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1. Sticky:[December] Tech Two Logistics Frigates - in Player Features and Ideas Discussion [original thread]
Rowells wrote: Eodp Ellecon wrote: Rowells wrote: Z1gy wrote: which t1 ships CCP gonna based the t2 hull from ? it was not mentioned in the OP from the T1 logi versions. SISI models reflect it. While this is a snappy player answe...
- by Eodp Ellecon - at 2015.12.07 00:16:29
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2. Sticky:[December] Tech Two Logistics Frigates - in Player Features and Ideas Discussion [original thread]
Rowells wrote: Z1gy wrote: which t1 ships CCP gonna based the t2 hull from ? it was not mentioned in the OP from the T1 logi versions. SISI models reflect it. While this is a snappy player answer, it's still not a Dev answer, which I a...
- by Eodp Ellecon - at 2015.12.05 03:13:46
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3. Sticky:[December] Tech Two Logistics Frigates - in Player Features and Ideas Discussion [original thread]
Regarding INVENTION of these - the Amarr Inquisitor BPO is dedicated to the bomber Purifier. So this will be properly addressed by release date? The other three should work readily towards T2 invention by simply adding the invention path as their...
- by Eodp Ellecon - at 2015.11.27 05:14:03
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4. Sticky:AFK CloakingGäó: Ideas, Discussion, and Proposals - in Player Features and Ideas Discussion [original thread]
100+ pages of what I am sure is fine feedback. Since FozzieSov is based on system Indexes, WHATEVER method to address cloakies has to be available with the release of FozzieSov.
- by Eodp Ellecon - at 2015.06.15 04:49:21
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5. Sticky:[April] Ore, Mineral and Nullsec Mining Anomaly Revamp - in Player Features and Ideas Discussion [original thread]
Maldiro Selkurk wrote: No matter which side of the argument you are on this type of thinking is awful. Would it be okay to cut your paycheck by 50% if we buffed the paycheck of your neighbor since you live in the same general area...NO! Especi...
- by Eodp Ellecon - at 2015.04.20 23:24:54
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6. Sticky:[April] Ore, Mineral and Nullsec Mining Anomaly Revamp - in Player Features and Ideas Discussion [original thread]
Spugg Galdon wrote : "This wouldn't create a logistical nightmare for T1 meta production. It would actually solve the stupid supply and demand balance we have now. In my proposal, not rats would drop "parts" equal to the amount required to buil...
- by Eodp Ellecon - at 2015.04.18 17:51:49
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7. Sticky:[April] Ore, Mineral and Nullsec Mining Anomaly Revamp - in Player Features and Ideas Discussion [original thread]
Decaneos wrote: Firvain wrote: T3 miner sounds awesome? what will it have more mining power? So making it the best ship to mine and lowering all other ships mining potential coz more minerals coming in while demand stays the same means price...
- by Eodp Ellecon - at 2015.04.18 01:07:51
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8. Sticky:[April] Ore, Mineral and Nullsec Mining Anomaly Revamp - in Player Features and Ideas Discussion [original thread]
Spugg Galdon wrote: Sizeof Void wrote: CCP Fozzie wrote: Increasing Zydrine and Megacyte consumption in manufacturing. This is a fairly simple change, but it will have some significant effects. As we said on the o7 show, we are doubl...
- by Eodp Ellecon - at 2015.04.18 00:46:22
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9. Sticky:[April] Ore, Mineral and Nullsec Mining Anomaly Revamp - in Player Features and Ideas Discussion [original thread]
Gyr Altai wrote: Eodp Ellecon wrote: The old scan-for-anoms was tedious for new players, and diffused a skill path of interest, taking even longer to gain access into this entry portion of EVE. Yes, new players mine in null sometimes and ...
- by Eodp Ellecon - at 2015.04.16 02:07:47
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10. Sticky:[April] Ore, Mineral and Nullsec Mining Anomaly Revamp - in Player Features and Ideas Discussion [original thread]
NEONOVUS wrote: Have you considered adding more minerals to T2 production? Currently it seems a bit odd that most of them just use morphite as a mineral and rely on the t1 mineral count. As said before, many items roll a T1 into the T2 p...
- by Eodp Ellecon - at 2015.04.15 17:05:13
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11. Sticky:[April] Ore, Mineral and Nullsec Mining Anomaly Revamp - in Player Features and Ideas Discussion [original thread]
1. Please fix the skill tree for Mercoxit. As is, it is possible that you can refine it but not mine it, Or mine it poorly and not refine it. It is useful and sensible that an industrialist be able to refine without mining skills so that should re...
- by Eodp Ellecon - at 2015.04.15 14:09:22
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12. Sticky:[Phoebe] Stealth Bombers - in Player Features and Ideas Discussion [original thread]
Layman thoughts on Bomber rebalance. I had thought that part of bomber rebalance would be to address AFK camping + GÇÿOP Isboxing by a single playerGÇÖ that the following would be introducedGǪ Prototype Cloaks would remain as is, acting like ca...
- by Eodp Ellecon - at 2014.10.29 13:07:41
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13. Sticky:[Phoebe] Heavy Interdictors - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Phobos Gallente Cruiser Bonuses: 10% bonus to Medium Hybrid Turret tracking 5% bonus to Medium Hybrid Turret rate of fire Heavy Interdictor Bonuses: 10% bonus to Medium Hybrid Turret optimal range 5% bonus to range...
- by Eodp Ellecon - at 2014.10.16 15:20:00
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14. New industry skills discussion (connected to Advanced Industry) - in Player Features and Ideas Discussion [original thread]
The volume aspects of Data Sheets needs to be revisited especially in light of cargo reductions and/or fuel costs. Their current 1.0 m3 is a little out of line when you consider where minerals, most salvage and Reports are on the order of .01m3
- by Eodp Ellecon - at 2014.07.30 14:27:00
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15. New industry skills discussion (connected to Advanced Industry) - in Player Features and Ideas Discussion [original thread]
Amarisen Gream wrote: Also need Industrial Tycoon. This skill does nothing but show how awesome you are at sitting and staring at a bulking and pretty industrial window. Actually, now that the station slot limitation is removed from game...
- by Eodp Ellecon - at 2014.07.24 16:33:00
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16. New industry skills discussion (connected to Advanced Industry) - in Player Features and Ideas Discussion [original thread]
Vincent Athena wrote: "More jobs" is obvious. A somewhat different way of doing that is to have a skill that allows me to have more jobs in the queue, even though I am limited to 11 that are currently active. Think of the skill queue: I can hav...
- by Eodp Ellecon - at 2014.07.24 07:10:00
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17. Sticky:[Kronos] Deep Space Transport Rebalance - in Player Features and Ideas Discussion [original thread]
Another candidate to update the Target Spectrum Breaker for fitting on something other than a Blops BS.
- by Eodp Ellecon - at 2014.05.24 14:57:00
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18. Sticky:[Kronos] Blockade Runner Rebalance - in Player Features and Ideas Discussion [original thread]
Add the ability of Target Spectrum Breaker to be fitted to the Blockade Runners. Rationale....it's defensive midslot that can be fitted to Black Ops,,,and you can fit Covert Cynos or Cloaks to BR's, hence it would make sense you could fit a Targe...
- by Eodp Ellecon - at 2014.05.24 14:52:00
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19. Sticky:Feedback request on Contract system - in Player Features and Ideas Discussion [original thread]
Would like to be able to contract a single item type, multiple stations, based on asset search for region and lump them all into a single contract that would have a 'multiple stations' alert for the contract buyer. Example. Buyer will receive: S...
- by Eodp Ellecon - at 2014.04.04 16:30:00
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20. T2 Transports (specifically Cloaky Haulers) - in Player Features and Ideas Discussion [original thread]
Add to T2 Blockade Runner's the ability to fit Target Spectrum Breaker. Like OP said, 5% Armor repper is oddball. Everything else about the Viator reads like a Covert Ops / Black Ops ship, yet the Target Spectrum Break (fittable to BlackOps, Mara...
- by Eodp Ellecon - at 2014.03.11 00:07:00
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