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1. Balancing - ECM Drones - Discussion thread - in Player Features and Ideas Discussion [original thread]
Originally by: CCP Nozh Smartbombs are able to counter them quite well, however this tactic only works while piloting larger ships that can field large smartbombs. At the risk of being seen to derail the thread, does this maybe point to ...
- by Marlenus - at 2009.04.22 18:56:00
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2. Sleepers need a tweak to their loot table badly - in Player Features and Ideas Discussion [original thread]
Thread's been derailed a bit but I agree with OP. Boring loot tables is an old problem with EVE. There are a few potentially interesting or valuable items that spawn in missions (meta4 items mostly) and there are the faction / officer spawns in be...
- by Marlenus - at 2009.04.21 06:38:00
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3. Balancing - Identifying problems - in Player Features and Ideas Discussion [original thread]
1) Heavy Interdictors vs Warp Core Stabilizers Despised as they rightly are by many, the humble stab has been ground beneath the tank treads of advancing progress, losing most utility in the process. I remember when stab monkeys fit all their l...
- by Marlenus - at 2009.04.17 15:41:00
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4. Combat simulator - in Player Features and Ideas Discussion [original thread]
I say it sounds like a cool feature with plenty of good uses. Nobody's going to give up the thrill of "real" combat (combat with stuff on the line) in favor of this feature -- it's just another way to add diversity to the game. I look forward to ...
- by Marlenus - at 2009.02.22 19:59:00
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5. Low-Sec Fix - in Player Features and Ideas Discussion [original thread]
Originally by: CCP Prism X Is it your perception that there is a problem with low sec regarding how much ISK the current residents can generate? Yes. Consider Faction Warfare, if anybody at CCP is still willing to do so (there's been ...
- by Marlenus - at 2008.11.28 06:21:00
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6. Restructuring and Rebalancing Salvage Thievery - in Player Features and Ideas Discussion [original thread]
Salvage is not theft. So "salvage thief" is a nonsense concept. Thus, the original post fails. Per GM Faolchu : Originally by: GM Faolchu Salvaging other peoples wrecks.... This is an intended game mechanic and is in no way an exploit. ...
- by Marlenus - at 2008.11.12 03:00:00
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7. Ideas to tie into ranks - in Player Features and Ideas Discussion [original thread]
I just want to call attention to one of Nova Fox's ideas, I think it's AWESOME and full of win because it makes so much sense within the FW system. Militia coordination is obviously going to be a problem / issue / challenge, so giving high-ranki...
- by Marlenus - at 2008.05.23 16:33:00
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8. Salvage probes for abandoned wrecks only? - in Player Features and Ideas Discussion [original thread]
Edited by: Marlenus on 14/05/2008 23:12:01 Heh, Tchell, no way am I going to advocate spoiling our fun! Nope, just trying to expand the scope of our activities in a way that doesn't stomp on anybody's toes and lead to terrible screaming. -----...
- by Marlenus - at 2008.05.14 23:12:00
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9. Anyone fancy for loot and salvaging? - in Player Features and Ideas Discussion [original thread]
Judging by all the abandoned salvage I find, LOTS of people mission without salvaging. I don't actually think a salvage industrial would necessarily speed things up -- it would surely be slower to close on the wrecks than the ships currently used...
- by Marlenus - at 2008.05.08 00:33:00
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10. Anyone fancy for loot and salvaging? - in Player Features and Ideas Discussion [original thread]
I strongly disagree that salvage is boring -- it's central to my game enjoyment -- but I would go wild with joy for a salvage-specced industrial. Non-weaponized high slots and the ability to fit for decent speed are essential; some tractor beam lo...
- by Marlenus - at 2008.05.06 02:16:00
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11. Salvage probes for abandoned wrecks only? - in Player Features and Ideas Discussion [original thread]
That's got some merit to it, for sure. And it would be a lot lighter on the database during probing, just one more object to track rather than calculating relative distances for a ton of objects. [Doh, first time I tried to post this I did it in ...
- by Marlenus - at 2008.05.03 21:38:00
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12. Salvage probes for abandoned wrecks only? - in Player Features and Ideas Discussion [original thread]
As a salvager, it bothers me that I can see wrecks on the directional scanner that there's no practical way to get to before they expire. That's just wasted goodieds. We can't currently probe for wrecks, presumably because it would tip the balanc...
- by Marlenus - at 2008.05.03 20:57:00
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13. Beyond Jet Can Mining: Solar-Sailing Automated Ore Return Vehicles - in Player Features and Ideas Discussion [original thread]
Originally by: Stemline Excellent idea, just purely on the basis that Eve needs more variety in what you can see and do (please devs!). But think that thereÆs a conceptual problem with solar sails for this, in that in reality a solar sai...
- by Marlenus - at 2007.04.15 23:45:00
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14. Beyond Jet Can Mining: Solar-Sailing Automated Ore Return Vehicles - in Player Features and Ideas Discussion [original thread]
I really appreciate all the creative suggestions and variations on my idea, even the ones I don't like as well as my version. However, I especially like this suggestion, even though it makes me give up a minor part of my original idea. It's jus...
- by Marlenus - at 2007.04.09 00:51:00
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15. Beyond Jet Can Mining: Solar-Sailing Automated Ore Return Vehicles - in Player Features and Ideas Discussion [original thread]
Hey everybody, I appreciate the feedback and input. I think that without a lengthy acceleration process (which is roleplay sensible for an object that does not warp) the miner's ore is too well protected, making this idea a non-starter given the ...
- by Marlenus - at 2007.03.19 19:58:00
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16. Beyond Jet Can Mining: Solar-Sailing Automated Ore Return Vehicles - in Player Features and Ideas Discussion [original thread]
One of my "design" principles was to avoid asking the devs to change any existing game mechanic, because that always makes more work due to the risk of breaking something unforseen. And rigs, as they stand, don't have any active or interactive com...
- by Marlenus - at 2007.03.02 22:19:00
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17. Beyond Jet Can Mining: Solar-Sailing Automated Ore Return Vehicles - in Player Features and Ideas Discussion [original thread]
I REALLY don't want to fight that war in this thread. The devs will put resources where they decide to put 'em, that's all. I'm pretty sure they aren't any happier with jet can mining being the "best" way to mine than any body else is, and I thin...
- by Marlenus - at 2007.03.02 04:05:00
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18. Beyond Jet Can Mining: Solar-Sailing Automated Ore Return Vehicles - in Player Features and Ideas Discussion [original thread]
Well Reggie, there's a strain of thought in the game that *ANYTHING* not related to improving alliance warfare isn't worth the developers' time. And I can dig that too, without the fleet battle shooty-shooty boys we wouldn't have much of a game. ...
- by Marlenus - at 2007.03.01 23:43:00
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19. Beyond Jet Can Mining: Solar-Sailing Automated Ore Return Vehicles - in Player Features and Ideas Discussion [original thread]
Launch procedure is another matter. There has to be an activation process (so the owner can specify which station or capture array in system the return vehicle is going to) and to me that suggests a high slot module. ThatÆs no big deal for a minin...
- by Marlenus - at 2007.03.01 22:55:00
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20. Beyond Jet Can Mining: Solar-Sailing Automated Ore Return Vehicles - in Player Features and Ideas Discussion [original thread]
2) Attackability of Ore Return Vehicles. As a sort of hybrid between ship and drone, the ore return vehicle should be fully attackable. In addition to being openable as it accelerates toward its destination (like a can), it should be able to be lo...
- by Marlenus - at 2007.03.01 22:54:00
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