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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Lijhal
Native Freshfood
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Posted - 2009.02.24 08:42:00 -
[271]
Title: Blood Raider ships need a revamp (Cruor, Ashimmu, Bhaalgorn)
Category: Ships
Description: As currently the above ships are not only hard to fit, they dont represent the Blood Raider philosophy. They are the weakest ships of all avaible faction ships in eve, which occurs with the current bonuses on the ships themself. Replace the neut/nos and webifier bonus with a RoF and Dmg bonus, to bring those ships inline with the other faction ships. Also add cpu and pg, they lack for a lot in them
Goal: Balance in order to bring BR ships more inline with the other faction ships
Title: Apocrypha fitting Widow
Category: UI
Description: Add bars at 50/75/100 percent to the cpu/pg bars in the new fitting widow (green/yellow/red)
Goal: Better overview of the current needed pg&cpu
Title: cloaking effect
Category: UI
Description: the new cloaking effect is horrible for small ships like CO's oder SB's. this is affected by the "electric" shape which surrounds the entire ship now. And please fix the thruster animation, currently if you are cloaked, you see the thrusters at all
Goal: eye candy
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RadHard
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Posted - 2009.02.24 10:07:00 -
[272]
* Title: Adjustable scan time affecting scan strenght of probes
* Category: Scanning
* Description: I was thinking about this as a way to balance for the lower player probing skills that affect scan strenght. Giving probes more time to pickup signals (like when you set longer exposure on a photo camera) could lead to minor increase in the scan strenght. Even small bonus like 1% per step will be nice. Make the next time step to be always twice of the previous. 10sec base,then 20, 40, 80, 160seconds and so on, up to some reasonable limit.
* Goal: It will allow players to be able to set longer scan time instead of moving the probes extremely close to get 100% result. It also makes the skill affecting the scan time more usefull and bring some more variability into the new probing system.
Rad
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Arengor
Glittering Dust
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Posted - 2009.02.24 10:37:00 -
[273]
Title: Improvements in new fitting panel.
Category: UI.
Description:
Goal: easier to move stuff to cargo bay.
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Hidden Snake
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Posted - 2009.02.24 14:42:00 -
[274]
Title: Fix the bomber finaly
Category: Ship
Description: add expl. speed bonus. No need to add something horrible high. At least some bonus will totaly change the situation.
Goal: To make SB fliable ship again. There is no need to make it frig carnage again, but if i have to invest huge amount of sps and isk to fly one, I should be able to kill that noob in incursus easily, not with the use of every tactical knowledge.
Note: it is quick and easy change, please do not destabilize the game by some complete redesign of the ship.
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Hidden Snake
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Posted - 2009.02.24 17:26:00 -
[275]
Title: cloaked fleet info
Category: UI
Description: fleet should be able to see cloaked ship in their fleet
Goal: To FC covert ops fleets
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Hunter Darkside
Caldari Fearghul Corp The Dominion Empire
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Posted - 2009.02.24 18:33:00 -
[276]
Originally by: Camdim
Originally by: Crausaum Title: Jump Clone Cooldown.
Category: Gameplay.
Description: Decrease the cooldown time between jumpclone uses.
Goal: The current 24 wait time on the jumpclone system is very frustrating. If a player has a standard time of day they play at it can effectively force them to miss a day of play. Example: If a player jumps at the end of their typical play session then they will be stuck in that location for their next play period and typically will skip logging in the next day as they are stuck in an area of space they no longer wish to be in.
Shrinking the timer by even just a few hours would greatly help many players.
This ftw! I say drop it to 1-2 hours at most give people the options to play the game how and when they like.
Seconded (Thirded?) Anyway, yeah. The once-a-day rule is rather limiting. Jump clones are nice to have but the 24 hr limit is tedious. How about x times per 24 hours, where x=Infomorph skill level. Thoughts?
HD Can't think of anything witty? No, neither could I. |
Koyama Ise
Caldari Equestrian Knight Order of Lolicon
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Posted - 2009.02.24 21:31:00 -
[277]
Title: Give us the ability to kill the PiP display on the fitting screen. Category: UI Description: Cause it kills my FPS to 5 even if it was 60 before and for people barely able to run the "premium lite" client it will help them too. Goal: To make so the affected people don't have to open the map to fit their ship without the fps dropping to 5. --- O.P. is made of fail c/d.
Originally by: rValdez5987 I dont like your sig. It fills me with rage.
I want it removed. Reported.
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Sfynx
The Arrow Project Morsus Mihi
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Posted - 2009.02.25 02:30:00 -
[278]
Edited by: Sfynx on 25/02/2009 02:32:49
Originally by: RadHard * Title: Adjustable scan time affecting scan strenght of probes
* Category: Scanning
* Description: I was thinking about this as a way to balance for the lower player probing skills that affect scan strenght. Giving probes more time to pickup signals (like when you set longer exposure on a photo camera) could lead to minor increase in the scan strenght. Even small bonus like 1% per step will be nice. Make the next time step to be always twice of the previous. 10sec base,then 20, 40, 80, 160seconds and so on, up to some reasonable limit.
* Goal: It will allow players to be able to set longer scan time instead of moving the probes extremely close to get 100% result. It also makes the skill affecting the scan time more usefull and bring some more variability into the new probing system.
Rad
I like it. Of course you'd balance it so that people still can't just drop long range probes, set high strength, and finish it in a reasonable time. Either you wait until next Christmas if you don't want to work for it, or you work for it. Or any middle route you think is good for you.
Edit: then you just have to make sure the shortest ranges like 0.25 or 0.5 AU are still useful somehow. Since most people would probably take things like 1 AU as a minimum, not caring about that extra minute, making 0.5 and 0.25 probes underused.
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Faraelle Brightman
Gallente Placid Reborn
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Posted - 2009.02.25 03:22:00 -
[279]
I can't find the older fitting window thread, this will have to do
Title: Label the power/cpu indicator bars on the fitting window better
Category: UI
Description: Latest iterations to the new fitting window have been good but this is one thing I think has gone backwards over the iterations. Although the power grid and cpu bars have been given colors now both of them are slightly different shades of blue and the text readout has been moved where both are in the same place. In prior ones I could still distinguish between them with some difficulty, now I can't tell which is which *at all*.
Give them contrasking colors, not similar ones, use clearer labels and consider graphical labels! They could stand to be aligned better on the circle but that one is probably allready known.
Goal: Stomp out fitting window confusion. -----------------------
"Every once in a while, declare peace. It confuses the hell out of your enemies." |
Thaeus
Black Serpent Technologies Intrepid Crossing
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Posted - 2009.02.25 05:24:00 -
[280]
I think this might get met with flame... But Any plans for changing jump animation of capital ships? Something along t elines of Battlestar Gallactica animations would be awesome IMO. >.>
T3 Ships need a boost... They fit worse than a HAC, and ships like the Legion have horrible cap consumption issues. If T3 ships are gonna be hard to find, lets make it worth it. Oh **** IT'S A TARP! |
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ELECTR0FREAK
Carpe Nocte
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Posted - 2009.02.25 06:30:00 -
[281]
I'm sorry if this has already been suggested, but I'd like to see the fitting bar (scale, meter, whatever you want to call it) for PowerGrid and CPU turn red if an item that is being moused over will cause the MW or tF to exceed what the ship is capable of.
IE, when you mouse over something that won't fit, instead of just filling up the bar all the way, fill it up all the way and turn it an angry shade of red for "Hey! Stupid! That module won't fit, you noob! Find another one, gosh!"
Discoverer of the Original Missile Damage Formula |
ELECTR0FREAK
Carpe Nocte
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Posted - 2009.02.25 06:41:00 -
[282]
* Title: Fitting window CPU and PowerGrid values
* Category: Fitting UI
* Description: A quick observation notes that the actual values "MW" and "tF", used as the unit of measure for PowerGrid and CPU used by nearly every module in the game, are not actually used anywhere on the new fitting interface.
* Goal: Simply adjust the display in the fitting window to show: CPU xx/xx tF POWERGRID xx/xx MW
I feel that this fairly simple change will improve immersion, consistency, and avoid new player confusion (though, perhaps I'm not giving them enough credit, you'd have to be pretty thick not to figure that out).
Discoverer of the Original Missile Damage Formula |
Lijhal
Native Freshfood
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Posted - 2009.02.25 07:33:00 -
[283]
Edited by: Lijhal on 25/02/2009 07:37:05 Edited by: Lijhal on 25/02/2009 07:35:04 Title: multiple sugestions on the fitting window
Category: Fitting UI
Description:
(1) add the missing information in the navigation bar
(2) rigs showed as offline, but calibration is full used
(3) replace the cpu bar into green or yellow or color change on exceeding total pg/cpu.
(4)defence tooltip cannot be read, make it non transparent
(5)add a small window in the down right side under the navigation tab, which shows the current total bonuses of the ship
Goal: make eve better
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T'Amber
starvald emurlahn
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Posted - 2009.02.25 11:14:00 -
[284]
TITLE: Gallente Ship Colours
CATEGORY: Stop the Caldarians from Laughing (please)
DESCRIPTION: Please redo the colours for Gallente, Baby Blue like original Trinity colours would be nice. Caldari CANNOT have the last laugh.
GOAL: Stop them now!
starvald emurlahn
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Hidden Snake
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Posted - 2009.02.25 12:11:00 -
[285]
Originally by: T'Amber TITLE: Gallente Ship Colours
CATEGORY: Stop the Caldarians from Laughing (please)
DESCRIPTION: Please redo the colours for Gallente, Baby Blue like original Trinity colours would be nice. Caldari CANNOT have the last laugh.
GOAL: Stop them now!
Well we will laugh anyway :)
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Dirty Python
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Posted - 2009.02.25 14:17:00 -
[286]
Fitting window Classic View mode
Map classic view mode (no blur around system dot)
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Uni Zueto
Amarr Nakama Gemini Federation
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Posted - 2009.02.25 19:51:00 -
[287]
Edited by: Uni Zueto on 25/02/2009 19:57:21 Title: Clone Downloads (Clone Jump and Clone Death)
Category: Wormholes
Description: The rational for death jumps working but clone jumps failing seems very illogical. Allow any clone transfers while any worm hole in that W-Space pocket is open because subspace communications are online. Disallow any clone transfers while all wormholes are closed. If a pilot self-destructs or is killed then they reawaken in K-space in clone that has all the skill points at the time that the last wormhole was open and their pod was able to transfer continuous updates to K-Space.
Alternative: Say that a wormhole is always open to K-Space from any pocket but the pilots just don't know the location but this doesn't stop globally transmitting clone transfer information from getting through. This would still allow jump clone functioning. Allow jump clones but penalize the use in some way. 'May all your ventures be profitable' - Caldari Farewell |
Vivien Sureflight
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Posted - 2009.02.25 21:17:00 -
[288]
Title: Tactical Subsystems
Category: Tech 3
Summary: Basically, add in a sixth subsystem category called "Tactical Subsystems". This is full of ship skill bonuses (i.e., a subsystem with a racial damage modifier based on the race's strategic cruiser skill). There should probably be one of these subsystems for every obvious racial ship bonus (Gun damage, drone damage/HP, warp disruptor range or sensor damp effectiveness for Gallente, etc.). When assembling the modular ship, the pilot should be able to choose 2 of these for the ship (though I could live with just one). You might consider making them tiered as far as levels are concerned; i.e., you need the Tactical Subsystems skill at a certain level in order to choose a more powerful bonus.
Goal: Right now, t3 ships are just like HACs, only worse. Not only do they lack ship bonuses, but they can't be configured to do anything better than another ship of that race. Add in the penalty for losing the ship, and there becomes little to no reson to fly it. This way, ships could be configured to fit highly specific roles (to a higher degree than the t2 cruisers), though would have to sacrifice a lot to do so. Or, you could make a slightly more powerful version of a HAC. Which would make sense, as the price is likely to be rediculous. __________________________________
Give a man some fire and he'll be warm for a day. SET a man on fire and he'll be warm for the rest of his life... |
Ahtnaver
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Posted - 2009.02.25 21:36:00 -
[289]
Title : Restart Storyline missions for Interbus
Category : Missions
Description : Ypu can start by giving interbus their own stations , so that players can use the LP . and then enable Storyline missions - as interbus is positive towards the major factions.
Personal Reason : i have been in eve only from october 2008 , but i have read the old forum posts about when interbus gave storyline missions . i have done quite a lot of missions myself. some of us like to maintain neutrality to all factions and be able to travel through all empire spaces and also work for many agents of different races. for me , i have just one account and only one character . i like to buy and sell stuff , travel everywhere and work for all kinds of agents with this one character . with the current type of faction standings , it isn't possible to maintain neutrality for a long time. so , i request ccp to consider enabling Storyline missions for Interbus - it would help greatly - after all , some of us like to stay positive to everyone else & also sympathise with all empires & factions .
Goal : to enable positive standings with all major factions.
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Ahtnaver
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Posted - 2009.02.25 21:48:00 -
[290]
Title : Introduce Aliens into Eve
Category : Races
Description : well , as the story of Eve goes , we are currently many millenia in the future and also many millions of light years from Earth . how can it be that Humans are the only biological , intelligent lifeforms in the universe ? granted that there are slaver hounds & that bug ( filo or so ) but are bipeds ( humans ) the only intelligentia ? u should accept that most ship designs are not human like in the current eve. likewisae , u can create a storyline where u eventually introduce Aliens - who were attracted to new eden by activities of the humans or came here as a result of their contact with the original humans in Earth - and are here for 2 reasons > one would be to help us or the othere would be to eliminate us after they finished off Earth.
such a turn of events would be interesting and would be a reason for the inhabitants of new ededn to unite. these new aline species - they dont have to be of one type but there could be many types - some who are at war within themselves > can be basis for new tech & stuff , worlds , systems. etc.
Goal : to spice up eve and to provide more content and gameplay.it will also enhance the roleplaying feel . { personal reason : we already fight,quarrel,warmonger in real life. doesn't have to be so in a sci fi game } also , aliens are defacto in sci fi anyway.
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Ahtnaver
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Posted - 2009.02.25 21:56:00 -
[291]
Title : Sisters of EvE should be friendly / positive to all major factions
Category : Faction Standings
Description : well , as in my previous post , some of us like to be positive to all . like interbus, which is positive to all major factions , SoE should be made to have positive standings with all major factions - as the backstory already says that most factions including even some pirats factions respect SoE for their humanitarian work and attitude. this wouls also enhance roleplaying and gameplay value. you could do thais by introducing a story which makes the factions which dont like SoE currently change their views. it is very easily possible. you just have to set your mind to do it.
Goal : To give players who value neutrality and positivity a chance and also take SoE's story and goal in a new direction.
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Kensuken
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Posted - 2009.02.25 21:58:00 -
[292]
TITLE: New Hacking Feature: Obfuscate Identity
CATEGORY: Piracy/PvP/RP
DESCRIP: Allow hacking another ability to hide your characters tru identity. Maybe create a new skill called Obfuscation. Usage would allow pilot to hack the transponder of the current ship (excluding pods) to appear to be another character on the same account while keeping the current characters skills and attributes. It must be another character on the same account and will show the same standings, employment history, decorations, etc. Chance to discover the deception by other pilots would use the ECM/ECCM challenge code and be based on comparing the targets Hacking/Obfuscation skill to the other pilots within 300km (or ship targeting range). Usage: a. Allowing temporary infiltration of FW gangs by opposing side. b. Allowing pirates to hide their identity like flying another nations flag or putting up the Jolly Roger. c. Allowing RPing characters to carry out missions of secrecy like attacking slavery supporters while appearing to still being a loyal Amarran citizen.
RESTRICTIONS: a. No way to use this skill to infiltrate a corporation or alliance because it is specific ship based and Corps/Alliance would have the pilot exit his pod at some point or go thru identification procedures at joining. b. Specific hacking/obfuscation mods will be needed to be added to the ship to succeed forcing a loss of combat ability.
Eve has a very vital bad guy player base and I think this is a very fun addition to all those players and RPers.
(Posted by my alt so my real identity is Obfuscated)
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Uni Zueto
Amarr Nakama Gemini Federation
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Posted - 2009.02.26 02:05:00 -
[293]
TITLE: Sleeper captives
CATEGORY: Research and production.
DESCRIP: There is a lot of talk about T3 production being something completely different. How about making one of the components for Experimental Labs and Production Lines be the appropriate Sleeper captives of Sleeper Scientist and Sleeper Engineers? At least for the Amarrans this would be unethical. Having a Sleeper Scientist could lower Reverse Engineering time by 10% to 20% and require an extensive Epic Mission Arc to capture one. Experimental Labs might go offline from Sleeper Researchers dying from exhaustion or escaping.
Maybe it could be possible to capture a Sleeper Research base and occupy it forcing the Sleeper crew to do the work for you at 1.5 production costs and 200% Reverse Engineering times. This is moving more into station ambulation and not sure how to implement under current mission writing code. Captured bases would have Sleeper reinforcements return every so many hours forcing defense of the base. Capturing NPC assets is something new. 'May all your ventures be profitable' - Caldari Farewell |
Uni Zueto
Amarr Nakama Gemini Federation
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Posted - 2009.02.26 02:17:00 -
[294]
TITLE: Sleeper Incursions and Differences in K-Space/W-Space Laws of Physics
CATEGORY: Mission Arc, Random Encounters in K-Space
DESCRIP: Wormhole travel is into and out of W-Space so once the first incursions of Eve residents into Sleeper W-Space starts occurring what's to stop the Sleepers from sending scouts and gangs out into K-Space. It would be interesting to even see two NPC factions at war when you enter an asteroid belt or fixed beacon or outside Station. Sleepers could be destroying gangs of Guristas leaving the Sleepers weakened and allowing them to be more easily destroyed my K-Space pod pilots. It would even be very cool watching CONCORD taking down a Sleeper BS and leaving a new wreck in the Graveyards. Sleepers in K-Space may have trouble surviving because of differences in laws of physics. They maybe weakened so much by their 'pure' Sleeper tech (as opposed to the new T3 hybrid tech) that they are as easy as taking down 0.8 system rats (scaling Sleepers to Guristas rookie levels in 0.8 and scaling the salvage drops way down). An adjunct to this could be that Pod Pilot tech degrades slowly in W-Space because of the same differences in Physics and also explain why Jump Clones fail. Sleeper Tech brought into K-Space may degrade and drop from Intact Versions to the next lower levels after each Reverse Engineering attempt on them. Again they begin to fail because of Physics difference.
Just some thoughts hope they spark some interesting developments. 'May all your ventures be profitable' - Caldari Farewell |
General Xenophon
Caldari Infinite Improbability Inc Mostly Harmless
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Posted - 2009.02.26 04:17:00 -
[295]
Edited by: General Xenophon on 26/02/2009 04:27:23 Edited by: General Xenophon on 26/02/2009 04:25:10 Edited by: General Xenophon on 26/02/2009 04:22:56 Edited by: General Xenophon on 26/02/2009 04:21:06 Title: OMG Fittings? or OMG eyecandy? - The Fittings page
Category: UI
Description: This new fittings page looks really cool, but it's going to be WAY Too COMPLICATED for new players, plus it's not exactly a quick fit kind of page. Fitting a ship is a pretty darn important part of the game, so making the screen where this is done more complicated and harder to use is really just more of a pain than its worth. Eve has LOADS of Eye Candy, and short of an exotic dancers bar in the stations, its all set. Tis page sure looks cool, but its a nuisance to use.
Dating a supermodel who doesn't have a brain may be fun for a little while, but eventually it just another headache. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= "Now, we must all fear evil men. But there is another kind of evil which we must fear most, and that is the indifference of good men." - Boondock Saints |
Ferocitana
Igneus Auctorita GoonSwarm
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Posted - 2009.02.26 11:36:00 -
[296]
Title: Fitting screen information, cargo / drone space.
* Category: UI, fitting screen
* Description: Write a description of your suggestion/feature request.
* Goal: Would be nice to see somewhere how much cargo space you have and how it will be affected by item stats. Would be nice to see how much dronespace / bandwidth the ship have.
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Title: Give loaded & launced drones/fighters the right stats when "show info" with skills in effect.
* Category: UI / Module
* Description: Would be nice to see the correct stats on drones / fighters with skills and ship bonuses in effect. Calculating all the stats is a pain in the ---!
* Goal: Make Players lazy, so they dont have to spreadsheet effects on drones.
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D'ceet
Omega Fleet Enterprises Executive Outcomes
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Posted - 2009.02.26 11:58:00 -
[297]
* Title: actually playing
* Category: game play
* Description: whenever i boot up my client with the current apocrypha build, it freezes and crashes; never did this until recently, but now i cant even get to the login screen. i hope this "feature" doesnt make it into the full release.
* Goal: to play the game.
Originally by: Popperr
I resent the insinuation that we have intelligence, artificial or otherwise.
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FDIC Agent
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Posted - 2009.02.26 13:35:00 -
[298]
How about moving the "Bridge to member" and "Jump to member" away from each other. Nothing sucks more than planing a black op only to accidentally jump your main tool to get the bombers to the target instead of opening the bridge.
Who's idea was that anyways to put those right next to each other? Part of the pre-nerf??
Shouldn't be too hard to impliment.
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Lucifers Advocate
State War Academy
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Posted - 2009.02.26 16:28:00 -
[299]
Edited by: Lucifers Advocate on 26/02/2009 16:29:10 Title: Scanner, Probing, and Scouting Profit
* Category: Scanning/Probing
* Description: Please incorporate an old aspect of the old - old scanner system. Let us probe for rats. If we're to have all this trouble probing using this 4 probe (minimum) system, then let us scan for anything and everything. Also, what ever happened to getting all those hidden belts in the system? You know, the ones if you warp to a belt from another belt you'll see quickly pop up on your overview for 0.25 seconds. The only way to get to them now is to get into a cap stable fast MWD ship and burn towards your warp origination from your warp destination. It's tedious, annoying, and inaccurate.
* Goal: To use the new scanner/probing system for all that it is intended for.
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Dirty Python
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Posted - 2009.02.26 17:58:00 -
[300]
Title: Skill queue length = Subscription time left
Category: Skill Queue
Description: Currently the skill queue length is 29 days maximum. If I have a subscrition time of 4 months left, I should be able to train for the next 120 days.
Goal: Make the Skill Queue truly useful and maintenance free.
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