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Thread Statistics | Show CCP posts - 1 post(s) |
Hashi Lebwohl
Oberon Incorporated Prime Orbital Systems
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Posted - 2006.11.20 20:10:00 -
[121]
1.Killmails sent at downtime rather than during combat û anything else that reduces the lag entering a pod as well. 2.Logging at a POS does not cause the ship to emergency warp out. Ships within the shields should remain in space and not disappear. Character would show in local for 2 hours (see 3) 3.Logging in space should have a much longer timer on û up to 2 hours even without aggression. Character should remain showing in local during this time. 4.Bubbles work on logging off û so the ship remains within it 5.Interdictor bubbles in 0.4 and below if warp to 0 does come in. 6.Make scanning much easier and much quicker. 7.Let the markets determine if an item should be nerfed or given some love. For tech II quarterly list those items that are trading at less than 50% mark-up over raw materials for comments for their improvement. For those items over 500% mark-up similar but nerfs to bring them down a peg. 8.Multiple corp wallets with the ability to export data. 9.Corp like facilities for Alliances, such as limited shared hangars/ wallets 10.Improve evemail û make it much more like a normal email client û when you open a mail it has a header of who sent it and who it has gone to etc.
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Ernest Graefenberg
Minmatar Cutting Edge Incorporated RAZOR Alliance
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Posted - 2006.11.20 20:31:00 -
[122]
1. Undoing the 50% hitpoint boost (for plates >at least<). It's not prolonging combat significantly where it was short before, but it's making it unbearably long where it was just about right before.
Passive buffers already overpower active repair, and passive buffers are bad gameplay because they involve no player interaction at all.
2. Rethink ECM entirely, preferrably as a ranged countermeasure as opposed to it's current form of everything at all ranges countermeasure. At the very least keep ECM rigs and damage mods out of the game while keeping SiSi ECM strengths with TQ shipbonuses (ie 0.5 times current strength for everybody).
Specialization doesn't excuse radical imbalance, sorry. It makes it worse by providing radical imbalance and bad gameplay for everyone involved :/
3. 25% increase to capacitor recharge rates and sizes (Off TQ stats, not the 50% size boosted SiSi ones). Here's your tanking buff in a fun variation.
4. Go through with operation "Radically nerf sniping" (as originally posted in a devblog with the 1/1.5/2 divisors) with the intent of landing at about ~100-120km maxrange. Less sniping-oriented combat and being closer to the range to make transversal account for significant damage evasion makes huge engagements last alot longer.
Reduce sentry range if you love people blowing up exclusively shuttles so much, but tbh forcing shortrange makes piracy more fun for everyone.
5. Move away from super-consentual combat for combat ships as we have now by providing more opportunitys for spontaneous engagement. Allow chasing into warp by people in the same grid within 60 seconds for example, fix logoffs, or allow warping to objects on scanner within decreased accuracy as opposed to probes.
6. Balance in-grid snares, mainly webifiers but with point 5 eventually warp disruptors. Remove webifier stacking for example.
7. Smarter logoff mechanics. Allow disappearing logoffs only after a 3-5 minute timer for which the player remains logged in (and can hence cancel it). Preferrably only allow this action next to gates.
8. Slash probe times by another 50% from what they are on SiSi right now.
9. Disallow selecting moons without holding ALT (100% less PoS accidents)
10. Unmanned ships off scanner, or at least label them as unmanned.
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Vitalunus II
Gallente Eye of God Axiom Empire
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Posted - 2006.11.21 02:02:00 -
[123]
1- Drones only for drone ships and logistics 2- 15 drones Domi with drone control unit 3- Refining Mothership - it dont mine only stay siege like a dread in the belt and have mining command bonuses, only lowsec 4- Stargate configuration on sovereign space 5- more work to get a t2 bpo, scientist missions 6- Concord billboard with real world products, to pay vivox fee. 7- Planetary interaction 8- Make actual drone info/stats visible 9- more animations 10- More T2 BPO
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Moff T
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Posted - 2006.11.21 03:59:00 -
[124]
Where to start.
1. A professional approach to the Kali forums or remove them.
2. Have a look into the current line up of ships and work out which ships for each race are duplicates. Have racial specifics, Gallente don't need ECM, Amarr don't need drones. If we wanted either the normal method is to train those ships. Racial bonuses for using your races ships.
3. Improvement of the Tier 1 Destroyers, increase their survivability. Addition of Tier 2 Destroyers.
4. Battle damage ship graphics would be nice. The ball of cotton wool looks naff.
5. Reworking of the portraits to match how pretty the new bloodlines are. Can we not have stereotype scissor sisters looks for the Gallente. I'm sure some of the males in the Gallente faction don't have to look like ****** addicts.
6. Improvements to the factional mission system, the eve universe is still lacklustre with 0.0 still effectively sealed off to quite a number of players.
7. Increase training times on Battlecruisers and Battleships and give them a little love as well.
8. Make sure the new battlecruisers and battleships are not just expensive versions of the old ones.
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Almarez
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Posted - 2006.11.21 06:16:00 -
[125]
1) Amarr have access to at least one more damage type 2) Remove passive shield tank ability 3) Give missles and whatever Minmitar shoot some cap requirement 4) Please oh please, and this is a big one change ROF bonuses on Amarr ships to damage bonuses, ROF hurt, really they do. 5) Let a player temporarily "roll back" a skill. So if on an Armageddon, I can roll back to level 3 Amarr bs for example so that ROF doesn't completely kill me. (Just an example, I would like to see #4 implemented to take care of this) 6) Titans should be succeptible to EW, maybe a capital class EW mod. Otherwise how will anyone ever kill one. 7) How about a pure damage mod for weapons, not damage and rof. Maybe thats what RIGS are for but with the powergrid hit they cause I don't know how viable they are going to be. 8) You will like this one. How about being able to trade slots. Like a low slot mod that gives you another med slot, or mid slot mod that gives you another high slot. There would be 6 different types of these for all the slots. 9) Something has to be done about the Raven, its like the perfect ship, find something wrong with it, I dare you. 10) Mod that increases NOS range.
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Almarez
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Posted - 2006.11.21 06:24:00 -
[126]
Okay I'm sorry, Forget my # 9 from before and how about this.
New improved #9: Some new learning skills or allow us to switch up attributes some. I mean remember that when we start we don't know a whole lot so maybe I would like to train some of my 26 willpower for a little perception.
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Xordus
Beasts of Burden Veritas Immortalis
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Posted - 2006.11.21 07:20:00 -
[127]
1. Logoffski - Logging in bubbles, logging while cloaked, logging because you're outnumbered, it takes alot from this otherwise beautiful game.
2. Amarr - Fix somehow plz. Omni tanks, cap usage, higher dmg, better bonuses, SOMETHING HAS TO HAPPEN
3. Pos Warfare - Boring, Long, Sad. Need to have a better system for sov I think. Killing poses is as boring as things get.
4. More places to fight at - As it stands you either fight at a gate (95% of the time), a station, a belt, or a pos. We need more reasons and places for small scale pvp to occur.
5. T2 Market - I understand invention is here to help but it will not fix the problem. BP lottery is horrible. No way should you just draw a number for such an important piece of the game.
6. More Electronic Warfare - We need more ways to alter fights. With pvp lasting longer more non-damage options to alter the battle would be great.
7. AI for NPCs - ATM NPCs are as static as an asteroid. After you've shot a particular "brand" you know exactly what to expect the next 5000 times.
8. Planetary Interaction - Planetary flight and planetary management could be a serious part of EVE that would expand this game to a new level.
9. Local Chat - Local gives too much away. There's no work involved. Maybe in station systems it would make sense but supposed "deep space" should be local free.
10. Complex Farming - It is absolutely unfair that complexes are so predictable and timezone specific. It makes certain RL schedules impossible to take advantage of a complex.
Xordus http://show.imagehosting.us/show/1339817/0/nouser_1339/T0_-1_1339817.JPG your image host has seemed to have stopped hosting your sig, insurting a picture that is too big for the forums instead, i advise use of http://www.eve-files.com/ - Huitzilopochtli Tlaloc |
AV3NG3R
Caldari Dark-Rising
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Posted - 2006.11.21 11:38:00 -
[128]
1. Create more opportunity for random small gang fights and 1v1's by giving players A LOT more incentives to explore the systems. 2. Bookmarks - Remove GTG, STG, GTS bookmarks - Allow warp to 0 only for GTG - If you're within 15km of a gate you can warp to 0 to any other gate and that's it. 3. "Local shouldn't be a tactical tool, it's for chat" - only see people if they transmit a message 4. Improved scanning and exploration tools including but not limited to "ability to see (and filter) on scanner, if ship is abandoned or with pilot inside". 5. Planetary flight or something to make planets actually useful and more varied - They're these crappy looking, useless, giant space balls atm. (see 1) 6. Change complexes to only spawn in random places over random periods 7. Factional Warfare with real impact on the world - let the Minmataar earn their freedom if they can. 8. Logoffski - a more balanced timer after emergency warp allowing people to find you if they start searching straight away. No emergency warp in bubbles. Decloak after emergency warp. 9. Login traps - keep logs of all character logins for the past few days and investigate login trap petitions - this is not as hard as it seems. 10. When the cluster finally reaches the point where it can't handle more ppl - do the sensible thing - admit it and open an eve gate to another cluster.
Keep up the good work(11)
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Archi Viralfury
Gallente
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Posted - 2006.11.21 16:31:00 -
[129]
1) Fix drones, remove the bugs and glitches and let us see the stats. I.e. stats after skills taken into account, Drone damage logs, rig slot drone damage/tracking/optimal range mods. 2) Tech 2 sentry drones, faction drones that drop as loot in some missions and or belt spawns in low/0.0 sec. 3)Make tech 2 standard equipment, they have been out so long now, and i feel that invention will not solve the problem. Time to seed Tech 2 BPO's on the market maybe? 4)Release a miriad of Missions for the misison runners, right now mission running is so very repetative. Mission runners need vast array of misions to keep them entertained. 5)Capital class industrial vessels, including mobile refineries, mobile drilling rigs (maybe to harvest commets???) 6)Ablity for production corps to brand their goods, for instance, the corp ticher and logo of the production company showing up in the fittings window. 7)Would like to see mini professions in low sec as well as 0.0. 0.0 space havealready got lots of things to fight over... would like to seemore things to fight over in low sec as well. 8)Reduce the penalties or switch the penalties to hybrid and armor regs to something alot less detremental to armor tankers or hyvbrid users (like shield ones) 9)Introduce "ping" probes, like sonar but in space that can monitor systemwide data and display on gang system map. (when this works) scrap local chat. 10)Alow Micro warp drives to be used in deadspace. so that ships like blaster boats (thorax and deimos come to mind) can use their bonus's for missions as wll.
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Sean Dillon
Caldari Snakes in a Pod
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Posted - 2006.11.21 19:12:00 -
[130]
1. Boot tuxford from CCP 2. Make Stealth Bombers usefull and combat capable 3. Make empire wars more challenging with the implantation of warp to 0 4. Make t2 items alot less exepnsive 5. Player/faction owned planets, make planets usefull. Have them a less boring description, show that they are actualy inhabbited. 6. Make Jove empire acceseble 7. Give caldari a dps cruiser, that uses something different then missiles to relay on 8. Change how sov works 9. Nerf local 10. Get rid of login queu's for empty systems.
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Foible
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Posted - 2006.11.21 20:18:00 -
[131]
1. Remove Local or make it voluntary to appear on the list (Maybe you don't show up until you say something?)
2. Fix logoff exploits.
3. Show some love to Stealth Bombers.
4. Fix Drone bugs.
5. Tech 2 BC's based off of the new Tier 2 models. (maybe a mini-carrier class BC for gallente?)
6. Make number of tech 2 BPO's in game a ratio of server population and add more when necessary to maintain said ratio.
7. EWAR overhaul.
8. More Exploration features! (love the new stuff. keep up the good work!)
9. Make all complexes dynamic spawned.
10. Skill training from the website!
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Kamen
SRBI Kith of Venal
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Posted - 2006.11.21 21:16:00 -
[132]
I would like to see some UI visual improvements. In general, UI can use an overhaul. 1)*****pit view (interceptors more fun to fly) with limited or full (if possible due to srver load) controllabiltiy with keyboard or joystick. 2) Be able to view your locked object in a small window (like a second monitor). This will make interceptor more fun to fly. X2/X3 has it. 3) Trajectory tactical display. In this mode, a velocity vector will extend from the ships visible on the screen. It will show in which direction the ships are moving. The larger the vector, the faster the ship is moving. 4) Additional module slot layer for ships (not rig slots, not low-hi) that will enable "extras" like 1, 2, 3. I think even Elite had that. 5) Be able to bind all functions to keys. The click-click-click is very painful and does not contribute to immersion much. Just try to lock something as it exits the gate and approach it at the same time, and hit MWD at the same time. It should be also possible to use the up/down arrow on overview and a key to lock something from it. 6) Have each ship type "Remember" its orbit and keep distance setting. Enable a ship to have multiple orbit "slots" with 4). 7) Now that we don't have the zoom out button any more, make the zoom out mouse scroll move further distance with each step. It takes me forever to zoom out. I don't think we need it so granualr. 8) Make scan probes selecteble in overview settings. 9) Have a separate "Scan" settings like overview settings. They don't need to be equal. 10) Get rid of the double-click-on-overview-pops-info-window. Very disturbing during fights when you are trying to lock something fast.
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Lucre
STK Scientific Ascendant Frontier
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Posted - 2006.11.21 23:37:00 -
[133]
1. Fix the communication issues. Answer major threads even if only with an "I'm aware of this problem" answer. Get the GMs singing from the same hymn sheet. No stealth patches (cargo expander II?). Respond to feedback. Communication.
2. Fix the racial balance and identities. Amarr need more versatility and the EANM issue solved; Minmatar need damage output balanced; split armament ships should have a third bonus (since each only affects half the weapons!); laser grid needs fixing; Khanid ships need reconceptualising as do tier 3 BS. See forum!
3. Fix warfare. POS warfare, blob warfare, instagank fleets - this needs serious attention.
4. Sovereignty and outpost upgrades. Let us build empires outside Empire.
5. We need more dangerous rats. 2 years ago you needed 6 BS to kill a BS spawn and expected to lose one in the process. Today people kill triple BS spawns in HACs, CCs or even AFs. In their sleep. Up the risk, up the reward.
6. We need jump-capable mini-freighters. Carriers should be combat ships, not glorified trash-haulers.
7. T2 bpo. One way or another, production rates need to go up. Either advanced production skills, or maybe upgrade bonuses for factory outposts (or make factory outposts upgradeable to give better bonuses).
8. Fix logon and logoff exploits. Yes they are, whatever the GMs have to say.
9. Add option to solo cyno into sovereign systems. That or increase jump distances (or add capital module to increase jump distance but which nerfs combat ability). Basic teamwork idea of needing cynos is sound, but game should not be about people with lots of accounts keeping lots of spare cyno alts.
10. We need a command mining ship - makes no sense to introduce specialised mining ships to stop people mining in BS if they still have to lead mining ops in BC or CC.
- It's great flying Amarr, aint it? |
Curx
Oberon Incorporated Prime Orbital Systems
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Posted - 2006.11.22 01:14:00 -
[134]
1 Fix the broken design of amarrian tankers. Tanking just doesnt work as well with lasers as it does with cap-free weapons. And its supposed to be one of our strong points.
2 Bring a better agent offer system, please. Missions need to be much much more interesting and based on current goings on rather than instanced dungeons.
3 Improve the usefulness of EM-damage on (omnitanked) armor. The one race that has the least options to select its damagetype does most of its damage in the least desireable damagetype.
4 The role for Abbadon? I read the dev blog, I see the bonus stats. I still dont see the use for it. DD ship and die or tank and kill a fly. Amarr missile Boat? Drone Boat?
5)More Space objects, Astroid half a moon comming in 5k m/s thru the system, natural unstable wormholes (comparable to jumpgates but not there all the time)etc
6)Modulated pos building (pos tower has module grid like ships and drag and drop in modules)
7)Mini jump drives for recon ships with out the need for cynos or similar. Skill lvl allows for x amount or lightyears.
8) New logon trap mechanics. Suggestion is to only allow x number of people to long into space in a system each minute.
9)Love the new local
10) 5% rof or 5% dmg to all missile types for drake pr BC lvl. Ravens little brother.
Curx. |
Chupie Rupie
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Posted - 2006.11.22 04:42:00 -
[135]
1. Tech II shuttle (expensive and maybe requires navigation 5 or something) 2. a turret based anti-missle weapon 3. Tech II or strength 2 warp core stabilizers 4. random npc/pirate spawns at moons and planets 5. shield/power/armor repair drones that work on your own ship 6. suicide/kamikaze drones that do tons of damage and are then destroyed 7. ability to damage/destroy modules on target ship when damage gets into hull 8. surgical removal of implants at medical facilities (expensive limited chance of success) 9. in game stock market for corp shares (including NPC corps) 10. jove/other alien npcs invading/attacking empire space.
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XFreedomX
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Posted - 2006.11.22 07:41:00 -
[136]
1. All killmails auto entered into EVE-Online website with ranking by player/corp/alliance. (Details omitted ofcourse).
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Antaiir
Gallente Area 42 Freelancer Coalition
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Posted - 2006.11.22 08:58:00 -
[137]
1. Skill to enhance range of mininglasers, counterpart for Sharpshooting 2. Skill to reduce cycle time of mininglasers, counterpart for Rapid Firing 3. Double the Drone Bay on the Hulk 4. Skill to enhance range of Tractor Beam, maybe with Tech 2 Tractor Beam 5. Skill to enhance Lifetime of Mining Crystals 6. Security Question for deleting Bookmarks 7. Security Question for deleting Overview Profiles 8. New cargoship class, not that large like a freighter, but larger than an industrial... 9. bigger secure containers 10. Mining Barge with 8 strip miner slots *scnr*
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Haas Tabris
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Posted - 2006.11.22 09:51:00 -
[138]
1. Eliminate safespots. If a pilot or gang is trapped in a system, force them to warp to objects, that way they can be hunted down. No more perma-stealth. Scan probes? LOL yeah right whatever.
2. Log off, take your chances. No invulnerability. On a mission? Warp the ship back to a station. Not on a mission? Ship sits till you come back. Got killed by ratts? Sorry.
3. Level 4 agents out of high sec, into low sec. Thank you.
4. Better Ore, better moons, better rats in lowsec. Give the carebears more reasons to be out there and you'll give the pirates more targets. Mix with numbers 1 and 2 above and lots of fun times ensue. :-)
5. More t2 bpo's or bpc's in the game = more t2 ships and components = lower prices = more players willing to risk them in combat = more combat. Comprende?
That's it, just 5, don't even need 10. Keep up the excellent work!
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Jinx Barker
GFB Scientific
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Posted - 2006.11.22 10:11:00 -
[139]
1) Fix jump queues.
2) Remove Secure containers currently littering the EVEverse. It has been enough years!
3) POS Overhaul: http://oldforums.eveonline.com/?a=topic&threadID=391410
4) SPOS (Single Player/Smal Corp Owned Structures): http://oldforums.eveonline.com/?a=topic&threadID=280994&page=3
5) More POS improvements: Increase POS storage Capacity, sometimes it is difficult to get to them on time.
6) "Carebear" and "Other" Implants. My ALT is dying for the set of Industrial Implants: http://oldforums.eveonline.com/?a=topic&threadID=357049
7) The "mass" of Cladari Ships. Heck, all ships' mass Overhaul: http://oldforums.eveonline.com/?a=topic&threadID=341716
8) Reduce Jump-Clone/Jump-Time to something reasonable/Introduce the skill to reduce the wait.
9) A Small UI Modifcation that would allow clear diffirientiation between Modules Active/Inactive: http://oldforums.eveonline.com/?a=topic&threadID=310344
10) Seed more T2 BPOs. Invention will help people more/or less on the individual basis. The number of players vs. number of relased T2 Ship BPOs is too large, the demand is crazy and is growing, need more BPOs.
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Lutien
Caldari z-inc.
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Posted - 2006.11.22 12:49:00 -
[140]
1. don't nerf ecm, make eccm mods effective not in range but in squads. 2. Boosters 3. Insta's 4. no more tech 2 bpo's suply will get ballenced by invetion.(don't turn tech 2 market in tech 1 market). 5. Planetary Interaction 6. Production/recharch implants that speed up production/copying ect. 7. Remove insurance or implemt some isk sinks 8. unnerf tech2 ammo and missiles - hard enough to train up to tech2, so it should be worth 9. skill training queue 10. corp status so people can pick up your deleveries and not drain your corp wallet.
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Valynn Fylahd
Knowledge Industries Geological Research Unbrella Alliance
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Posted - 2006.11.22 16:06:00 -
[141]
1- Skill training cue, at least in a 'vacation mode', where you can't undock. if you undock the cue is lost but you keep training the current skill in training (i hope this was clear :P) 2- Navigation skill affects shuttle speed. why not? shuttles are ships after all, and it's not like it will unbalance the whole game. 3-give racial bonus to training racial skills, e.g. amarr recieve -1 in training time multiplier to train amarr skills, to a minimal of 1. Or vice-versa, racial penalties for training other races skills. 4-Better NPC AI, it's kinda boring. 5-More better missions, more multi part missions, that connects to other multipart missions. 6-More amarr ships. Why the oldest spacefaring race has less ships? 7-More factional ships, especially empire ones. Not particullary powerful ones, but ships that one can get after a series of missions, and that perform and look a li'l better than the off the rack ships. 8-More interaction with Jovians. Someone already said this, but... 9-no lvl 5 skills already trained for new characters. I'm feeling a bit cheated. 10- Warp to distance dependant on some navigation skill, this makes sense to me, the better pilot you are the better you can warp, like everything else.
_____________________ Knowledge is Power and ... uh... Geological Research is... uh... also power?
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Cyberus
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Posted - 2006.11.22 16:12:00 -
[142]
i have only 1 top 10 for all 10.
1...10 Please add new reloading function. Same as " RELOAD ALL" but then for specific charges/ missels/ crystals. Its kinda pain in the a** to reload 7-8 high slot manualy with other damage tipe crystals/ charges/ missels. PLZZZZZZ...
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Lisian Tonoko
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Posted - 2006.11.22 23:54:00 -
[143]
1)[Line of Sight for Weaponry] (If the gunner can't see it, it shouldnt be ablt to shoot it)
2)[Flight Path disruption] (Exploding ship, shockwaves, missles)
3)[New Shield graphics], enemy fire dispersing on the shield before reaching ship. (Better Visual damage indication)
4)[More programmable Shortcuts] (target closest enemy, bind buttons to linked modules)
5)[Combat Flight simulator Pod station], with holographic technology and battle statistics (Training, Tactical/Strategical planning)
6)[Explosive Hazards.] AOE damage to shockwaves and explosions from ships (added realisme)
7)[Varied Destruction Animations/Effects]. (Ships breaking apart, inty's spinning out of control)
8)[GAME recording Program]. Records area with ships interaction, with playback feature, complete camera control. (video making, but post battle analysis in Combat Simulator)
9)[Line of Sight Warping]. Automatic course correction. (no warping through planets, unless warp bubble is subspace)
10) [Manual Station docking/undocking]. Flying inside the station to docking bay and back out.
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agram tabris
Gallente Oberon Incorporated
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Posted - 2006.11.23 03:03:00 -
[144]
i added some suggestions from previous posts to my top-list.
1) eliminating all sorts of LAG. 2) make for amarr and gallente possible to deal at least one additional dmg. type with turrets. (some serious cap balancing too) 3) fix logoff tactics. it destroys gameplay massively. 4) current t2 seeding system needs MUCH balancing. t2 bpo are the license to print iskies..(invention won't help a bit) 5) rebalance webbers. give them more range but decrease effectivity. i.e. 20km range and -45% to speed. 6) make it posible to defend claimed (sov) space. i.e. sentrys @ gates, npc/drone patrols... 7) use special "role bonuses" like destroyers or bc have to push ships into the role they were designed for. 8) improve logistic ships a lot. make them atractive to use in fights. atm the theory in using them is nice but rarely sombody really uses this shipclass. 9) more story content. for most players eve has no storry at all. few ingame news are not a replacement for true content. 10) build in video capture feature.
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Ishquar Teh'Sainte
Euphoria Released Euphoria Unleashed
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Posted - 2006.11.23 11:08:00 -
[145]
1. WTZ and instas - should be replaced by a warp to 10km or warp to 7,5 km option
2. jumpqueues - if they can't be avoided, atleast they shouldn't mean your death - if you reach the gate and there's a queue - you disappear complete from the system (so it's like you jumped out) but you enter a waiting "room" before you jump into the next system
3. NPCs should cause the same log-off timer like PvP ... you shot/get shot by an NPC? you stay for 15minutes in space and getting rid of every other loggoff exploit
4. local should be removed as an intel tool
5. change to ECM - especially ECM drones are still an i-win button
6. a tweak to inertia stabs as their bonuses makes them quite overpowered (instawarping hauler anyone?)
7. better and more logical bounty system - maybe bounty hunter might become a profession
8. move lvl4 missions to low-sec
9. change POS wars so it's more combat and less camp orientated
10. maybe add randomized jump-in points in a system (added to a WT10 function) ... so if you want to camp a system you'll have to camp the outgoing -> easier for a fleet to jump into a system with another fleet in it (see 9. why) ___________________
-Skellibjalla- Life is a garden of perceptions. Pick your fruit.
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groove
Gallente The Collective
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Posted - 2006.11.23 11:58:00 -
[146]
1. Fleet lag (1,2,3, The fleet lag is terrible,) 2. Jumping into many ppl system (iff you jump into a system were is a fleet battle it takes ages to load the system and when you load it, your beeing dead or attacked before you can see any target) 3.New learning skills:P 4. Locking ( when you lock in fleet, you have to wait for the locking time, and 2 oter minutes) 5. Warping with fleet ( it akes ages to come out of warp, not good to be primary) 6. tech 3 7. MNed fighters for carriers And more Fitting options ( like EC, NOS, Warp) Sniper) 8. Remove jump-queues ( it is the space for god sake, you dont have to wait when youre in space, it's the biggest space with the biggest technoligy, when there are 10 ppl jumping you should not have to wait 9.Make EM dmg more powerfull on armor 10. and yes, all those t2 items who are not on the market, bring them in ( Cap relay II, Warp Core stabs II, Disruptors and bla bla bla.
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Rhamnousia
Caldari Templars of Light Eternal Rangers of Terror
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Posted - 2006.11.23 12:17:00 -
[147]
here goes
1- completely remove ECM, not fix it, not rework it, completely remove it. period. zip.
+ this can be done with introducing another electronic warfare system that doesn't completely disable a ship ability to fight. unless u happen to fly a missile boat and hav FoF onboard (which 99.99999998% of the time doesn't happen). i'll leave this here for further flaming/discussion.
2- nos/neutralizer. instead of sucking 120 cap once ever 12 sec, make it suck 10 cap every 1 sec, same total amout of cap drainage, but much more easier to sustain that the current system
3- POS. it's one of the few isk sink exist in the game right now. but make POS more than a bunch of modules put together that is a perfect safespot.
4- log on/off issue. as u heard the cries, now go and see whatcha can do 'bout it.
5- complete removal of T2 lottery bull's dung. either that, or make them more accessible. (more seeding?)
6- mining barges, elite mining barges are banned from hi-sec. u done it for capital ships, why not mining barges? what's better way to kill those marco miners than to put them right into ur favorite apprentices, aka the ebil piewats?
7- more electronic warfare. more options. plain and simple.
8- local. unless the pilot is known to one individual, his/her standing will not show up in local. (has to at least show info once)
9- apply HP boost to factional ships. and capital ships get 150% boost instead of 400%.
10- nerf Oveur. (i pledge no comment why, just feel the need) --------------------------------------- - yes, im a noob - yes, im a nut job - no, i dont give a .... about what u think of my noobness - now, tell me sumthing i dont know |
Shiina
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Posted - 2006.11.23 12:20:00 -
[148]
1)Capital Mining Ship 2)With a jumpdrive 3)Better anti missle missles. 4)A player should be able to defend another players with anti missiles. 5)Drones should be fitted with Armor Repairers and something. 6)Everyone who has the sovereignty over a system should be able to place Wartowers at the gate, Station or everywhere he want to have engaged Hostiles automatically. 7) Poses should have a drone Hangar. These Drones have to travel in gangs through the system and engage all hostiles. If there is more than one POS in the system these Drones should meet in Squads to defend the system better. These Drones have to place a warning in local for all Ally members in system if a Hostile shows up. 8)Mines 9)People can't log of in Systems where Players have the sovereignty. If they do they don't warp away till 60 minutes are over. 10) Make that Minmatar and Caldari needs cap for their weapons. Or that Gallente and Amarr don't need. |
Ysolde Xen
Minmatar Liberal Trading Co Electus Matari
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Posted - 2006.11.23 13:19:00 -
[149]
In no particular order:
1) True Factional Warfare where corps & alliances can sign up, without the enclosed arena-ing.
2) Artillery to become a competitive weapon class and useful for more than just Tempest Fleet sniping. (If one thing of this list is ever picked, make it this one!)
3) Do something with Propulsion Strength. Make it matter to some degree to webs.
4) Broader variety of missions (someone popped up a fake mission of repping a billboard with remote reppers and consumer electornics as a joke but the basic idea suggested could be worked into something other than simple pew-pew or carry.)
5) Specialised salvaging frigates (maybe low-requirement Tech IIs based on the Probe/Imicus/Tormentor/Bantam).
6) Alliance/Corp logos on ships/structures (though that may be coming in with the gfx overhaul?)
7) Capital-class mining ships with onboard (but inefficient) refineries. And no defences whatsoever.
8) Minmatar Republic elections! Or at least, some Matari RP love that isn't just about bashing slavers?
9) Team missions for gangs that split rewards/standings etc.
10) All the corp management tools in that giant thread of doom lurking around somewhere. You know the one I mean
-----
It's not a crap ship, you're just flying it all wrong. |
Happster
Polaris Project
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Posted - 2006.11.23 13:49:00 -
[150]
1. An easier way to set destination. Map is kind of heavy to load.... 2. A way to set speed by punching numbers....(maybe its possible allready, but i havent figured out how ) 3. Bigger and better mining ship....more mining lasers, better tanking capabillities.. 4. Make the defence missiles work better (Those ment to shoot down other missiles)
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