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Author |
Thread Statistics | Show CCP posts - 5 post(s) |

Nova Fox
Novafox Shipyards
2801
|
Posted - 2012.01.16 20:48:00 -
[121] - Quote
Remote Module Repair.
Consumes nanite paste to efficently repair target's modules.
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Iris Bravemount
Airkio Mining Corp Bloodbound.
6
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Posted - 2012.01.16 20:49:00 -
[122] - Quote
This is a follow up to my earlier suggestion of multi-highslot jumpdrives in small, medium and larger versions with inbuilt fuel bays.
There could be a split up of cynos too.
Small cynos can only be logged on by frigates, but have smaller duration, fuel consumption, skill requirements and maybe even visibility (apprear on overview only in a limited radius). The larger the cynos, the larger the ships that can lock on to them, the longer the duration, the higher the fuel consumption, etc...
All cynos have the same fitting requirements, so that you could still use your frigate to light a cyno for capitals if you want to.
No need to remove covert ops cynos for this btw.
Titan jumpbridges could only lock on to capital cynos.
As for the slot usage :
small jumpdrives could use 1 slot, with one additional for each shipsize, so that you have to sacrifice offensive power to obtain the jump drive. All ships which currently have an inbuilt jumpdrive would keep it, since they were designed for it. (the medium ships with only 1 highslot should be awarded a second one)
The jump range and fuel consumption could also vary by ship size. The fuel type should vary by race, in order to keep isotope prices somewhat equal.
T3 ships could get a new populsion subsystem for this, or use the highslots for it.
Highsec :
Only commercial cynos (industrials, transport ship, mining barges, exhumers and jump freighters could lock on to them) would be allowed, and in 0.5 systems only.
This would create another incentive for players to venture out of highsec. |

doombreed52
Neotech Industries Infinite Improbabilities
2
|
Posted - 2012.01.16 20:49:00 -
[123] - Quote
Zarnak Wulf wrote:Low slot stereo system. Forces everyone on grid with you to listen to your music. Only available to Minmatar.
Low slot hydraulic system. Makes your ship bounce, baby, bounce! Only available to Minmatar. liked just cause it made me giggle. |

Nova Fox
Novafox Shipyards
2801
|
Posted - 2012.01.16 20:50:00 -
[124] - Quote
Remote Resistance amplifier.
This module consumes one ships own resistances to give to anther.
The effect does not stack.
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Nova Fox
Novafox Shipyards
2801
|
Posted - 2012.01.16 20:51:00 -
[125] - Quote
External Seige Battery.
Midslot
Turns a battleship into a seige platform for five minutes. When the module is exhuasted its then ejected.
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Nonnori Ikkala
Love for You Forsaken.Empire
7
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Posted - 2012.01.16 20:56:00 -
[126] - Quote
High slot module: takes two highs, makes a single low. Mid slot module: takes two mids, makes a single high. Mid slot module: takes two mids, makes a single low. Low slot module: takes two lows, makes a single mid.
No other fitting requirements. Makes fitting very interesting, allowing more room for creativity. (Hopefully not overpowered.) It has to be symmetric higher <--> lower to be fair to both armor and shield tankers, even if both directions don't make perfect flavor sense. |

Ila Gant
Hedion University Amarr Empire
73
|
Posted - 2012.01.16 21:02:00 -
[127] - Quote
Projected shields: High-slot module projects a shield around a target, with normal shield effects (including diminishing strength with damage), switches off after half a cycle and can be enabled again after cycle completes. Alternatively, may use charges. Cycle time 30 seconds (15 seconds of shielding, 15 seconds of cool down, overheating increases shielding time and reduces cooldown).
Thermal modulator: Dramatically reduces the effects of overheating on a single target, while increasing the effectiveness of module overheating on targeted ship beyond the ordinary benefits allowed by skill level. High slot module.
Both of these modules would be aimed at Logistics cruisers. |

Planetary Genocide
Pegasus Empire War Ensemble.
6
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Posted - 2012.01.16 21:02:00 -
[128] - Quote
I'm thinking CCP should re-implement Salvage Drones and Mines.
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Yashir Wong
Future Corps Sleeper Social Club
0
|
Posted - 2012.01.16 21:07:00 -
[129] - Quote
What if webs could drag a target?
Essentially webs would apply an additional velocity vector to a ship. A combination of the web's strength and the target ships mass would come into play. It would also probably necessitate different classes of webs based on hull size.
Really, I'm just tired of people feeling perfectly safe sitting off a station with the only viable method of engaging them being overwhelming alpha or a bump stabber that might not even be able to get an angle on them.
Someone earlier in the thread mentioned tractor beams that can be applied to ships. I like that idea too. They felt it should only apply to certain vessels, but I say all tractor beams should be viable. Battle noctii would have a purpose. It would be awesome watching a noctis tug a carrier off a station. It would make station games so much more interesting than they are now and require people engaging in them to be a hair more cautious.
Neuting resist modules. A module that would buffer a ship against neuts reducing the amount of cap drained from one. Could work, could be made moot by cap boosters.
A fast loader. Passive module, maybe....high slot...that cuts reload times in half.
An ECM module that cuts max locked targets by half. No or low chance to miss. Enemy will always retain at least 1 locked target.
a "spearhead" module. High slot module that would convert a bump to damage. Damage amount based on (ship mass) x (velocity) x (spearhead dmg multiplier). Damage type kinetic of course. |

Yashir Wong
Future Corps Sleeper Social Club
0
|
Posted - 2012.01.16 21:09:00 -
[130] - Quote
Planetary Genocide wrote:I'm thinking CCP should re-implement Salvage Drones and Mines.
I like mines. Put a ton around a wormhole, giggle as a cov-ops comes in and is immediately obliterated. |
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Kim Telkin
Love for You Forsaken.Empire
22
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Posted - 2012.01.16 21:11:00 -
[131] - Quote
Consumable propulsion module.
Gives you 10X speed factor for 30 seconds. Then burns out entirely.
Uses: * Armor tanking blaster boats trying to get in web range * Last ditch effort to escape from scram/disrupt range * Burn through a warp bubble * Catch that annoying nano fit saying *just* out of your range
I think it would add some fun "oh crap" moments when your enemy performs the Picard maneuver :) |

Kristoffon Ellecon
Dreddit Test Alliance Please Ignore
11
|
Posted - 2012.01.16 21:13:00 -
[132] - Quote
Faction / T2 scripts
For instance a T2 or "hacker faction" scan resolution that has a higher bonus over regular script.
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Iris Bravemount
Airkio Mining Corp Bloodbound.
7
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Posted - 2012.01.16 21:16:00 -
[133] - Quote
MeBiatch wrote:how about a script for hic mods that instead of scamming aoe its a webber aoe?
or a tech II cyno that lasts 5 min and 2.5 min on a recon?
or how about a fig sized logi ship that uses medium sized remote reps?
or how about making drone control units work on sub cap ships... that way if you wanted to you could have 10 heavy drones on a domi?
I like all of the above.
MeBiatch wrote:aoe blasters... basically can only be used in 0.0 or else you will get a criminal flag... works like a directed smart bomb but has an arche of 30%.... think of it like bird shot in comparison to slugs...
I don't like this. Blasters already have the best tracking there is. This would be a nerf of small ships, which we don't need.
MeBiatch wrote:tachion detection pulse from a tech II destroyer... it distrputs the cloak of any non tech II cloaking mod... which temporary makes the ship show up on overview/scan probes but does not decloak it...
Range of the mod ? If I got it right, the overview would only allow to detect the presence and distance of the ship, not targeting it bcs it is still cloaked. Sounds reasonable. Would the cloaked pilot get any notification of this, or is he unaware of him apprearing on overview ?
Running out of quote tags:
accelerated launching bay (acts like a tc/te but for missles) increases either explosion velocity or base velocity of missles...
Captial nuet/nos
capital cap injector
capital sized rigs
I like those.
low slot drone damage mods...
I would have put this into highslots, but I like the idea too.
sensor ghost mods (makes a double of your ship on the overview thus confusing enemies)
Brilliant ! But should also create visual doubles, or else you could just ignore the overview and ctrl-click the ship/bracket itself.
low slot that gives my drones a warp drive so i dont have to recall them...
Nope. This is what carriers and fighters specialize in.
enhanced tactical overview for comands from the FC...
like the FC can highlight alpha and beta targets on my overview...
Those are called broadcasts.
faceit people are going to meta game why not make a ship that does it for you? make a consumable mod that allows you to temp hack into enemies fleet chat and stuff...
Pointless, since people use third party voice comms.
As for the rest of your post, while boarding scenarios sound appealing, they would just break the game. The only way to remove a pod from a ship by force should remain the good old destruction of said ship. Ewar modules take care of any control hindering, so boarding systems for this would be redundant.
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Nova Fox
Novafox Shipyards
2802
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Posted - 2012.01.16 21:16:00 -
[134] - Quote
Make ECM Jammers a bit more of a play on race.
Caldari provides true target loss. Gallente Provides false targets. Minamtar Diverts targeting eleswhere. Amarr prevents locking anything new.
You can also give an ecm that reduces the max number of targets. If number of locked exceeeds the reduction the first object locked becomes lost.
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Strata Maslav
Born-2-Kill 0ccupational Hazzard
9
|
Posted - 2012.01.16 21:23:00 -
[135] - Quote
A high slot weapon that limits Nova Fox from posting a replies to a thread to one every 20 minutes. |

Nova Fox
Novafox Shipyards
2804
|
Posted - 2012.01.16 21:24:00 -
[136] - Quote
Lets see.
Emitters
These are bomb like launched probes that fly foward then stop to emit whatever electronic warfare effect. they only last for a minute and have limited range and can be destroyed.
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Dead Azrael
Com-Star SOLARIS - SYNDICATE
0
|
Posted - 2012.01.16 21:25:00 -
[137] - Quote
Booster Rockets:
Med-Slot Module
Variation A:
Can only activated when MWD is active and NOT overloaded. Reactivation Timer: 30min or more Duration: 5sec
Gives instant a boost of 5000m/sec (during durationtime, after durationtime => instant -5000m/sec)
Can only fitted on a Battleship
Variation B:
Can only activated when MWD is active and NOT overloaded. Reactivation Timer: 60min or more Duration: 10sec
Gives instant a boost of 5000m/sec (during durationtime, after durationtime => instant -5000m/sec)
Can only fitted on a Battleship
Negative effects during activation (something like that) reduce Agility of BS Sigradius +100% |

Gripen
482
|
Posted - 2012.01.16 21:34:00 -
[138] - Quote
Stealth or Compact fighter bomber drones - high damage, compact, battleship-to-battleship weapon which is hard to use while frigates on the field
Goals: - Increase need of frigates in fleets - Add special flavour to battleship class as Tier 2 and 3 battlecruisers and Tech 3 cruisers are almost driven regular battleships out of 0.0 combat except of static structure defense scenarios
Parameters: - Very low hitpoints (like light drones) - 5 m^3 volume (easy to kill so should be more or less disposable in terms of dronebay space) - High DPS (higher than heavy drones) but can apply full damage against battlships only (fire missiles similar to fighter bombers used on capitals) - 25 Mbit bandwidth (intended for use mainly from battleships) - Good attack range so they can't be smartbombed - !New mechanics! Lockable by frigates and destroyers only (giving them small signature so lock would take significant time is not enough imho)
Would work well with mild boost to battleship active and\or passive defenses and dronebays |

Camios
Tribal Liberation Force Minmatar Republic
47
|
Posted - 2012.01.16 21:39:00 -
[139] - Quote
A module that enables a fitting/reshipping service, so that you can use the ship as a carrier or like a mobile ship maintenance array. Gang will be able to reconfigure their gear without carrier support in hostile environment. |

Nova Fox
Novafox Shipyards
2805
|
Posted - 2012.01.16 21:41:00 -
[140] - Quote
Ewar Missiles.
These loaded missiles provide a temporary effect of an electronic warfare over a large area.
due to thier size reloading these missiles happens more frequently and rate of fire is not as high.
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Nova Fox
Novafox Shipyards
2805
|
Posted - 2012.01.16 21:45:00 -
[141] - Quote
Drone Decoy.
This drone attracts the attention of drones sent against host ship, Lasts until destroyed. can be sent to attack distant targets to further them away.
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Gevlin
EXPCS Corp SpaceMonkey's Alliance
88
|
Posted - 2012.01.16 21:53:00 -
[142] - Quote
DRONES -->Salvage Drones Type 1 Able to retrieve loot from Wreck Type 2 Able to use a Savage on the Wreck and Bring that to the Ship Type 3 Able to Drag the wreck to me Slowly like a tractor beam, tech 2 drones able to deliver items to other fleet members via guard command after item is selected.(ammo delivery service)
>>Hull Repair Drones >>Energy Transfer Drones >>Heavy Industrial Mining Drones Fighter sized drones for carriers that mine like a retriever for ores the highsec quality with each race of drone specializing in an ore type: Veld-> Minmitar Scord-> Gellentie Plag -> Amarr Pryo--> Caldari Omber -> Faction (Ore) Kernite -> Faction (sansha) This is to mine Bulk mineral for ship production in Lowsec and Null sec. Allowing Sustainability away from Empire.
MODULES Ore Hold (capital size) Per slot gets a ship a 10k ore hold ideal for Carriers that like to mine.
Cargo Destruction Module (mid) When active, if the ship gets below 25% Structure everything in the hold is destroyed. Does required cap so it can be disabled if the ships is completely nueted.
Connection Modules to Super Capital Allows a Frigate or Cruiser t1 to join with the hull of a Titan or Super Carrier. The Titan or Super Carrier will required a Low Slot Module to allow the connection. Based on Skill it will allow 1 Cruiser or 4 Frigates to join with the Hull. The Cruiser or Frigate will required to dedicate 1 Low slot as well. And the Ships would need to be in fleet with the titan. When active the ship melds partial with the hull of the Super capital (front half Sticking out)GÇô limit race to the titan- The Ships are still target-able but have 50% reduction in signature and 50% reduction to damage, but will be affected by all Ewar, and have a penalty of 25% to tracking. Frigate and Cruiser Pilots would be able to fire freely but they are stuck tot he titan. If destroyed the Pod is stuck floating next to the titan. I though would be possible if fast enough to board another ship from the titan and re attach to the titan if the timers allowed it to happen before the pod was destroyed. This would allow new characters to participate with a super capital. And make the super capital more awsome, death star, but makes the Super cap require a sub cap fleet to protect it.. it is just some of the Sub cap fleet are in the belly of the titan. If the titan or super carrier Jumps, the combined ships are left behind as they would conflict with the Titans navigation system and be impossible to code. This would also give the small ships in the fleet something to shoot at binging me back to the days of wing commander.
Ramming Spear (High Slot) Allows whips when charging with active module resulting in bumping another ship above 50% speed to do damage against another ship. A initial damage spike for tacklers.
AOE One Shots Warp Disruption 5 Second 1 Shot Mid slot items that will AOE a large area with a Strength one Warp Disruption field. Able to only fit one on a ship and it burns out after 1use (used for that small tackle ship to delay a fleet enough for the rest of the allied fleet to arrive) Web Disruption (also work as a bomb) 15 Second 1 Shod Mid slot item tha will AOD a large web area with a 50% speed reduction web. Able to only fit one on a ship and it burns out after 1use
I agree with several people: CCP needs to focus most of eve's recources on FIS, but the development of WIS still needs to continue, just as a slower and more efficient pace. In eve I wish to be more than just a machine. |

Max Von Sydow
Droneboat Diplomacy
160
|
Posted - 2012.01.16 21:54:00 -
[143] - Quote
Automatic "anti-air" weapons
High slot module. Similar fitting reqs as medium guns. While active, targets and fires upon hostile and/or neutral fighters and fighter-bombers, not drones, frigates or missiles, just fighters.
"Air"-superiority fighters
Works similar to the aforementioned AA guns but in fighter form.
Structural destabilizer bomb
Bomb that reduce the resist of targets for a short amount of time
Suicide bomber module.
Only works in 0.0 Destroys ship fitted on, creating a huge AoE damage blast. Need a new type of explosive item in the cargo hold to work. Damage and AoE depends on amount of explosives in the cargo. Damage type depends on what explosives in the cargo. |

Kenpachi Viktor
Gradient Electus Matari
144
|
Posted - 2012.01.16 21:57:00 -
[144] - Quote
Capital mining lasers. A High Sec Manifesto |

Gevlin
EXPCS Corp SpaceMonkey's Alliance
88
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Posted - 2012.01.16 22:01:00 -
[145] - Quote
MODUALS Subcap Industrial Configuration Modals STORAGE Allows a Sub Cap to activate this module: -->Module has a 5 min cycle -->transforms into a storage array, ----->(Graphic NPC Silo with the front end of the industrial sticking out the side) --> accessible to fleet members, --->Multiples Storage of the ship to 500 times or 50,000% it normal Cargo size. ----->(Ie A max rigged Itterion V would have close to the storage capacity of a Large ships Assembly array) -->Have the HP of the Storage Silo be that of the ship --> Not other module can be active while this modal is active (No cloaky Storage Ships) --> Module can not turn off if items are in the ship. So jettison all of it!! -->This will provide a work around POS mechanics that don't allow 1 slot mass storage, which is needed for large alliance based mining ops. Also adds an additional role in mining ops. Other POS Industrial Configuration Modules: -->Allow other Pos Components to be come a Sub Cap module so it can be set up on the fly. -->Limiting volume size based on cargo space and Structure Hit points based on the Industrial's Hit points -->Can be anchored any where not only in a POS shield where it could be safe (limitation for high sec may require standings) -->When the POS Industrial Configuration Module is in effect no other Active or passive modules can be in use. -->Special Skills for each module will be required -->This would be an effective use for those players who have several accounts used for mining to use them for something else. Keeping a need to pay for several accounts. -->Ideas include: ----->Many of the Weapon Batteries (so you want gate guns)(Never though my industrial alt would ever fire a missile batter let alone be one) ----->Some quick Assembly Arrays (For ammo or drones on the Go, ) ----->Reprocessing Array (You mine, I Refine, he builds) ----->Assembly Arrays (need to change?)(I hold your ship for you)(this is how you can hide Dreadknott inside a Itteron V) ----->Store Front (Fleet members can buy their goods as if it was a concession stand)(guess who is now primary)
Local Transmitting Inhibitor A cloak type device that instead of hiding the ships removes the player from the Local. No other modals can be in effect while active. Tech 11 may allow stationary Cloaking.
Sig Spoofer Allows a ship to change its signature found on ship scanner so Eye have to be put on the ship to make sure it is what is it.
Spacial Gravimetric vortex generator: (High Slot) While active some of the damage which would be applied to ships near by is applied to you. Allowing ships with Heavier tanks absorb the damage inflicted on Near by Players (10kml) Allied or enemy. (Don't expect to live after a bombing attack)
Automated Evasive manuvers Module (Propulsion Module High Slot) While active this over flow (the damage that is not counted because you sig is too small or your speed it to fast) damage incoming will be directed from you to the target of the module. This represents that you are actively using this target as a shield. This module may also have the effect slowing the ships a bit (20%). This will Discourage Big Ships using Large guns against small target next to you ally. (some small ally ships may use this to hide with in ally fleets. GÇ£Do not use the big guns you may hit charlieGÇ¥ ( should increase the used of small ships in Large Battles)
Battle Field Camera high Slot Battle Field Viewer High Slot Allows one ships to transmit what it is seeing on the over view to other ships equipped with the Battle Field Viewer. The Field Viewer would be windows like the Browser. Each Field View module will allow the reception of another transmission from a Camera Battle Field Camera.
Passenger Accommodations: (LOW) Game Effect: Reduces size of items that can not be in containers by 1/2 mainly Life Stock, or People This is mainly a role Playing tool.
Clone Vat Bay for Sub Captials ( Possible Tech ii clone bay) This would allow me to install a few fiends and take them up to deep space to drop them off. Flying in a cloaked Ship GÇô 1 high for used to allow clone jumping to be activated. And 1 Low required to hold 1 Pilot. This item would be illegal to prevent ease of use in High sec,
SCRIPTS Shield Transporter I always though due to the name description that Shield transporters should take some of my shield and place it on another. With a script: it would allow a person to use their shield to build a depleting buffer beyond the shields of the targeting ship at a cost of 2 points from me transporting 1 pt to them skill reducing the effect. And the second layer of shield I am sending would deplete after 10 seconds. This way I know Bob is going to be Primaried so I can give him some of my shield to prevent him going down instantly and allow his own shield reps, or the Logi's Normal shield Transporter bring his shield back to full, In a way allowing me to GÇ£ShieldGÇ¥ Some one from Attack with my own Shields. (I am able to shield the tackle with my BS's Shield using my Shield Transporters. (should not be allowed on Ships with extended shield Rep Range ie logi ships.) A similar script could be done to Armour representing a Battle ship trying to cover another ship from incoming damage.
Warp Scrambler Scrip to turn off the Propulsion module dang those 100mn equipped After Burner T3 Cruisers.
DRUGS Drugs that increase Range or Yield or reduce cycle time with other side effects.
Customisable Drugs. Take your current drugs but allow us to lace it with other times that will, -Decrease some negative effects but ad others, -Change the Set negative to a random strength. -Ad UI effects for player vs Negative effect for pilot
I agree with several people: CCP needs to focus most of eve's recources on FIS, but the development of WIS still needs to continue, just as a slower and more efficient pace. In eve I wish to be more than just a machine. |

Ravcharas
GREY COUNCIL Nulli Secunda
71
|
Posted - 2012.01.16 22:14:00 -
[146] - Quote
rate of fire ewar resist ewar resist logi scripts for ships set bonus mods, like implants |

Vincent Athena
V.I.C.E. Comic Mischief
258
|
Posted - 2012.01.16 22:14:00 -
[147] - Quote
At present there are no modules that allow you to protect a ship you are escorting through high sec. You cannot protect it by blowing up the bad guys first, as then you go away to concord (and then you are not an escort anymore). Remote reps do nothing vs alpha strike. So how about:
Remote shield extenders. Boosts the shield strength of the target ship Remote shield or armor resistance amplifiers. Remote warp core stabs (may be too much...)
Other ideas:
A rig that turns part of your cargo bay into a corporate hangar.
AoE weapons that fire a ball of plasma that causes damage, small in size at your ship doing alot of damage, expanding as it goes doing less damage as it travels.
"Controls are jammed" Something that stops the target from accepting any controls form the pilot for a short time.
Resistance modules that not only reduce damage (not as well as the current ones) but add some of the energy of the incoming fire to my capacitor
Time travel: A one use module that moves my ship forward in time a minute or few. Teleporter: A one use module that moves my ship a few dozen km, no BM needed
Telescope: Lets me see stuff that is off grid and normally invisible
Interstellar warp drive: Lets me warp from one star to another in a few hours, I do not need be on-line.
De-cloaker: AoE device that de-cloaks any ship in range
System De-cloaker: one shot module that de-cloaks anything in system
Passenger quarters: Allows for the transport of a Pod pilot.
AoE web about my ship: slows anything that gets too close, possibly including missiles that now may run out of fuel before hitting me.
Navigation shield enlarger: Increases the size of my ship's collision bubble (for bumping ships away from undock points).
Smart bombs are neither smart nor bombs. How about making a version that is at least smart: It only damages items I got targeted.
The anti-loot rig: If my ship explodes it insures all cargo and modules are destroyed. CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |

Gevlin
EXPCS Corp SpaceMonkey's Alliance
88
|
Posted - 2012.01.16 22:21:00 -
[148] - Quote
MISSiLES
Defender Tech II Tech II Defender Missiles that will destroy Near by Missile volleys protecting your fleet. (may be restricted to shooting down all Nearby Missiles, will be handy for selected fleet types
Logistic Missiles. When they hit the target they repair via their damage category vs Damage but also have to take into account the Damage reduction. This is meant to be used in between battles when hardeners are turned off. They will repair first shields, then armor then Structure
Nuetralizing Missiles. Missiles that drain cap vs imply damage GÇô reduced effect based off of EMP Hardeners
ECM Missiles Missiles that can will temporarily (5 seconds)(non stackable) lower the Sensor Strength of a ship GÇô reduced effect base off of Kinetic hardeners
Thermal Missiles Missiles that increase the damage modules take while being over heated GÇô reduced effect based off of Thermal Hardeners. Resist Nullifying damage: These missiles will reduce the effective tank resists across the board temporarily (non Stackable) GÇô reduced effect based off of Explosive hardeners.
SOVERNTY STRUCTURE MODULES Prospreciting Arrays T2 Prospecting arrays GÇô allow different Ore compositions belts, that are less valuable than the Current allowing miners to find Mostly Veldspar or Omber Belts allowing easier production of Ships in Null sec. I agree with several people: CCP needs to focus most of eve's recources on FIS, but the development of WIS still needs to continue, just as a slower and more efficient pace. In eve I wish to be more than just a machine. |

Circumstantial Evidence
28
|
Posted - 2012.01.16 22:24:00 -
[149] - Quote
Scripts: I don't like needing them. Reduce items in game and inventory shuffling by players - by converting script functionality into module specific modes of operation.
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Tsubutai
The Tuskers
49
|
Posted - 2012.01.16 22:30:00 -
[150] - Quote
An analogue of nanite repair paste that could be used to (slowly) repair hull and armor damage without needing to dock in station, get someone to remote repair you, or have an armor/hull repairer fitted. |
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