 00:49:00 -
[1344]
Does Nozh even work at CCP anymore? I thought he'd left.
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Gangster101 PureLove
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Posted - 2011.04.25 07:44:00 -
[1345]
Fix hybrids (I'm not asking anyone to make it the "elite turret" in the game but make it as versitle and viable as other turrets / launchers in the game.)
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Ruthless Erection
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Posted - 2011.04.26 21:38:00 -
[1346]
Originally by: Malcanis
Originally by: Miyamoto Uroki Edited by: Miyamoto Uroki on 17/04/2009 09:42:15 Edited by: Miyamoto Uroki on 17/04/2009 09:37:32 1. High Sec lvl 4 missions (needs to be adressed, way too much profit for no risk, this ruins so many other activities as they cannot compete in ish/h and risk vs reward. Also the loot from missions screws mining. PLUS it injects too much isk into the economy, making things too expensive so that you cannot compete with the activities that earns you less isk/h)
This is the biggest single issue I have in EvE, alongside with 0.0 POS-grind-for-sov.
Seriously, every single time you see some economic activity discussed you always see the same "meh makes thr same/less ISK than level 4s for more effort".
Missions URGENTLY need reforming. Yes there will be huge floods of tears on the forums, but the problem will get worse the longer it is left. It has been left too long already.
0.0 class rewards, collected with no danger, no competition, no real effort or skill, have no place in hi-sec.
I'm betting you were on of the jerks who voted for Anomalies to be changed and true sec take effect? You sir, should quit playing eve, and go pod yourself.
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Fredfredbug4
Gallente
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Posted - 2011.04.26 22:52:00 -
[1347]
1. Hybrids are underpowered. Just think of a random combat scenario and think of the weapon you would want to use. Long range battle? Not hybrids missiles or artillery. Short range dogfight? Not hybrids, pulses, autocannons, and even torpedoes do much better than a blaster could hope for.
2. Make lasers use less cap. They should still be the most cap hungry guns in the game but just lower it a bit more. It makes no sense to me that a race who's ships are supposed to be amazing at armor tanking, can't tank because their guns are stealing the cap they need to run the tank
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Herr Nerdstrom
Caldari Havoc Violence and Chaos BricK sQuAD.
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Posted - 2011.04.30 18:24:00 -
[1348]
The jamming present in the game at present is bordering on the ridiculous. This is bad enough for veteran players in 0.0, but even worse for new players who cannot get any enjoyment from the game as a result of hour long jamming sessions for a single highsec mission.
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Rodion Romanovich Raskolnikov
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Posted - 2011.05.02 18:33:00 -
[1349]
1. Hybrids! Please fix them. Give blasters more damage to compensate for their other inadequacies. Rails? Well, I don't know - but do something. Fixing hybrids would also go a long way to fixing the Gallente.
2. General ship balance: Drake in particular. By all means make a ship without any real weaknesses - just don't make it 'master of all trades'. Excellent damage, excellent protection, no cap or fitting issues, easy to skill for? That's just too much. If it must have no weakness, then make sure to curb its strengths.
3. High-sec missions are too profitable. The risk/reward relationship is out of kilter.
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DetCord Saisio
Caldari UnchainedPotential Hand That Feeds
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Posted - 2011.05.13 01:09:00 -
[1350]
1) Corporation Taxes (tax rate) are not balanced. Yes, there is a very good reason taxes are collected by corporations. Yes, corporations need to survive and maintain a constant flow of income in order to operate and keep its corp members happy. Yes, tax is applied automatically for mission bounty prizes, agent mission rewards, and mission time bonus rewards and applies only if the amount is in excess of 100,000 ISK.
Since all other occupations are not included in the current taxation mechanic (i.e. player's wallet journal and transactions show all income and taxes incurred), corporation tax rate is left up to the players in those corporation leadership positions to figure out how to implement the tax rate. Though no record of "outside source" income is saved to a player's wallet until a game mechanic kicks in showing what happened. Individuals are left "trusting" the financials were handled correctly with no wallet record for confirmation, aside from an email using numbers generated by players. All the skill categories should be included since they all contribute to income and therefore the generation of taxes... trade, exploration, planet management, social, manufacturing, inventing, mining, missions, pve, pvp, and leadership all could be included in some form or fashion.
I suggest overhauling the tax mechanic in order to standardize tax rates based on value of goods/services for all possible occupations now and future. Time is money and spending time mining or guarding those miners or a pvp fleet killing the entire mining fleet should all have some sort of AUTOMATIC compensation pay rate. Thusly, the tax rate can properly be implemented in order for a correct amount of income to be flowing to the corp wallet and those corp leaders that keep the New Eden world turning.
2) Mining/Indy Ships need stronger defenses: Survival in low/nul sec goes to the blobbed, for sure. (I do not pvp much, so I hope I get this next part right.) Many ships can alpha their target, which makes for a great ISK sink. Don't get me wrong, pvp ships are designed for speed and flexibility and force projection... some are small and quick, others are large and slow but hit harder.
Compare for a moment mining frigates to mining cruisers/battlecruisers/battleships. Oh wait, that's right there are no mining amount bonuses on bc or bs. Are mining barges and exhumers supposed to be in that category? On all mining/indy vessels, I would prevent fitting any module used to damage or negatively affect other ships but beef up the defense by like ten fold. Killing mining ships is just plain stupid easy for any pvp group. Ships of an industrial nature should not be paper thin. Railroad locomotives are huge, slow, and heavy, but they are god-awful tough; same for trash barges, petrol ocean liners, military ocean fleet ships, due to the nature of the environment they were designed to survive in. The vacuum of space should make it that much more so.
If increased defense is not possible via huge shields, armor, hull, resists, etc, then reduce the signature radius by a class size or increase the "empty" agility/sub-warp speed/warp-speed. With those powerful engines, full they should be "slow as all get out" but very fast when empty.
3) More little fluffy bunny pets, like for them to walk around with in station. Not like I am into that, but girls like that kind of stuff. The more girls, the more fun can be had by all. ;)
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