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Author |
Thread Statistics | Show CCP posts - 1 post(s) |

Athus
Phenex Industries
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Posted - 2009.03.03 05:06:00 -
[331]
Title: Ship Controls readout Category: UI Description: In one of the last 2 expansions you guys granted us the ability to move the ship controls from the center bottom of the client window. i was so excited only to see you borked it with much failsauce. cmon.. align to top?  so i will request it again, Please give us the ability to unlock the ship controls and move them where ever we want on the client and rotate it like the window for targeted items.
Goal: allow player more control over his/her screen space and move all items where they want them.
Title: Current Location readout Category: UI Description: As with the request to allow us to move and manipulate the ship controls, can you also allow us to move the current location data as well.. and please don't do something lame like with the ship controls and just give us align to right or something please.
Goal: allow player more control over his/her screen space and move all items where they want them. |

ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.03 05:26:00 -
[332]
pirate faction content in wspace
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Strange Watcher
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Posted - 2009.03.03 12:36:00 -
[333]
* Title: Old new fitting * Category: UI * Description: The only really useful thing in the new fitting window was the panel with all modules at the left. To fit a module with one click and especially loading all turrets at once was very convenient. I would be very glad if you'd put it back. * Goal: To increase usability of the fitting screen.
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Tokas III
Minmatar Onorata Industries
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Posted - 2009.03.03 14:13:00 -
[334]
* Title: Anti-Aliasing * Category: Graphic Settings * Description: Please add native anti aliasing support.
* Goal: To remove jaggies.
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Nabukanozor
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Posted - 2009.03.03 14:28:00 -
[335]
*Wormhole graphics *Wormholes *Would it be possible to improve the rendering of wormholes, despite being nice, they should have been a bit more dramatic with some lightnings and thunder specialy when the wormhole start to be unstable. *Additonal feature/Indication of wormhole stability
Thanks
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Borgh Brainbasher
Path of Now and Forever
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Posted - 2009.03.03 14:42:00 -
[336]
combat graphics
a "set to default settings-like button that diables all lag causing stuff
with the new shading I can imagine large fleet battles turning back to a lagfest thanks to straining computers so a button to swat all settings down would be nice.
Borgh
Resistance Is Futile. |

BharkKoum Zeer
Gallente Amarr Empire Research Copr
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Posted - 2009.03.03 15:42:00 -
[337]
Title: Suggestions for improving probing
Category: Wormholes Description: The scanning as it is set up is not working very well. I will like to suggest several features 1) Be able to identify whether a sig is radar, gravimetric, wormhole, or combat 2) Be able to save scans since I have to rescan the whole system again to find signal 3) Get rid of unstable wormholes, they serve no purpose 4) Add a triangulate feature that will warp probes toward a signal to reduce scanning time 5) Change current system so that toons have that aquired implants and training to lvl 5 have some type of advantage as in previous system. The way it seems to be setup right now a new toon can scan down something with the same rapidity as a toon with all of the skills trained to lvl 5 6) Probes need to warp faster
Goal: Make this expansion worthwhile and reasonable to players that have specialized in scanning skills
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Aya Vandenovich
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Posted - 2009.03.03 16:06:00 -
[338]
* Title: W-spcae effects to include disabling cloaking devices.
* Category: Workmholes.
* Description: Although the exact implementation is a mystery at the moment, certain w-space systems appear to have an effect on ship systems. My suggestion is that one of those effects could possibly be an inability to use cloaking devices, just like a deadspace complex disables MWDs.
* Goal: With delayed local, cloaking devices, but specifically covert ops cloaks, are going to be very handy. This effect, although obviously rare, would be an interesting effect to tip the balance away from cloaks/recon ships in certain w-space systems. Somewhere In England |

Risingson
Mezzanine Inc
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Posted - 2009.03.03 19:33:00 -
[339]
Edited by: Risingson on 03/03/2009 19:34:18
"View Market Details" + "Buy this type" on saved fitting's mods Fitting screen / saved fittings will help on buying the stuff you need for that fitting faster // http://eve.databased.at |

Risingson
Mezzanine Inc
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Posted - 2009.03.03 20:28:00 -
[340]
Faction Standing / Navy NPCs missions killing navy npcs of opposing faction should not only make you loose faction standing of the opposing faction but win faction standing for agent corp faction. balance // http://eve.databased.at |

Rod Pliskin
United Industries LTD. Shadow Empire.
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Posted - 2009.03.04 00:50:00 -
[341]
* Title: Fitting Window options * Category: UI * Description: Add an input field for naming the ship (with current ship name already filled. And a (!) icon next to it for quick checking of the ship stats.
* Goal: To wrap more functionality and ease of use into the Fitting window.
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Nera Thorn
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Posted - 2009.03.04 02:32:00 -
[342]
* Title: Enabling sound card selection in game
* Category: UI/Sound engine * Description: The idea is to still be able, like in quantun rise, to switch on the fly beetween soundcards ingame, it is way more handy than switching the default sound card in windows, restarting the game and so on
* Goal: Being able to switch easily beetween multiple soundcard, as of more and more headphones are available as separate soundcard via usb, this is a very handy to handle sound cards the way it is actually inside quantun rise, to still enjoy mega boom without complicated manipulation and ever without unplunging anything!
Cheers!
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Lynx Amurie
Caldari Caldari Innovative Sciences and Engineering
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Posted - 2009.03.04 02:38:00 -
[343]
Edited by: Lynx Amurie on 04/03/2009 02:48:50 Edited by: Lynx Amurie on 04/03/2009 02:43:21 Title: Skill Re-Spec Algorithm Category: Characters
As of now, to respec your attributes it takes a year to be able to change it back. For someone that plans on doing all frigates, cruisers, and jazz to 5, that makes sense. But, lets go to the two-hour old character who finds out about this nifty feature. Like every newbie, they decide try it out and blissfully ignore the warning, BAM all their points are now into charisma. OF course, I'm sure you have already restricted this to toons that have completed the first epic arc.
Anyway, point is it's rather unintuitive. There should be some kind of time-stacking system for it. For sake of example, let's take me, with 22-23-19-19-24 (top to bottom on attrib panel). Now I want to get Ammar Cruiser to 5, so I'll pull two points from Intel, and four from Memory. Of course, that should take a year to reverse. But, say it takes one day to move one point from one attribute into another, and two days to move a second, etc... So to make my intel 20 it would be three days (one day for the first point, two days for the second point) and ten days to move four memory. So, instead of twelve months it's twelve days.
Of course this will present a balance issue. Just checking now I could train Gallente frig 5 in 8 days and a bit. Moving those points into perception and willpower will make GF5 take probably around 5 days, allowing me to train something else to five, like Minmatar frigate. Minnie frig to four probably in 14 hours with the new attribute points, and to five in five days. I honestly wouldn't think this as a balance issue though. Blitzing skills to 3 then trudging through getting them to four is boring, especially for newbies, who want nothing more than to blow stuff up. At least I do anyway, :P
Goal: To reduce the time it takes to train skills to five, reduce risk of losing newbies to a year of fixed attributes, and to allow more modular attributes.
EDIT: OMG!!!! I'M POST 343!!! BAAHHHHHH! :P
Player versus asteroid: We win 99.9% of the time! |

Airborne Legoholic
Caldari Caldari Innovative Sciences and Engineering
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Posted - 2009.03.04 02:48:00 -
[344]
Edited by: Airborne Legoholic on 04/03/2009 02:50:54 Erased because of stupidity... 
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T'Amber
starvald emurlahn
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Posted - 2009.03.04 03:51:00 -
[345]
TITLE: Block List Importing
CATEGORY: Communication
DESCRIPTION: The ability to import Block lists. Export Block list to item (like bookmarks).
GOAL: To be able to create, buy, sell and import Block lists 
T starvald emurlahn
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T'Amber
starvald emurlahn
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Posted - 2009.03.04 03:54:00 -
[346]
Originally by: Athus Edited by: Athus on 04/03/2009 01:39:37 Edited by: Athus on 04/03/2009 01:39:15 Title: Ship Controls readout Category: UI Description: In one of the last 2 expansions you guys granted us the ability to move the ship controls from the center bottom of the client window. i was so excited only to see you borked it with much failsauce. cmon.. align to top?  so i will request it again, Please give us the ability to unlock the ship controls and move them where ever we want on the client and rotate it like the window for targeted items.
You can move them around the top or bottom and drag the readout left or right (by clicking on the capacitor and dragging). Isn't that enough?
T
starvald emurlahn
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Athus
Phenex Industries
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Posted - 2009.03.04 04:02:00 -
[347]
Originally by: T'Amber
Originally by: Athus Edited by: Athus on 04/03/2009 01:39:37 Edited by: Athus on 04/03/2009 01:39:15 Title: Ship Controls readout Category: UI Description: In one of the last 2 expansions you guys granted us the ability to move the ship controls from the center bottom of the client window. i was so excited only to see you borked it with much failsauce. cmon.. align to top?  so i will request it again, Please give us the ability to unlock the ship controls and move them where ever we want on the client and rotate it like the window for targeted items.
You can move them around the top or bottom and drag the readout left or right (by clicking on the capacitor and dragging). Isn't that enough?
T
uhm... no not really. LOL, I just like to be able to customize my view to fit my needs is all. granted that they at least did that but it just seems silly the way it was done.
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Lance Troiden
Monks of War United Legion
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Posted - 2009.03.04 04:09:00 -
[348]
* Title: Bigger Broadcasts icons * Category: UI * Description: Add resize (like in Selected Item window) to broadcast icons, or just make them bigger, like in old times * Goal: Better interface useability.
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Lance Troiden
Monks of War United Legion
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Posted - 2009.03.04 04:34:00 -
[349]
* Title: Standing filters in chat windows * Category: UI * Description: Add filter like in overview window, especially to local chat; i.e. flying in low-sec with hight local count i wana see only bad guys and neutrals for example * Goal: Remove unnecessary information.
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Ayv Anya
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Posted - 2009.03.04 07:04:00 -
[350]
Title: War-Time Courier Missions
Category: Missions
Description: Okay, so I am running a mission, 5 part, called "What's In A Name". I think that for these types of missions, well, it says that you will make sure the person arrives safely. I've got an interesting twist. Beings that this is the type of courier mission during a War Set, I think it would be much better if the enemy swarmed the gate or something, give me something to fight instead of it basically being, "Yeah, let me jump a few systems and he'll be there". There's no point of worrying about getting the guy there safely or not. It's just getting him there. In my case, 1 jump and that was completed. No worries, eh? Gimmie something to worry about!
Goal: More interesting war-time courier missions.
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Winterreign
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Posted - 2009.03.04 07:58:00 -
[351]
Edited by: Winterreign on 04/03/2009 08:03:03 Tech 3 weapons, ammo and defensive modules.
With a background in Game & Art design, and the last 10 months experence playing Eve online i've had numerous idea about new modules weapons and ammo based upon the Eve universe. These are some of my best and hopefully look forward to seeing some of these considered in future expansions. My goal with all of these Tech 3 weapons, defensive modules and ammo was to provide superior stats at a cost. All weapons/defenisve modules/ammo cause heat damage functioning exactly as if the Module/s where already overheated, thus taking advantage of Tech 3 ship bonus's and providing a new realm of play. Up First my Idea's for Amarr
----------------------------------- Title: Amarr Tech 3 Weapon: Plasma Lance
Category: Modules
Description: Plasma Lance
Plasma Lance is nothing more then current technology refined utilizing new materals and Sleeper components integrated with current Amarr enginuity. Based upon Energy Capacitor Transfer technology the Energy lance vents pure raw energy much like Energy Transfer arrays except at greater magnitude causing a Target's Capaictor buffer to overflow causing a feed back which deharmonize's and rupturing a target's sheild. Due to the nature of the weapon only causing damage to sheilds it is considered a broadside's weapon to be fired in the first opening waves of any assault. Plasma Lance Sm High Slot Fitting: 30 CPU 15 Powergrid Sheild Dmg: 300 Range: 2.5km Cap Charge: 170 Weapon Cycle Time: 60 secconds Heat dmg: * Essentialy 5 use's before heat destoyes weapon
Plasma Lance Mid High Slot Fitting 50 CPU 300 Powergrid Sheild Dmg: 1200 Range: 5km Cap Charge: 650 energy Weapon Cycle Time: 90 secconds Heat dmg: * Essentialy 5 use's before heat destoyes weapon
Plasma Lance Large High Slot Fitting 80 CPU 3500 Powergrid Shield Dmg: 3200 Range: 10km Cap Charge: 1550 Energy Weapon Cycle Time: 120 secconds Heat Dmg: * Essentialy 5 uses before heat destoyes weapon
Required Skills: Energy Grid Upgrades V, Energy Management V, (Small Energy Turret V) for Small (Med Energy Turret V) for med (Lrg Energy Turret V) for Large.
Goal: To provide a single but powerful opening salvo that cause's significant damage to a target's sheilds at the cost of a massive amount of Capacitor Charge. The Sheid Damage is not a Damage type as such it does that directed amount to a target's sheilds but provides no actual damage to Armor or Structure.
Notes: The other option if viewed too powerful make the blast EM Damage type which means it can be mitigated. But the cycle team limites the weapons ability to be used in anything but opening broadsides or desperate gambles to turn the tables ------------------ Edit: Ack, Blinkdog and I are the same peep it autoswitched me during 2nd post ------------------
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BlinkDog
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Posted - 2009.03.04 07:59:00 -
[352]
Title: Amarr Tech 3 Defensive Subystem: Anti-Missile-System Defensive Subroutines (AMSDS)
Catogory: Modules
Description: Developed by Khanid technologis the AMSDS function a lot like Defender missles, however functions dramaticaly different requiring no new ammo or launchers. Once activiated the AMSDS modules super charges trajectory analysis and fire control systems dropping all Turrets out of the standard targeting selection and instead focusing fire upon all hostile hyper veolcity contacts, namley incomming missles not only for itself, but anyone assigned to the same squad. Thus allowing a Ship to essenitaly opperates all it's turrets in a defensive fire mode to mitigate incomming missle fire for itself and it's squad. The percision that AMSDS system function allows a 80% hit ratio as long as you have a weapon cycled to fire however since all anti-missle fire is based upon your turrent weapons, you are limited by the range of your turrets. The downside is that the AMSDS causes massive duress on a ships processor and has a significant amount of waste heat, as such the AMSDS can not be used for extended periods with out causing serious damage to the module
AMSDS Low Slot Fitting: 30 CPU 1 Powergrid Cycle Time: 12 secconds Cap Charge: 50 Cap
Required Skills: Trajectory Analysis V, Surgical Strike V, Long Range Targeting V
Goal: To make an effetive and squad based Point Defense based module that A) Allows one's own guns to work like point defense and B) protect one's squad mates incourging yet more fleet tactical options.
Notes: While a nice and nifty idea there may be serveral large hurdels to understand. A) might be a nightmare to program, i can see several ways to go about it but with out knowlege of the source code can't offer any suggestions for optimization on the best way to go about this. B) The AMSDS only fires the weapon when missles enters weapons: Optimal + Falloff, so utlizing blasters with their great tracking speed may result in intercepting about 90% incoming fire towards yourself or a freind who is squeed in tight. Longer ranged turrets increase your protection evenlope to protect a more spread out squad.
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BlinkDog
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Posted - 2009.03.04 08:00:00 -
[353]
Edited by: BlinkDog on 04/03/2009 08:01:52 Title: Tech 3 Infection Pulse Ammo
Catogory: Ammo (Crystal)
Description: The advanced materials and composites of the sleepers brought fresh and exciting new ideas, for some it brought new life to old ideas that previous technology made impossible. One of these such ideas was the Infection Class speicalized pulse ammo. Utilizing Frequency Modulation of Infection blurs the line between damage capability and energy destabalization allowing slightly better damage output than that of a Standard Mulifrequency Crystal as well as a small neutralization of the enemy's Cap. Due to amount of energy required the crystal offers dramaticaly shorter range, more power and is known to cause a signifiant amount of heat.
Infection Crystal Requires Tech II Pulse Laser Sm/Med/Lrg Range Bonus -75% Tracking Bonus -12.5% Cap charge +50%
Dmg
Small 8 Em 6 Thermal Cap Destabalized: 3
Med 15 EM 11 Thermal Cap Destabalized: 7
Large 29 EM 22 Thermal Cap Destabalized: 13
Required Skills: Gunnery V, Small Energy Weapon V, Small Energy Pulse Spec V ( Add Med Energy Pulse V and Pulse Spec V for Med ammo and Large Energy weapon V and Large energy pulse spec V for Large)
Goal: Advanced T3 ammo that offers significant advanges over other ammo types but the heat generated prevents extended use with out slagging one's own guns. Additionaly the cystals are abit more fragile.
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BlinkDog
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Posted - 2009.03.04 08:01:00 -
[354]
Title: Tech 3 Wither Pulse Ammo
Catogory: Ammo (Crystal)
Description: Wither was one of the first ammo types created utlizing already advanced Tech II crystals, Sleeper technology and the lastest in Zero-Point Energy Matrix's. Based upon the Standard Energy crystal, with it's lightweight materials and unique substance Wither diffuses waste heat created by the firing of Pulse Laser along the focusing array thus allowing the weapon to cycle faster. Though Wither is not with out it's drawbacks require more substaincial charge and because the heat is not completely mitigated only diffused; Wither ammo can build up an impressive amount of ambient heat which if not kept in check can cause sever damage to the ships weapon modules
Wither Pulse Crystal : Sm/Med/Lrg Range Bonus: 10% Cap Charge: +20% Rate of Fire Bonus : +50%
Small 6 Em 4 Thermal
Med 13 EM 9 Thermal
24 Em 18 Thermal
Required Skills: Gunnery V, Small Energy Weapon V, Small Energy Pulse Spec V ( Add Med Energy Pulse V and Pulse Spec V for Med ammo and Large Energy weapon V and Large energy pulse spec V for Large)
Goal: To create a viable ammo typte that in a short amount of time can deal an impressive amount of fire but like the Infection ammo type generates alot of heat making it really only viable for short engagements
Notes: I was oringaly not going to make this ammo type as it seemed abit on the strong side as it offered slightly less damage then the Standard Crystal but had 10% more range and a significant increase in ROF. The ROF was the key to making it on the balenced side as each energy shot eats up 20% more cap then a regular shot and you are firing them 50% faster, so even though you will have machinegun like ROF you will not only be generating a significant amount of heat but also be burning though your cap unless you have Heroic like Cap recharge.
--------------------- Tomarrow I will post up Gallente, we will do 1 faction a day. Feel free to critique.
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Aylara
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Posted - 2009.03.04 11:02:00 -
[355]
Title: Drones as a weapon Category: Drones.
Description: Make the drones untargetable, or at least boost their health and lower their signature, make them harder to destroy. In a PVP engagement, is almost impossible to use drones these days; it also very hard to use a drone ship against sleepers. And since the blasters are the way the are, drones are now the Gallente main weapon.
Goal: Make them inline with all the weapons. The drones must travel to the target just like the missiles; they can be jammed, either by jamming the drone ship or by using the ECM Burst module; they take bandwidth, same as the weapons are taking hardpoints; they are using space just like ammo, and very limited most of the times. Unlike other weapons, I cannot overload drones and also they are destroyable (very easy actually).
So please, make possible for us to use drones in small scale PVP.
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Phrixus Zephyr
Prospero Incorperated
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Posted - 2009.03.04 12:38:00 -
[356]
BPOs/BPCs
Icons
Have different colours for BPOs and BPCs and/or be able to tell the difference between the two in a ship scan.
A) Will make it alot easyer to distinguish between the two just by glancing, either in a hanger or assets window. B) You currently can't tell if its either a BPO/BPC by scanning a ship.
Not really that major, but it always bugged me. 
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Jdestars
Stars Research systems Incorporation
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Posted - 2009.03.04 12:43:00 -
[357]
Title: translate module & ship Category: Localisation.
Description: We are several people who think that the translation of the name of object of the market is not a good thing(, it is going to engender an enormous confusion on Channel de Trade in particular. The translation could limit yourselves if that - ic is organized has the graphic interface and summary of mission / storyline?
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William Clarque
Gallente Free Traders
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Posted - 2009.03.05 02:58:00 -
[358]
TITLE: Drone Rebalance
CATEGORY: Drones
DESCRIPTION: Drones should be made more difficult to destroy by lowering their signature, increasing their speed, or both. Drones have limited use in PVP as it is, but with the new AI for the sleepers, and especially the plans to similarly improve general NPC AI, Gallente pilots have basically been nerfed-- especially if they started as Military Special Ops.
GOAL: Un-nerf Gallente characters and ships. Gloria Virtutem Sequitur |

BlinkDog
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Posted - 2009.03.05 06:09:00 -
[359]
Title: Tech 3 Blaze Beam Laser Ammo
Catagory: Ammo (Crystal)
Description: Blaze Beam laser crystal was developed as an offshoot of the Wither Pulse ammo, due to the success and the unique properties of the Wither ammo allowing heat to be diffused along the Focusing Array, Blaze utlizes these unique materials and Sleeper components in their crystals allowing greater and more sustained energy to be channeled though Focusing Array before it reaches it's threshold for failure. Even though Blaze diffuses the majority of the heat allowing dramtaicaly more powerful blasts to be acheived the Module itself still builds up a dangerous amount of ambient heat and even Tech3 ships after a dozen or so shots run the risk of causing module failure. Even with all the drawbacks Blaze was approved, because for that brief time enemies will feel as if they are having the fury of a sun itself was unleashed upon them.
Blaze Crystal Range Bonus: -15% Tracking Bonus: -20% Cap Charge Bonus: +100% Rate of Fire Bonus -10% Dmg
Blaze Sm Crystal 10.5 EM 7.5 Thermal
Blaze Med Crystal 21 EM 15 Thermal
Blaze Lrg Crystal 42 EM 30 Thermal
Requires Tech 2 Beam Lasers Required Skills: Gunnery lvl V, Energy Beam Spec V ( Sm/Med/Large) and on up.
Goal: To create a high powered Tank-Breaker type of ammo, though many may feel this to be too over powered I feel it is suffiented balenced by the limited time one can use it with out turning one's modules into molten slag and the sheer amount of Cap that you will be pouring out the airlock.
Notes: I am of two minds on weather to keep this named as Blaze, or to call it "Cleanse" or "Castigate" instead
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BlinkDog
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Posted - 2009.03.05 06:36:00 -
[360]
Title: Tech 3 Gallente Offensive Module "Puppetmaster"
Catogory: Modules
Description:
When various Sleeper artifacts and components becane to Trickle into the Federation, CreoDron was one of the first to get there hands onto the much sought after and prized treasures. Born from ingenuity and brilliance CreoDron has unleased it's latest creation dubbed "Puppetmaster" Utlizing Sleeper technology Puppetmaster utilizes a combination of sensor jamming, white noise , powerful emitters combined with the latest in corruption and imprint software. When used on a targeted drone Puppetmaster literaly corrupts and subverts the drone's CPU, severing it from it's controller (if it has one) allowing puppet master to assume control of the drone, and best of all not infringing upon the ships own Bandwidth. As long as Puppetmaster has targeted the drone and the module remains active the drone will be able to be controled. If Puppetmaster loose's lock or is deactivated the drone with automaticaly do a hard reset reverting back to it's original role under the control of it's oringal owner. The benefits of Puppetmaster are staggering though like like most Tech 3 system Puppetmaster generates a lot of wasteheat, and despite the benefits CreoDron discourages running multiple modules for extended times.
Tech 3 Puppetmaster DCS Fitting: Mid-Slot 40 CPU 10 Powergrid Cycle Time: 12 secconds Cap Charge:30
Goal: An additional limited tool that allows gallente to capitolize upon their drone technology, to allow them to temporarly control additional drones / and or to subvert an opponents drones for a limited time. I beleive this weapon to be balanced based upon the need for 10 powergrid which limits it for subversion frigate fleets and the need to both target the drone and keep the device active. That means with multiple modules you would require multiple target locks on different drones, and last but not least the fact that it generates heat like the rest of my T3 type modules / weapons. I beleive this to offer thought provoking new and interesting fitting load out's and designs for ships with out breaking the current status quo.
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