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181. Sticky:Combat frigate changes for Inferno - in Player Features and Ideas Discussion [original thread]
Lord Haur wrote: Callic Veratar wrote: Guillome Renard wrote: I also agree that taking away the Amarrian mining frigate without giving it an alternative, and leaving other races mining frigates intact is especially poor form. The Arbitrat...
- by Callic Veratar - at 2012.04.23 17:32:00
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182. Sticky:Combat frigate changes for Inferno - in Player Features and Ideas Discussion [original thread]
Guillome Renard wrote: I also agree that taking away the Amarrian mining frigate without giving it an alternative, and leaving other races mining frigates intact is especially poor form. The Arbitrator is the Amarr pilot's next mining ship and ...
- by Callic Veratar - at 2012.04.23 17:28:00
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183. Sticky:Combat frigate changes for Inferno - in Player Features and Ideas Discussion [original thread]
The changes from the original are in brackets. TORMENTOR: New bonuses: 10% to small energy turret range (new) and 10% bonus to small energy capacitor use per level (new) Slot layout: 3 H (+1), 3 M (+2), 4 L (+1), 3 turrets (+1), no launc...
- by Callic Veratar - at 2012.04.23 16:42:00
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184. Sticky:Armor / shield rig changes for Inferno - in Player Features and Ideas Discussion [original thread]
The blind swap of penalties seems like it will cause more problems than it will fix. Here's an alternate suggestion, with explanations attached: All Harder Rigs increase sig radius - the ship is more solid and shiny to targeting All Active Tankin...
- by Callic Veratar - at 2012.04.23 15:28:00
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185. Sticky:Armor / shield rig changes for Inferno - in Player Features and Ideas Discussion [original thread]
By increasing the bloom on active tanks, it means that shots are more likely to hit, which makes it that much harder to active tank.
- by Callic Veratar - at 2012.04.23 15:00:00
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186. Sticky:Combat frigate changes for Inferno - in Player Features and Ideas Discussion [original thread]
Zarnak Wulf wrote: Also - why F&I and not the test server thread? Because these are ideas.
- by Callic Veratar - at 2012.04.23 14:37:00
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187. Multi-Stop Routing - in Player Features and Ideas Discussion [original thread]
Quade Warren wrote: Also, the most important part is that you cannot travel from one system to every system. That's really what makes this not the traveling salesman problem. The edges of the route are not gate to gate, the edges are the opt...
- by Callic Veratar - at 2012.04.20 19:46:00
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188. Multi-Stop Routing - in Player Features and Ideas Discussion [original thread]
No, it's not identical to the travelling salesman problem but it follows the same lines. You're defining an explicit starting point and end point, which fixes two of the points in the path, but the middle points are still arbitrary. If this is no...
- by Callic Veratar - at 2012.04.20 19:44:00
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189. POS Modules Revisited - in Player Features and Ideas Discussion [original thread]
Most of the modules can be named, seems like it's an issue with hangar arrays.
- by Callic Veratar - at 2012.04.20 16:40:00
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190. Multi-Stop Routing - in Player Features and Ideas Discussion [original thread]
If you can figure out a solution to this problem that does not involve dedicating the entire cluster to solving it, you will be one rich computer scientist. http://en.wikipedia.org/wiki/Travelling_salesman_problem
- by Callic Veratar - at 2012.04.20 16:01:00
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191. The Turtle Mining Solution - in Player Features and Ideas Discussion [original thread]
leviticus ander wrote: Callic Veratar wrote: I really like this idea. 20% drone mining yield and drone flying speed per level 1 additional mining drone per level As a mining vessel, you can't really bot or afk mine with it, because even hi...
- by Callic Veratar - at 2012.04.20 15:59:00
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192. The Turtle Mining Solution - in Player Features and Ideas Discussion [original thread]
I really like this idea. 20% drone mining yield and drone flying speed per level 1 additional mining drone per level As a mining vessel, you can't really bot or afk mine with it, because even high-sec pirates will wipe out the drones.
- by Callic Veratar - at 2012.04.20 03:51:00
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193. T2 orca perhaps? - in Player Features and Ideas Discussion [original thread]
tankus2 wrote: how about a t2 orca that can haul ships? a large ship maintainance array, so that people can move their rigged battleships about. An industrial carrier is a different class of T1 ship, not a T2 Orca.
- by Callic Veratar - at 2012.04.20 03:37:00
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194. Increase Warp Acceleration - in Player Features and Ideas Discussion [original thread]
I've proposed similar ideas in the past. I like the idea of ships having NO acceleration time. Once they've aligned they disappear like Star Trek warp or Star Wars light speed. The ship is just gone with engine trails fading off on the launch vec...
- by Callic Veratar - at 2012.04.12 17:25:00
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195. Electronic Support Vessels - in Player Features and Ideas Discussion [original thread]
I am in favour of the idea of an ESF (electronic support frigate) which should match the EAF, though the EAFs need to be fixed first. Tracking Disruptor - Tracking Link Sensor Damper - Sensor Booster Nos/Neut - Cap Transfer/Cap Batteries These t...
- by Callic Veratar - at 2012.04.02 15:39:00
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196. Split up 'players online' per region and total. - in Player Features and Ideas Discussion [original thread]
Unfortunately, that would reveal significant tactical information. If I'm in North America, looking to attack a system held by Asia players, I can sit on the login screen watching as the number drops in the middle of their night. Neat idea for cu...
- by Callic Veratar - at 2012.03.28 14:31:00
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197. [Proposal] Allow Clone Jumping in the same station without timer. - in Player Features and Ideas Discussion [original thread]
Counter-Exploit: You may only move your med-clone once every 24 hours. Less-Good-Counter-Exploit: You may only make one clone every 24 hours.
- by Callic Veratar - at 2012.03.09 17:41:00
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198. Modify the way Destiny handles bumping (fix supercap issues, pos exploits) - in Player Features and Ideas Discussion [original thread]
Rather than messing with the physics engines for jumps, how about regular cynos only allow jumping to a system, rather than a beacon? Ships warp in 0.5-2 AU off grid, and must travel to the fight.
- by Callic Veratar - at 2012.03.09 17:34:00
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199. Market order modification fee (anti-botting, more interesting trading) - in Player Features and Ideas Discussion [original thread]
How about this: Modifying a market order costs the exact same as relisting. Add a new skill, "Market Manipulation" or whatever. Each level of Market Manipulation reduces the cost of modifying market orders by 15%. At level 5, relisting costs 25%...
- by Callic Veratar - at 2012.03.09 17:06:00
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200. Shockwave (Bump) Bombs - in Player Features and Ideas Discussion [original thread]
Meditril wrote: At the first look a cool idea... at the second look aweful. Reason: It would be a very easy way to get rid of all tacklers and close range enemies. It would be deadly to close orbiting frigs and drones... just pop the bomb and t...
- by Callic Veratar - at 2012.03.09 16:58:00
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