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1. Sticky:[New structures] Mooring and docking features - in Player Features and Ideas Discussion [original thread]
grumpychops wrote: Callic Veratar wrote: What I have not seen suggested (though I may have missed it) is a specific Moor structure. Something similar to an acceleration gate that sends all the supers off into shielded deadspace that cannot b...
- by Callic Veratar - at 2015.03.25 03:21:40
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2. Sticky:[New structures] Mooring and docking features - in Player Features and Ideas Discussion [original thread]
What I have not seen suggested (though I may have missed it) is a specific Moor structure. Something similar to an acceleration gate that sends all the supers off into shielded deadspace that cannot be entered without using the mooring gate. As ma...
- by Callic Veratar - at 2015.03.24 23:54:10
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3. Sticky:[Rhea] Introducing the Bowhead - in Player Features and Ideas Discussion [original thread]
The rig slots should be dropped and the hull HP bumped up to a minimum 70k. They should always have 3 Transverse Bulkheads. It's the same issue that arose with the old mining barges or industrials. You had to fit cargo extenders to them to make th...
- by Callic Veratar - at 2014.11.10 16:23:04
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4. Tech III - Flexible Battleship - in Player Features and Ideas Discussion [original thread]
Re-structure this as Strategic Battlecruisers with 8 subsystems (rather than 5) and I'd be interested. New hulls (~300M) and 3x Auxiliary Subsystems + 5 Cruiser Subsystems. AUX Subsystems would be things like: +1 Mid +Shield HP +1 Low +Armor HP ...
- by Callic Veratar - at 2014.11.03 21:33:48
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5. Display character who built the ship as a detail on killmails - in Player Features and Ideas Discussion [original thread]
An array of Player IDs for each person that made a ship could work. Sure. Your stack of 20 rifters gets an array of User IDs. That's fine, except every stack of items changes from a number of ships to an ordered list. Still, not the worst, one per...
- by Callic Veratar - at 2014.09.24 17:53:00
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6. Sticky:[Hyperion] Jump Drive Economizer Modules - in Player Features and Ideas Discussion [original thread]
Catherine Laartii wrote: I suppose this is supposed to counterbalance the increased fuel requirements; fair enough. To be quite honest, I think it would be impressive if you added something to increase jump RANGE. That would have a lot more po...
- by Callic Veratar - at 2014.07.31 21:01:00
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7. Sticky:[Hyperion] Heavy Assault Cruiser tweaks - in Player Features and Ideas Discussion [original thread]
I like the idea of ewar having an effect on drones. Right now, damps are basically the only thing that does anything if you damp all of the Ishtars, which really isn't reasonable in a large fight. A few things have popped into my head: - Target ...
- by Callic Veratar - at 2014.07.30 17:54:00
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8. Sticky:[Summer 2014] Pirate Faction Battleships - in Player Features and Ideas Discussion [original thread]
Last Wolf wrote: Daichi Yamato wrote: 700 cruise dps before any BCS's or drones. dream on lol Maybe replace the ROF bonus with a 25% explosion radius bonus, but the overall point still stands. As much as I LOVE the new Rattle (compared ...
- by Callic Veratar - at 2014.04.15 14:49:00
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9. Sticky:[Summer 2014] Pirate Faction Battleships - in Player Features and Ideas Discussion [original thread]
Jenn aSide wrote: Gypsio III wrote: Super sentries. Told you, Arthur. This will at least shut up the people who were ready to scream bloody murder if The 'Snake only got bonuses to heavies lol. I was hoping for a 500-700% bonus to 2...
- by Callic Veratar - at 2014.04.14 14:10:00
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10. Sticky:[Summer 2014] Pirate Faction Battleships - in Player Features and Ideas Discussion [original thread]
Gypsio III wrote: Morukk Nuamzzar wrote: Snake prices going up now? At 497 mill still. I was on board earlier. I'm +74M each based on that price. It's a good start!
- by Callic Veratar - at 2014.04.14 14:05:00
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11. Sticky:[Summer 2014] Pirate Faction Battleships - in Player Features and Ideas Discussion [original thread]
I'm a little disappointed that the rattlesnake stays at 7.5 effective drones, though 375% of a heavy drone is pretty nasty. I can understand the reasoning with sentries included, since anything bigger would have just wiped everything off grid. Ho...
- by Callic Veratar - at 2014.04.14 14:00:00
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12. Sticky:[Summer 2014] Pirate Faction Cruisers - in Player Features and Ideas Discussion [original thread]
I like the idea of suddenly a fleet of Cynabals landing on grid with only a few seconds of D-Scan time. I can totally appreciate the concern with adding web resistance. It might be better to try that out with a new T3 (Loki propulsion) subsystem ...
- by Callic Veratar - at 2014.04.08 16:44:00
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13. Sticky:[Summer 2014] Pirate Faction Cruisers - in Player Features and Ideas Discussion [original thread]
I just caught up on most of the thread, and have been thinking about a unique bonus for the Angel ships. So far, faster warp speeds seem to be the only suggested option, which is pretty nice, but not necessarily the best. Going towards the idea o...
- by Callic Veratar - at 2014.04.08 15:49:00
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14. Non-scannable locations in space - in Player Features and Ideas Discussion [original thread]
My favourite implementation of this idea is one akin to hyperspace in shows like Babylon 5. Jump drive launches you into *other* space where very little works correctly. No local, no scanners, no probes, no d-scan. The only thing that can guide yo...
- by Callic Veratar - at 2014.03.04 21:20:00
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15. Quicker way to sell loot - in Player Features and Ideas Discussion [original thread]
Put everything you want to sell in a container. Look at the approximate value of the modules in the container. Put up a contract for 90-95% in one of the market hubs. It'll take longer to sell, but it's easier.
- by Callic Veratar - at 2014.03.04 19:06:00
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16. Sticky:[Rubicon 1.3] Remote Sensor Dampeners and the Celestis - in Player Features and Ideas Discussion [original thread]
Valterra Craven wrote: CCP Fozzie wrote: We'd like to address some of these issues but this change is specifically adjusting the balance of the Damp group as a whole and we don't want to complicate it by feature creeping :) So let me ge...
- by Callic Veratar - at 2014.03.03 18:28:00
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17. Add more gender options - in Player Features and Ideas Discussion [original thread]
In a world of cloning and genetic manipulation, I'm not sure why the idea of trans-gender would exist. Trans is a an imperfect current day concept limited by current medical procedures (surgery and hormones). What's stopping an capsuleer from chan...
- by Callic Veratar - at 2014.02.27 19:11:00
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18. [Suggestion]: Character rename for PLEX - in Player Features and Ideas Discussion [original thread]
I like the idea of adding a name history with a change being the price of a PLEX. Everything should be maintained due to the change including contacts and standing and all that. However, I don't think it should be in isolation. Add in a call sign...
- by Callic Veratar - at 2014.01.10 21:21:00
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19. Tiericide - Blockade Runner and Deep Space Transport - in Player Features and Ideas Discussion [original thread]
Just had a potentially interesting idea pop into my head. What if a Medium MJD was introduced and could be fit on the transports rather than bubble immunity or warp strength?
- by Callic Veratar - at 2014.01.10 21:00:00
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20. Drone Control Range in the Ship Attributes - in Player Features and Ideas Discussion [original thread]
Dave Stark wrote: i was under the impression that drone control range was dependent on skills, not the hull? unless specifically bonused, of course. Skills, modules, and the occasional hull bonus. It's as valuable as rig size, which is displ...
- by Callic Veratar - at 2014.01.10 20:53:00
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