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121. Beer, Kali testing and Starbases - Bloggers #twentysomething - in EVE General Discussion [original thread]
updating singularity would be nice ... i'm about 4.5m skill points behind on singularity
- by FactorzGT - at 2006.09.15 02:22:00
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122. ship crew - in Player Features and Ideas Discussion [original thread]
i think it's a great idea ... but to play devil's advocate - it is not the concept of a pod based spacecraft ... this is the way CCP has always had the game, and to introduce crew would dramatically shift this principle of gameplay ... also there ...
- by FactorzGT - at 2006.09.12 03:16:00
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123. Tech 2 BPC's - WTB - in Want Ads & Trades [original thread]
*bump*
- by FactorzGT - at 2006.09.06 17:41:00
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124. Tactical Environments - in Player Features and Ideas Discussion [original thread]
obstructions i'm torn on this one ... but an ammo round fires in a straight line ... if a non targeted [ship, obstruction] is in the way, the ammo round would hit that ... a small ship could then in theory hide inside a hollow asteroid ... howe...
- by FactorzGT - at 2006.09.05 14:21:00
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125. No window should ever rob focus - in Player Features and Ideas Discussion [original thread]
additionaly, if they could make the windows draggable outside the EVE client window like you can in adobe photoshop and other adobe apps ... for those of us that run window mode ... but i think you'll find if you do that more ppl will run window m...
- by FactorzGT - at 2006.09.04 15:08:00
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126. Tech 2 BPC's - WTB - in Want Ads & Trades [original thread]
*bump* would also consider wholesale orders on the above T2 items would also consider mins for mods trade deals - i give you X ammount {mega, zyd, morphite) for Y mods
- by FactorzGT - at 2006.09.04 15:02:00
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127. At long last, Bloggers #20-something, Tuxford on Blobbing - in EVE General Discussion [original thread]
1)increase relative ship maneuverability can you imagine 20 BS's being gang warped to 15KM of the same destination ... and then trying to double click in space to head in all different directions and form a meaningful fleet formation ... all the ...
- by FactorzGT - at 2006.09.02 18:00:00
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128. Cost for armour/structure repairers and shield boosters. - in Player Features and Ideas Discussion [original thread]
Edited by: FactorzGT on 01/09/2006 17:38:51 i disagree with the initial post the tank of a ship is limited to the ability of the capcitor to keep up with the power consumption of the repper mods can be fitted to boost the capacitor ability b...
- by FactorzGT - at 2006.09.01 17:38:00
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129. Give Shuttles weapons! - in Player Features and Ideas Discussion [original thread]
give them a non ammo based weapon system (in other words they can shoot but don't need to buy charges) integrate it with dogfighting once they are able to make that a reality fast weak shuttles, weak guns - fast weak fun - haha
- by FactorzGT - at 2006.09.01 17:31:00
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130. Tech 2 BPC's - WTB - in Want Ads & Trades [original thread]
Covert Ops Cloaking Device 2 Improved Cloaking Device 2 Rocket Launcher 2 Standard Launcher 2 Cruise Launcher 2 Power Diagnostic 2 Ballistic Control Unit 2 EM and Kin - Rage and Javelin Rockets EM and Kin - Fury and Precision Light Missiles EM and...
- by FactorzGT - at 2006.09.01 15:28:00
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131. Next-Gen Research & Manufacturing - in Player Features and Ideas Discussion [original thread]
combat is the most fun part of the game it's even more fun using the best stuff it's even less fun paying out the butt for good stuff and being completely nerve shattered at the first glimpse that your ship might go down (i play paintball which is...
- by FactorzGT - at 2006.09.01 14:43:00
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132. Destroyer idea - in Player Features and Ideas Discussion [original thread]
Originally by: Lienzo you need turrets to arrest interceptors. rockets actually do more Damage per second than standard missiles ... max out with T2 rocket launchers and javelin rockets for range of about 30K or t1 rockets at closer ...
- by FactorzGT - at 2006.08.31 19:51:00
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133. How about a better "Warp Scramed" notifictation. - in Player Features and Ideas Discussion [original thread]
/signed i agree - why has such a simple yet vital thing been overlooked there is not even a GUI effect for it red beam for NOS blue beam for tractor beam resonating orb for active hardeners warp scram - nothing
- by FactorzGT - at 2006.08.31 19:39:00
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134. Tech2 inventing - in Player Features and Ideas Discussion [original thread]
was just reading the user manual for my cell phone and noticed a paragraph about "intellectual property" Quote: "Intellectual Property includes, but is not limited to, inventions (patentable or unpatentable), patents, trade secrets, copyrights, s...
- by FactorzGT - at 2006.08.31 18:12:00
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135. Warp to 0km - in Player Features and Ideas Discussion [original thread]
Originally by: Reggie Stoneloader How about just allowing it in 0.0? Say Concord or customs officials or something require a minimum approach range of 8km in empire so they can scan you for contraband. That's enough for war targets to get ...
- by FactorzGT - at 2006.08.31 16:26:00
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136. Destroyer idea - in Player Features and Ideas Discussion [original thread]
the tech 1 caldari destroyer should have at least 4-5 launchers points anyway (instead of 7 turret points) ... caldari=missile race - just makes sense
- by FactorzGT - at 2006.08.31 16:20:00
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137. 0.0 Invasion Alerts - in Player Features and Ideas Discussion [original thread]
Originally by: Clais Monaige Hm, i think that makes the role of a player-spy (covops) senseless (in that situation of course). But i liked the idea in Savage where it made sense. well if another pilot was in local they would be able to...
- by FactorzGT - at 2006.08.31 16:18:00
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138. Warp to 0km - in Player Features and Ideas Discussion [original thread]
absolutely ... must click warp to 0K ... not available on autopilot - agree absolutely make it a skill ... Navigation V, High Speed Maneuvering V, Warp Drive Operation V ... all skills that in theory relate to a pilots ability to fly a ship even...
- by FactorzGT - at 2006.08.30 18:41:00
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139. 5 bm's only!?! - in Player Features and Ideas Discussion [original thread]
i don't mind you wanting to do away with this, but to not put anything in place isn't very nice ... additionally 5??? seriously 10 should be the minimum just get by in day to day life
- by FactorzGT - at 2006.08.30 18:32:00
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140. 0.0 Invasion Alerts - in Player Features and Ideas Discussion [original thread]
*bump* 17 reads and NOBODY has any opinion on this idea good or bad ????
- by FactorzGT - at 2006.08.30 18:31:00
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