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Thread Statistics | Show CCP posts - 9 post(s) |

Xavier duLac
Volition Cult The Volition Cult
1
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Posted - 2011.11.15 14:43:00 -
[1] - Quote
Here's a little thing for ya:
You know how the map button in the NeoCon toggles the map on or off? Well why don't all of the buttons work this way?
It would make opening and closing windows SO much better.
Ta. |

Xavier duLac
Volition Cult The Volition Cult
2
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Posted - 2011.11.16 00:26:00 -
[2] - Quote
Damage sounds when in a station that is under attack.
Think about it: there you are in your quarters sipping on an Arcturan Shiver or checking ship manifests from your hangar balcony when the station comes under attack... First there should be a loud rumbling thunder of the station's shields taking hits, shortly followed by claxons and/or warning messages that the station is under attack (possibly red strobing lights?). Option to silence them perhaps?
Perhaps Aura-like audible updates periodically whenever station services reach critical damage points.
Occupants of a station under attack should be left in no doubt of what's happening. Dulled as your senses may be by the effects of that thrid Arcturan Shiver, you shouldn't be able to while away the time blissfully ignorant of what's going on around you.
This would add immersion into the null-sec warfare game, and add a sense of dread, urgency and perhaps purpose to those trapped in a station as the attackers declare their intent on coming in... |

Xavier duLac
Volition Cult The Volition Cult
3
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Posted - 2011.11.16 01:00:00 -
[3] - Quote
Joystick/WASD support to change ship orientation.
Could still use the mouse to set speed, or perhaps also use the big '+' and '-' by the numerical keypad to increase/decrease speed, with Home and End keys to set speed to min and max respectively. |

Xavier duLac
Volition Cult The Volition Cult
3
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Posted - 2011.11.16 01:09:00 -
[4] - Quote
Selection of 'fixed' camera positions (with 'off' being the current situation).
E.g. 'chase' view fixes the camera position behind the ship (mouse can still be used to zoom in and out) and when jumping through a gate, the camera is reset to the chosen position instead of being oriented in a random manner as it is now.
Other views: First person - puts the camera on the nose of the ship facing forward. Third person - puts the camera behind and slightly above the ship angling down towards the ship itself. Orbit - puts the camera to the off-side of the ship when orbiting a target, pointing towards the target so that it remains I view no matter what the orientation of the ship is, and the ship stays between the camera and the target. |

Xavier duLac
Volition Cult The Volition Cult
3
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Posted - 2011.11.16 01:15:00 -
[5] - Quote
Enable armour/shield repair drones to repair your own ship.
Argument: Currently, I can use either drones or mods to supplement the DPS of my ship, but can only use mods to repair/boost the armour/shields of my ship.
Enabling my own logistics drone to repair my own ship will also give me the option of using either mods or drone to repair/boost the armour/shields of my own ship, giving rise to more fitting variations. |

Xavier duLac
Volition Cult The Volition Cult
8
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Posted - 2011.11.17 14:26:00 -
[6] - Quote
Solar Systems In Space and Overview
Probably not a 'small' one but one which would add to the immersion when in space...
Now that we can see remote system stars in the backdrop, add 'solar system' to the list of items that can be added to the overview and brackets in space, so we can use them as reference points when in space - particularly null-sec.
The distance would, of course, be in Light Years and the system would not be warpable to, but would allow interaction with the system info, etc. by use of right-click (or an info-pop-up overlay (IPO.) in that new whizzy graphical HUD that you're designing)! |

Xavier duLac
Volition Cult The Volition Cult
30
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Posted - 2011.11.21 15:50:00 -
[7] - Quote
In the courier contracts window, can you add the Region name to the destination column please?
Wil make identifying where contracts are going to very much easier.
Thanks. |

Xavier duLac
Volition Cult The Volition Cult
30
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Posted - 2011.11.24 09:41:00 -
[8] - Quote
Non-unique character names.
EVE Online already has a unique character reference, so a character's name does not really have to be unique.
Having non-unique names would improve immersion and allow players to adopt the name that they really want rather than a bastardisation of it because it's already taken. It would also mean that a player's avatar would become more important for identification because if you have a dozen John Smiths in station, you would need to know what the character that you want to speak to looks like.
Probably not a 'small' one as I'm sure that the name has been used internally for some things, so there'll be some reworking of other areas needed to support this, but I'm sure you guys are more than capable of doing this :) |

Xavier duLac
Volition Cult The Volition Cult
30
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Posted - 2011.11.25 13:08:00 -
[9] - Quote
Prison For Banned Characters
Having just listened to the Voices From The Void podcast where Seismic Stan mentioned the 'Free Durrhurrdurr' campaign, the idea struck me that instead of simply banning an account and the user not even being able to sign on, CCP could move the characters on a banned account to a prison cell.
The prison cell would be a form of captains quarters without access to balcony, has no chat (maybe still list 'guests'?) and no Evemail (except perhaps the ability to email GMs/CCP) and no way out.
Players would still be able to log on and see their assets (although do nothing with them) and read evemails (but not respond).
A player's 'employment history' could be updated with 'xyzzy IV penal colony' with the reason for their incarceration listed in brackets, and would help recruiters identify players who have been a bit 'naughty' in the past. For some players this would, I am sure, end up becoming a badge of honour! (e.g. Excessive griefing).
CCP would continue to take players subscriptions, leaving it up to the player to unsub when they are fed up enough, or to stay subbed until either their 'time' is served (e.g. 3-day, 7-day, 30-day bans) or GMs determine that they are innocent of their infraction and they are granted their freedom.
One instance where this would help both CCP and players is when a suspected account hacking has taken place: the account is safe from further harm (nothing can be done by the player with any assets) and gives the player a means to log in and keep updated on the progress of the restoration of their account.
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Xavier duLac
Volition Cult The Volition Cult
30
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Posted - 2011.11.25 14:54:00 -
[10] - Quote
Screenshot File Names
Can you change the naming of file names used for screenshots to include the system name and nearest celestial body please?
I take a lot of screenshots and, over time, apart from knowing WHEN a screenshot was taken, there's no way of knowing WHERE it was taken, and this change would be VERY useful.
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Xavier duLac
Volition Cult The Volition Cult
30
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Posted - 2011.12.12 13:44:00 -
[11] - Quote
Overview Settings
Please, please, please provide the ability to save and restore the ENTIRE overview setup, I.e. tabs, columns, colours, icons etc.
Surely if the format is in XML this should be a piece of cake.
I'm sick and tired of applying a patch and having to set up my overview all over again, particularly as I have about 5 different client setups over 2 separate machines, and would be REALLY nice to be able to import the complete config.
Thanks.
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Xavier duLac
Volition Cult The Volition Cult
30
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Posted - 2011.12.12 13:54:00 -
[12] - Quote
Chat Windows -A New Layout Idea
The tabbed window approach works for many windows, however for the chat window it has always seemed rather clunky to me.
I was looking at it and the thought struck me that it might look and operate better if the tabs were arranged vertically down the side as opposed to horizontally across the top.
This would allow the full text for the chat window to be displayed and for the list to grow/shrink as appropriate. Giving the user the ability to expand/shrink the tab section would also be handy so that the user can choose to lose some of the window text in preference to more screen space or vice versa.
It would also be an idea to allow for the shading of the active tab and window to be different (in fact this would be a good idea for ALL tabbed windows) in order to make the focus more prominent. The setting of the active tab colour could be an option available on the same menu as the 'blink' option.
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Xavier duLac
Volition Cult The Volition Cult
30
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Posted - 2011.12.13 09:08:00 -
[13] - Quote
Harkconnan wrote:Could we have a box which tells us all remote effects on our ships? i.e.
- being remote shield repaired by XXXX - being warp scrambled by XXXXX - Being remote Sensor Bosted by XXXXXX
Even better: have the ship's bracket in space highlighted with a box-out (in the style of trailers past) indicating the effect they are projecting.
Clicking on the box-out would highlight the ship in the overview and selected object window, allowing the player to take the appropriate response.
Not only would this make it obvious as to who is doing what, but would aid battle management when looking at the battlefield zoomed out. |

Xavier duLac
Volition Cult The Volition Cult
30
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Posted - 2011.12.14 16:22:00 -
[14] - Quote
Bounty System Changes
Matshushima wrote:- to fix bounties: to prevent a character to pod himself with alt/friend, give them huge penality, i was thinking loose of skill point just like been poped without clone (maybe revoke med clone once they have low status then they need to make med clone in pirate owned station ?) To prevent abuse of this, one can only put bounty on someone when he have kill right on it. I may agree this will change a lot on suicide killing and pvp in low sec, but either you make it working or just remove it because at this time this is just not working at all.
I agree - the bounty system needs to be fixed. As it is right now it's completely unusable in the way it was intended, and actually benefits the person with the bounty on their head!
One simple fix would be to make the collection of the bounty hurt, and the ONLY way to do that is to hit the player where it hurts the most: his skill points.
I would suggest making the loss of points work just as though they had no medical clone (as Matshushima has also suggested). This has the effect of an aggrieved player paying to invalidate another player's medical clone.
Low-skill pilots will suffer less than high-skill point pilots (as they should) and the size of the bounty is what will make killing the player attractive to bounty hunters.
Because the bountied player effectively no longer has a medical clone, if they are a null-sec dweller, they will have to be even more careful not to get killed as part of regular fleet fights. This will have the effect of driving bountied players into low-sec in order to avoid losing skill points unnecessarily.
One addition to this, could be to allow a bountied player to buy his 'freedom', and I would suggest that to clear the bounty, and thereby regain use of his medical clone, a player could be able to pay off the bounty to the person(s) who has put a bounty on them at a rate of 10 to 1. E.g. If a player has a bounty of 250k isk on their head, they would need to pay 2.5m isk. The payment should go to the players who put up the bounty. |

Xavier duLac
Volition Cult The Volition Cult
30
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Posted - 2011.12.16 15:16:00 -
[15] - Quote
Fight Finder: A Set of Properties Under Fleet Finder
Non-null-sec dwellers looking for a fight in hi-sec have a hard time doing so for a number of reasons, the main ones being the hassle of getting flagged to each other and the possibility of a 1v1 or 3v3 being a simple trap.
Enter Fight Finder!
This would be a mechanism which allows a fleet to broadcast that its members want a fight in hi-sec with a similar sized fleet. The Fleet Finder search will then provide a list of 'matching' fleets (purely based on numbers - see below).
How It Works: A group of players form a fleet as normal, and the FC checks the 'Fight In Hi-Sec' option and sets the 'Max Opposition' value (i.e. the maximum size fleet that they are willing to engage) and the 'Max Fleet Size' value (i.e. the maximum number of members the current fleet can have).
Once formed, the Fleet Finder search will bring up a list of other fleets that are gagging for a fight. This list will only show those fleets of a size up to the maximum set by the FC. Further, the fleets shown will only include those where the opposing fleet has set a 'Max Opposition' value at or greater than the current fleet size.
Right-clicking on one of the fleets shown will show the fleet's current system, allowing the FC to set destination for their system, and a link for the FC to instigate a conversation with the target fleet's FC. There will also be an option to 'Engage Fleet'.
When 'Engage Fleet' is chosen, the target fleet's FC will be given a request to engage, allowing the target fleet to accept or decline (to help prevent this being used as a ganking mechanism).
When an engagement is accepted, fighting can occur immediately between members of the two fleets anywhere without incurring the wrath of Concorde or gate/station guns (a min war-dec if you will).
Whilst engaged, players can join either of the two fleets only if there are spaces left in the fleet (i.e. it is not yet at the maximum set by the FC), ensuring that no-one can suddenly bring in a bunch of gankers to make the fight unfair. This also allows players who disconnect to re-join the fleet.
Whilst engaged, none of the fleet fighter values can be changed, ensuring that no-one can suddenly decide to allow in another group of players.
Benefits Brings consensual fleet warfare to hi-sec without having to go through the lengthy war-dec mechanics. No need to set up PvP arenas or rules of any sort: engage a willing fleet and choose to fight to the death anywhere you like. Will provide more players e opportunity to engage in fleet warfare without having to go to nul-sec (not everybody wants to!). Will become and isk sink as more fleet fights = more ships destroyed. Could increase player numbers as fights between player run corporations become easier to set up. |
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