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1. Drag a Fit to make a Want To Buy Contract - in Player Features and Ideas Discussion [original thread]
This is was the closest thread I found. Drag fit to contract. Creates Want to Buy Puts up demand ready for supply. Reduces messing about in station as everything can be ready for "Fit" button when you log on. This frees up time to be out ther...
- by Jenshae Chiroptera - at 2016.03.08 00:26:25
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2. Remove holstiles from owned stations / citadels - in Player Features and Ideas Discussion [original thread]
The worst thing though it is that the problem combines with alts. Blue main can then use red alt to mess with the economy.
- by Jenshae Chiroptera - at 2016.02.12 11:27:43
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3. Remove holstiles from owned stations / citadels - in Player Features and Ideas Discussion [original thread]
Sephiroth Clone VII wrote: ... when a simple docking in a station proves if they are or are not, ... Ssshhh... he clearly knows my intentions and Providence well.
- by Jenshae Chiroptera - at 2016.02.04 23:04:31
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4. Remove holstiles from owned stations / citadels - in Player Features and Ideas Discussion [original thread]
Raiz Nhell wrote: ...Press the "Abracadabra, I want you out" button. Poof!!! All our stuff has moved past all the camps, choke points and roving gangs. ... Further proof that the price point needs to be set right. Adding a note that the furt...
- by Jenshae Chiroptera - at 2016.02.02 22:59:36
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5. Remove holstiles from owned stations / citadels - in Player Features and Ideas Discussion [original thread]
Lugh Crow-Slave wrote: I like the idea ccp has already talked about once someone losses docking permission they ate removed from the citadel after the next dt this makes camping them hard and let's you remove unwanted people So there is hope....
- by Jenshae Chiroptera - at 2016.01.31 23:41:00
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6. Sticky:AFK CloakingGäó: Ideas, Discussion, and Proposals - in Player Features and Ideas Discussion [original thread]
I still think players need a counter to AFK cloakers to prevent them sitting in a system for hours on end.
- by Jenshae Chiroptera - at 2016.01.30 04:34:14
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7. Remove holstiles from owned stations / citadels - in Player Features and Ideas Discussion [original thread]
Nevyn Auscent wrote: ... If they are docked in your citadel and won't undock at all, what damage are they actually doing? ... Markets Intel
- by Jenshae Chiroptera - at 2016.01.29 22:33:47
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8. Remove holstiles from owned stations / citadels - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: It will have to cost more than the coming "teleport your stuff to safety when the citidel explodes" mechanic. I agree. I do not intend this to be a mechanic that is used lightly and frequently.
- by Jenshae Chiroptera - at 2016.01.29 16:38:42
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9. Remove holstiles from owned stations / citadels - in Player Features and Ideas Discussion [original thread]
(Did a brief search but being a bit lazy), I keep forgetting to post this one so just jotting it down quickly. Station / citadel owner can hire NPCs (maybe Concord?) to "escort" an enemy off the premises and to the nearest Low Sec system. - NPC ...
- by Jenshae Chiroptera - at 2016.01.29 16:16:04
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10. Ejection - in Player Features and Ideas Discussion [original thread]
Iain Cariaba wrote: So don't eject before your ship explodes. There is absolutely no reason at all to do so. I've won fights before where I had less than 10% structure left at the end. ... You managed this in a solo logi while tackled by mult...
- by Jenshae Chiroptera - at 2016.01.20 17:36:50
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11. Ejection - in Player Features and Ideas Discussion [original thread]
Aivlis Eldelbar wrote: Left satisfied. " or " /+ö-É/ - used to link alternatives.
- by Jenshae Chiroptera - at 2016.01.19 22:56:32
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12. Ejection - in Player Features and Ideas Discussion [original thread]
"Compression fractures of vertebrae are a recurrent side effect of ejection." "In the future it takes more time to eject while living in an ejection pod than it does in modern life ." As it stands, in Null Sec, pods are nearly pointless. They m...
- by Jenshae Chiroptera - at 2016.01.19 22:15:30
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13. Why are there no republic fleet faction missiles? - in Player Features and Ideas Discussion [original thread]
I would rather be able to swop hull bonuses than worry about missiles when it comes to Minmatar.
- by Jenshae Chiroptera - at 2015.11.15 11:38:14
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14. Minmatar Versatility - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: FoTM explained Except missiles are the FoTM, so not asking to have the best w/e Asking for a style of play that I enjoyed.
- by Jenshae Chiroptera - at 2015.09.03 04:39:35
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15. Minmatar Versatility - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: [quote=Jenshae Chiroptera]... What's the point of designing multiple mode for a ship where each mod is better covered by other ships anyway? Rail Ferox ... Cyclone ... no guns. Not covered.
- by Jenshae Chiroptera - at 2015.09.02 19:15:24
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16. Minmatar Versatility - in Player Features and Ideas Discussion [original thread]
Stitch Kaneland wrote: ...So it won't take long to dock, change modes to suit your situation, undock, and continue on destroying people. You would carry around all those weapons? Pretty much in most cases that you can dock up to change hull bo...
- by Jenshae Chiroptera - at 2015.09.02 17:16:43
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17. Minmatar Versatility - in Player Features and Ideas Discussion [original thread]
Jenshae Chiroptera wrote: Please fix the Nidhoggur. I love the versatility of logi, would love it on the scimitar but as a combat ship it suffers. Caldari and Amarr get better tanks and better capacitor. Please give the Nid cap so it can at lea...
- by Jenshae Chiroptera - at 2015.09.02 06:36:29
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18. Minmatar Versatility - in Player Features and Ideas Discussion [original thread]
Jenshae Chiroptera wrote: ... I think T2 logi frigates would be used more for remote sensor boosters than their cruiser counter parts as everyone who can fly a T2 cruiser logi is desperately needed to do repairs and tank as much as possible. Th...
- by Jenshae Chiroptera - at 2015.09.01 05:01:37
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19. Minmatar Versatility - in Player Features and Ideas Discussion [original thread]
Stitch Kaneland wrote: Because the t3d mode gimmick can be exploited and isnt necessary to fix BCs. How if you must dock first?
- by Jenshae Chiroptera - at 2015.08.31 16:24:08
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20. Minmatar Versatility - in Player Features and Ideas Discussion [original thread]
Galphii wrote: ...This would benefit caldari ships as well as minmatar. Indeed. However, don't bring up Caldari yet. People tend to think of their ships as being over powered already. Minmatar versatility would even the ships up a bit.
- by Jenshae Chiroptera - at 2015.08.31 12:18:41
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