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dan skirata
Rolling Static Gone Critical
8
|
Posted - 2014.02.23 17:06:00 -
[91] - Quote
Bane Nucleus wrote:Paikis wrote:New deployable: Wormhole Effect Inhibitor 1 minute anchor/online timer Wormhole effects do not affect any ship within 300km of this module. A few things here, if this were in game: - Shorten the range by a large margin - Do NOT allow on grid with a wormhole or POS - Does not allow warping (same effect as a bubble)
I would say distance should be 40-50km. Can be anchored in sites, or act as a bubble for PvP. I do agree it shouldn't be allowed on grid with a wormhole or POS.
It should either need some sort of fuel to run, or cannot be picked up after deployed and expires after a certain amount of time. It can also be destroyed. |
dan skirata
Rolling Static Gone Critical
8
|
Posted - 2014.02.23 17:07:00 -
[92] - Quote
Lina Theist wrote:Dmitry Wizard wrote:with as much hate as i will receive for saying this... I am also in favor of DESTROYABLE (you can actually kill this) outposts in wormholes. stations that can be destroyed. I want the Small gang feel of wormholes but i also want the freedom an outpost gives you when it comes to corp roles and hangers (also im lazy and no one in my corp likes to fuel their pos on a regular basis) a "mini-outpost" that costs about 15 billion isk and takes 4-6 hours to anchor. all the same skills apply to anchor can only be brought in with a freighter or jump freighter. two timers within 24 hours shield and armor.
let the hate begin what do we do about station games? I seriously don't want any of that ****
You don't try to kill someone near a station. Simple. Staged fights would not have station games, and if you're trying to gank you would be smart and jump they while they are mining, afk, or in a site. Scram them and boom, they can't play station games. There is no reason to fight anyone who is right next to a station. |
dan skirata
Rolling Static Gone Critical
8
|
Posted - 2014.02.23 17:16:00 -
[93] - Quote
New idea. Ship (or mod) or structure that is deployed near a wormhole. This ship or structure fires high mass, semi expensive rounds into the wormhole, allowing you to collapse wormholes without trapping a ship. This structure is anchored, and can only be activated twice per 5 minutes. After it has fired, in time with polarization (5 min) it would not be allowed to be unanchored until the timer has expired after which you can decide to unachor the structure or fire again. Only one of these structures could be anchored near a wormhole at a time.
If instead there was a new ship or mod, it would deploy the ship into effectively Bastion mode or siege mode. You cannot move for 5 minutes, and can only fire 2 high mass rounds into the wormhole per cycle. There would be a limit of 3 ships deployed near the wormhole at once.
This would allow people to chose the risk of sending ships through the wormhole and risk getting stuck, but can be insanely fast with enough people. Or chose to not risk getting stuck on the other site of the wormhole, but make yourself more vulnerable on your side of the connection if someone decides to jump through.
This is just a quick idea I though of, so please make adjustments to it. |
chris elliot
Yoyodyne corporation Shadow Cartel
335
|
Posted - 2014.02.23 17:20:00 -
[94] - Quote
In terms of dev time and money being used I think two things that would benefit WH space as a whole would be these two.
* Give all C4's the ability to connect to K-space. Maybe not a static per say, but the codebase is already there for all other wh's, it is significantly less coding to implement than making stuff from scratch.
* Allow a micro jump drive to give a mass reduction bonus when activated. This will mess with align times a bit, yes, but it can enable some more interesting things to happen fleet wise(all hail geddonfleet) and tactics wise. The nestor is a festering pile of cr*p for WH space but that doesn't mean we can't all enjoy the benefits of a slightly broadened array of ships to fly.
The whole "make statics open to make site running less safe" is a waste of dev time and money imho. All the bears have to do is crit the incoming hole right away and then go about their business. |
Axloth Okiah
Future Corps Sleeper Social Club
292
|
Posted - 2014.02.23 18:33:00 -
[95] - Quote
chris elliot wrote:* Allow a micro jump drive to give a mass reduction bonus when activated. This will mess with align times a bit, yes, but it can enable some more interesting things to happen fleet wise(all hail geddonfleet) and tactics wise. The nestor is a festering pile of cr*p for WH space but that doesn't mean we can't all enjoy the benefits of a slightly broadened array of ships to fly. I think mass reducing rigs would fill this role better, because you can't refit just them after you've moved your BS fleet through and would allow for more possibilities. It would force you to make tradeoff decisions.
W-Space Realtor |
Lizden Kroff
Kroff Industry
2
|
Posted - 2014.02.23 18:57:00 -
[96] - Quote
Hello!
this: https://forums.eveonline.com/default.aspx?g=posts&t=284772 (bookmarks in the overview idea)
It would be nice to be able to have your pos and other vital location in the overview so that you quickly can warp to them.
Regards Lizden |
Shilalasar
Dead Sky Inc.
19
|
Posted - 2014.02.23 19:29:00 -
[97] - Quote
Most of the good stuff has already been mentioned, he is somethign stupid:
An unrollable or very high mass WH (10+ capitals for c6). Incredible unique maybe only once per class. Mostly to stop safefarming and undermin the capadvantage of the hometeam. |
Kyte Tentales
Explorer Corps Disavowed.
13
|
Posted - 2014.02.23 19:42:00 -
[98] - Quote
A lot has been said, here's the most important stuff IMO.
**alliance bookmarks... If people didn't have to deal with trading bookmarks 5 at a time, for each corp, more people would be interested in living in whs.
**pos redeux... .........XLSMAs need to have protection from being used OUTSIDE of the pos shields without the POS P/W. .........Dead sticks disappear over time of inactivity, or perhaps can be unanchored by anyone after a certain time. .........Increase range to access SMAs... no-one likes dealing with bumping on POS mods. .........When in a pos with CHA and near an SMA, allow fitting mods from the CHA automatically using the fitting window's "fit" button, as well as allow dragging mods straight from CHA to your module location if you have the option "show unfilled mods" selected (now you have to first drag it to the ship's cargo, which may be full or whatnot)
**change black holes... I don't even like passing through them with the ridiculous align time. I think if you just increased acceleration to be equal align times, it would be much more feasible to live/fight in. The max velocity "bonus" is actually a negative until you add this as well.
**make sleepers a bit more unpredictable. In general, the sleepers always have a rotation going for specific targets over and over again, depending on skills/resists i think. It seems too easy to expect that they will primary certain targets first, and keep damaging them for quite a while before swapping targets. Perhaps include a little more ewar from them, such as sensor dampening, target painting, tracking disrupting etc.
**make random wh connections more likely to occur, creating more content, adding more risk, keep things exciting.
---
I think these changes will make more people want to live in wormholes, and for those already here it will increase the content we get.
-K |
Quinn Corvez
Probe Patrol Awakened.
215
|
Posted - 2014.02.23 19:48:00 -
[99] - Quote
Bane Nucleus wrote:Quinn Corvez wrote: A month later, all black holes are inhabited and we have a module that allows an armour T3 gang to a fight in a pulsar...
That is content and a conflict creator brought about by the introduction of a module. Jesus f**k .You don't need a module to fight in a pulsar. You need to reship. Get out of your armor T3s and reship to something else. As shocking as that might be to you and some of your buddies, that actually works. We live in a pulsar and we own armor ships. Why? Because fights often happen somewhere other than home.
You are missing the point as usual mate.
I don't actually have a problem with pulsars, we will take a fight in one if we can. I was just using it as an example to educate people who thing conflict and content can't be created through new modules and structures. |
Quinn Corvez
Probe Patrol Awakened.
215
|
Posted - 2014.02.23 19:58:00 -
[100] - Quote
Paikis wrote:New deployable: Wormhole Effect Inhibitor 1 minute anchor/online timer Wormhole effects do not affect any ship within 300km of this module.
Yeah, something like that. The range would probably be okay at 100km though.
|
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The Cue
Applied Agoraphobia
6
|
Posted - 2014.02.23 20:10:00 -
[101] - Quote
Joshua Lorne wrote:I did totally misunderstand what you are saying. Thought you ment adding upgrade structures to system in hopes people would defend them. Didn't realize you ment downgrade structure your enemy anchors in hopes you'll try and take it out.
Upgrade structures would never work, because my US TZ group would just roll around shooting all the EU TZ wormholers upgrade structures. Plus, anything that makes wormhole ISK more is generally a bad idea.
Joshua Lorne wrote:Still not sure that would do anything however, people are not going to do PI or anything like that with hostiles in their home, so waiting out the timer of such structures would be a moot point. No one's going to shed tears at not being able to do PI for 4 hours.
Again, I don't want someone to cry over the damage, otherwise the huge groups would run around doing it to everyone they found for the tears it creates.
I want something with a short timer on it that stays within the timezone, as well as the timezone I engage it. Two hour timer, four hours of minor punishment seems about right to me. I don't really care what the carrot is honestly. I want something I anchor that gives someone a small chunk of time to rally the troops and organize up their fleet and gives both sides a timer as to when this fight happens.
Joshua Lorne wrote:And stop b!tching that the 6 guys in the POS won't come out and engage your 40+ man fleet.
I have never seen more than ten in my corp's fleets. It's usually five or less. I don't really care about the 40 man fleets, there's very little that a 40 man fleet can do to get six guys to come out and fight. I want the ten people with logi who are sitting in their POS to fight my five with local tanks in their system.
Serendipity Lost wrote:You can improve gameplay through mechanics and stuff, but you can't drive conflict or create content with a module. At the end of the day its you the players that do that.
Structures don't create fights. Nope, never. No timer in EVE has EVER created a fight. It just doesn't happen.
Structures have always created fights in EVE. Any RF timer creates a time where people can say, I need to be online for THAT. In K-space, if you want to fight a group that's near you, you go RF one of their towers, then come back in a day and change. Chances are, unless you have stupidly high overwhelming numbers, you'll get a fight. For K-space, this isn't much work. You light a cyno, pew for a bit, then post the timer somewhere to get people's attention.
In W-space that's not possible, since shooting a tower requires seeding caps or having a lot of subcaps. It's an investment that's more significant than what it is in K-space. Any of the current timers in EVE when placed in W-space are significant investments to show up for, because whatever wormhole you came in through will be gone before the tower/POCO comes out of RF.
Hitting a tower in K-space hurts the wallet, it's usually minor damage to the income. Hitting a tower in W-space means trying to take someone's home, it's two very different approaches. I want to be able to hurt someone without kicking them out of their space. |
Bane Nucleus
Sky Fighters
1055
|
Posted - 2014.02.23 21:14:00 -
[102] - Quote
I have evicted so many people who never fired a single shot to defend their home. I would even put it in the 90% range. It's been that many. That won't change by making their things easier to shoot. No trolling please |
Jack Miton
Sky Fighters
3048
|
Posted - 2014.02.23 21:31:00 -
[103] - Quote
Quinn Corvez wrote:Let's say this empty system was one of the dreaded blackholes. CCP add a new mod that nullifies wormhole system effects. A month later, all black holes are inhabited and we have a module that allows an armour T3 gang to a fight in a pulsar...
That is content and a conflict creator brought about by the introduction of a module. so.... what youre saying is that making black holes (and apparently pulsars?!?!) into vanilla WHs would add content and conflict? right, because there arent any empty vanilla WHs that no one's fighting over now...
Bane Nucleus wrote:I have evicted so many people who never fired a single shot to defend their home. I would even put it in the 90% range. It's been that many. That won't change by making their things easier to shoot. ^this. people who arent going to defend their home, arent going to defend their home even if you add a mod that brings a ccp employee around to their house to kick their dog when it gets shot. it just isnt going to happen.
id say this number is at LEAST the 90% bane stated and on top of that, about another 8% wont fight because the attackers bring 18x their numbers with 7 different alliances and 32 dreads because they want 'gud fights bro!' so there's really very little point in fighting.
bottom line is that shooting someone's POS is a really bad way of getting a fight unless it's a group that would come fight you anyway even if you didnt shoot their POS. POSs in WHs are only worth shooting if you dont like the person living there or you want the system. Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ |
Bane Nucleus
Sky Fighters
1055
|
Posted - 2014.02.23 22:45:00 -
[104] - Quote
"He's liberated himself from traditional f*****g asthetics and techniques, in effect, creating a big f*****g pile of shiit" - Chopper Ried
No trolling please |
BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
28
|
Posted - 2014.02.24 00:54:00 -
[105] - Quote
dan skirata wrote:Bane Nucleus wrote:Paikis wrote:New deployable: Wormhole Effect Inhibitor 1 minute anchor/online timer Wormhole effects do not affect any ship within 300km of this module. A few things here, if this were in game: - Shorten the range by a large margin - Do NOT allow on grid with a wormhole or POS - Does not allow warping (same effect as a bubble) I would say distance should be 40-50km. Can be anchored in sites, or act as a bubble for PvP. I do agree it shouldn't be allowed on grid with a wormhole or POS. It should either need some sort of fuel to run, or cannot be picked up after deployed and expires after a certain amount of time. It can also be destroyed.
Would be really cool if these were HICtor bubble scripts, maybe a script for each effect type, plus a no effect script. |
Quinn Corvez
Probe Patrol Awakened.
215
|
Posted - 2014.02.24 01:43:00 -
[106] - Quote
Jack Miton wrote:Quinn Corvez wrote:Let's say this empty system was one of the dreaded blackholes. CCP add a new mod that nullifies wormhole system effects. A month later, all black holes are inhabited and we have a module that allows an armour T3 gang to a fight in a pulsar...
That is content and a conflict creator brought about by the introduction of a module. so.... what youre saying is that making black holes (and apparently pulsars?!?!) into vanilla WHs would add content and conflict? right, because there arent any empty vanilla WHs that no one's fighting over now...
No, I'm saying that for people that don't fight or run site because of the system effect, the ability to nullify the effect would make them move willing. |
Kalel Nimrott
Sky Fighters
895
|
Posted - 2014.02.24 02:37:00 -
[107] - Quote
No. Next idea? My opinions are not my own. They come from the consensus of my corp. So, suck it. |
roxtarr
Xolti Sect
0
|
Posted - 2014.02.24 03:36:00 -
[108] - Quote
entirely new K space systems only accessible through W space connections |
Jack Miton
Sky Fighters
3048
|
Posted - 2014.02.24 04:04:00 -
[109] - Quote
Quinn Corvez wrote:Jack Miton wrote:Quinn Corvez wrote:Let's say this empty system was one of the dreaded blackholes. CCP add a new mod that nullifies wormhole system effects. A month later, all black holes are inhabited and we have a module that allows an armour T3 gang to a fight in a pulsar...
That is content and a conflict creator brought about by the introduction of a module. so.... what youre saying is that making black holes (and apparently pulsars?!?!) into vanilla WHs would add content and conflict? right, because there arent any empty vanilla WHs that no one's fighting over now... No, I'm saying that for people that don't fight or run site because of the system effect, the ability to nullify the effect would make them move willing. what the **** is the point of there BEING any WH effects if you can just turn them off at will??? stop being such a nancy and go buy a shield ship. Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ |
Jack Miton
Sky Fighters
3048
|
Posted - 2014.02.24 04:05:00 -
[110] - Quote
roxtarr wrote:entirely new K space systems only accessible through W space connections ^there you go, a reasonable idea that actually would increase WH traffic. Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ |
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Joshua Lorne
The Night Crew The Night Crew Alliance
31
|
Posted - 2014.02.24 05:31:00 -
[111] - Quote
The Cue wrote:Joshua Lorne wrote:And stop b!tching that the 6 guys in the POS won't come out and engage your 40+ man fleet. I have never seen more than ten in my corp's fleets. It's usually five or less. I don't really care about the 40 man fleets, there's very little that a 40 man fleet can do to get six guys to come out and fight. I want the ten people with logi who are sitting in their POS to fight my five with local tanks in their system.
That was not directed at you I've never actually heard of your corp before this thread, so I doubt we have ever came across each other in w-space before |
Iyokus Patrouette
End-of-Line
125
|
Posted - 2014.02.24 06:39:00 -
[112] - Quote
Ok... first thing. i have not read everything before, because 6 pages. and i am guessing half of it is trolling. (not judging).
But I had a random thought. and i honestly think it's bad because i can see it annoying me. However, if the Mass of wormholes was changed to be more random/unpredictable. big 20 man fleets that are trying to jump through might end up getting split up.
If this were to happen, I as a smaller corp potentially watching the giant fleet that i have no hope to defeat might be more inclined to attack if i've just seen (or think i've seen) half the fleet get stranded.
While i also think this would annoy the heck out of me if my fleet got split in half because of a wormhole unpredictably closing.
but ultimately I think it could provide some damn interesting moments, and watching us adapt fleet doctrines to deal with a sudden loss of numbers, and having to include some scanning ships into the fleets could be interesting...
Don't know. just a random thought. Maybe you could just change wormhole masses to not quite allow 20 ships to jump through all at once. . or maybe that many ships moving through at once causes havoc on the holes mass.
/shrug
Join End-of-Line, -EOL, today, and kill your CEO! (Terms and conditions apply.)
---- Advocate for the initiation of purple coloured wormholes---- |
CeNSeR
Boris Johnson's Love Children Awakened.
72
|
Posted - 2014.02.24 06:52:00 -
[113] - Quote
Bane Nucleus wrote:I have evicted so many people who never fired a single shot to defend their home. I would even put it in the 90% range. It's been that many. That won't change by making their things easier to shoot.
Is that you alone or did you bring some alts along too? |
Axloth Okiah
Future Corps Sleeper Social Club
292
|
Posted - 2014.02.24 07:42:00 -
[114] - Quote
roxtarr wrote:entirely new K space systems only accessible through W space connections this
W-Space Realtor |
Proclus Diadochu
Obstergo Red Coat Conspiracy
1084
|
Posted - 2014.02.24 08:10:00 -
[115] - Quote
Bane Nucleus wrote:Paikis wrote:New deployable: Wormhole Effect Inhibitor 1 minute anchor/online timer Wormhole effects do not affect any ship within 300km of this module. A few things here, if this were in game: - Shorten the range by a large margin - Do NOT allow on grid with a wormhole or POS - Does not allow warping (same effect as a bubble)
Also, have a script version to induce effects... Oh man, a wrench that could create. Sounds fun.
Wormhole Minister of High Society Superior General | Order of Rob Minor @autoritare | The Diogenes Club |
Proclus Diadochu
Obstergo Red Coat Conspiracy
1084
|
Posted - 2014.02.24 08:16:00 -
[116] - Quote
dan skirata wrote:Lina Theist wrote:Dmitry Wizard wrote:with as much hate as i will receive for saying this... I am also in favor of DESTROYABLE (you can actually kill this) outposts in wormholes. stations that can be destroyed. I want the Small gang feel of wormholes but i also want the freedom an outpost gives you when it comes to corp roles and hangers (also im lazy and no one in my corp likes to fuel their pos on a regular basis) a "mini-outpost" that costs about 15 billion isk and takes 4-6 hours to anchor. all the same skills apply to anchor can only be brought in with a freighter or jump freighter. two timers within 24 hours shield and armor.
let the hate begin what do we do about station games? I seriously don't want any of that **** You don't try to kill someone near a station. Simple. Staged fights would not have station games, and if you're trying to gank you would be smart and jump they while they are mining, afk, or in a site. Scram them and boom, they can't play station games. There is no reason to fight anyone who is right next to a station.
Station games exist because people are safe in a station. Just make it where people aren't safe anymore. Like, stations can be blown the f*ck up :) And for all those that keep spewing all this "well some people won't fight regardless...blah blah" garbage, if that is the case, then all these other proposals do, whether it is destructible outposts, modules, other "conflict drivers" or whatever, is provide more "things" for people to shoot at when they are bored and rolling, roaming, or b*tching on the forums...
:options: Wormhole Minister of High Society Superior General | Order of Rob Minor @autoritare | The Diogenes Club |
Shevai Asan
The Night Crew The Night Crew Alliance
39
|
Posted - 2014.02.24 08:46:00 -
[117] - Quote
Why Live in Wormhole Space:
I think everyone needs to sit down and assess WHY they live in Wormhole space. It's the freedom, the random unknown, the hardship and for many; the ability to self-sovereign. For true Wormhole corps/alliances; we're not held by alliance blocks nor leashed as alliance pets. We have everything at our finger-tips. Industry via planetary interaction, mining ore, huffing gas, running data or relic sites(which aren't worth the time investment), and Ghost sites(which are laughable; thank you CCP for not fixing the Wormhole implant so it's actually worth the risk. Good to know the LP Farmers can sell off their implant which is much better than the one we actually have to gather materials for in the most inhospitable environment ingame, yet it's woefully not worth it). We have PVE with Sleeper sites(which I think it would be nice if all of them could randomly spawn the next wave, to kill the monotony. I think adding random spawns would be great aswell; the same number of frigates, cruisers and battleships; but the TYPES should be randomly chosen each wave); and the ever present fear of PVP that can jump out and grab you no matter what you're doing.
If you're a small corp, or a hived Wormhole alliance; or even an alliance that 'seeds' multiple Wormholes with various sized corporations. The fact remains that you're part of a community that has chosen self-reign. Embrace the fundamentals of why we are out here.
When I hear talk of adding an extra static; expecially to known space, I can't help but feel like those that want such easy access back to known space should just live there. This goes for anyone who wants to easily mass down holes by merely 'firing' mass into it. You're defeating the mystery and the excitement of what it means to live in Wormhole space. You want a more 'scientific method' for massing holes? You check the maximum jump mass of the hole you want to crush, then you check the maximum mass that hole can possibly have. Then you check the mass of whatever ships you intend to use to 'crush' the hole.
If you have a 2bil maximum mass hole; you need to jump battleships through and watch for the mass downs. If you're new to all this, there are guides that tell you roughly what percentage of allowable mass is allowed until the hole will 'crush'. You know how TNC used to do it? With calculators. How much more 'scientific' do you want to do it? Trial and error; scientific method. You try and try and try, until you figure it out. Or you look around the forums and figure out a standard way that others use and see if it works best for you.
When we lose a ship or a pilot to a 'bad crush', it's rare, but it happens. Do we mind? Not really; because thats part of the enjoyment of living here. There's a risk in something as simple as closing the front or back doors to your home(or anywhere along the chain that you choose to crush). Don't cheapen that risk by merely 'firing mass' into a wormhole. If you want to live out here and reap the rewards, endure the risks or go back to known space where the gate system never fails you.
Conflict Drivers: This falls squarely on CCP's shoulders; because our current 'conflict drivers' aren't worth much at the moment. We don't fight over sovereignty, and I personally don't care to burn someone else's system to the ground unless they're just a 'farming corp'.(Check all their killboards, look for locations of their kills/losses. If they have next to no kills/losses in wormhole space but have lived in Wormhole space for awhile; they're most likely farmers.) Not everyone comes out to fight, it's not always that the stars align that you have the numbers to match the enemy fleet, and if you don't have the intel you're certainly not going to throw five guys out onto three who are sitting on a wormhole; more often than not there are fifteen more sitting on the other side just waiting for the bait to be taken. I don't encourage anyone here or in EVE to do 'stupid pvp'. If you're not sure, be safe. If you're feeling squirrely; give it a try and have a go. Fly what you can afford and realise that everyone is going to lose ships and get popped. Live by the motto "Did you learn something? Did you have fun?" If the answer is yes to either; then you're on the right track.
I personally see no real point in a 'market hub' for trading. We actively kill BLUES in wormhole space; the only reprieve they get is the honor-bound agreement that we will never siege nor assist in sieging their system(s)/attacking their structures. But a 'market hub' for us would just look like bait. When someone roles into our systems; we look to assess and engage, not have trade. However, that's because we are very self-sufficient; if we need anything we go and get it ourselves; whether that means huffing the gas, mining the rock, production or having a 'Walmart Night' and hitting known space.
Wormhole Effects: Wormhole space has variant effects, depending on the system you're in. Pulsar, Blackhole, etc. I think any modules that nullify those effects to just be an easy way of saying "lets just ignore the game mechanics and change the rules". It takes the tactics out of where and when you engage your enemy, aswell as what ships you'll fly into a fight. If you're willing to have something like that in play, then why have the wormhole effects to begin with?
Before I close this up; just acknowledge that the risks of living out here are what make it great. I love seeing other corporations of all sizes deciding to live in wormhole space and learn how it works. From the new Wormhole dwellers that get locked out of their first 'home system', to the industrialists with teeth that will sit 10-15 in retrievers and at the first sign of a k162; they flood back to the tower and gear up to scan and have combat ships ready.
To all of you, I say: Persist and Endure. |
Anize Oramara
S T R A T C O M Critical-Mass
147
|
Posted - 2014.02.24 09:37:00 -
[118] - Quote
I've never run into the night crew before but they seem to get it. |
Paikis
Vapour Holdings
1083
|
Posted - 2014.02.24 12:43:00 -
[119] - Quote
Jack Miton wrote:roxtarr wrote:entirely new K space systems only accessible through W space connections ^there you go, a reasonable idea that actually would increase WH traffic.
We already have a tonne of systems that can only be accessed through wormholes. Their system names all start with J and they're half empty already. |
Bronya Boga
Merchants Trade Consortium The Last Chancers.
299
|
Posted - 2014.02.24 12:47:00 -
[120] - Quote
I Just want to say that this thread is 6 pages long and no trolling has been done...im so proud of you and love you all... (it might be the Jack talking but **** it) My Opinions are my own and do not reflect my corp Host of Down The Pipe-á www.downthepipe-wh.com Ingame Channel DTP Podcast |
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