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101. ABILITY TO CHANGE GENDERS - in Player Features and Ideas Discussion [original thread]
Lugh Crow-Slave wrote: PopeUrban wrote: I don't see a reason this shouldn't be part of the resculpt item in the NEX already. After all, character gender has literally zero gameplay effects outside of determining which space clothes you can ...
- by PopeUrban - at 2016.12.09 09:20:25
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102. Festive Holiday Box - in Player Features and Ideas Discussion [original thread]
FT Diomedes wrote: Paranoid Loyd wrote: +1 Dunno why you want to put a size limit on it though, maybe just make it wrapping paper so you can wrap whatever you want? Well, with it not being scannable, I figured someone would find a way...
- by PopeUrban - at 2016.12.09 00:06:40
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103. Add a shortcut or the option for binding a key to deploy drones? - in Player Features and Ideas Discussion [original thread]
Nevyn Auscent wrote: Lugh Crow-Slave wrote: drones are automated enough as it is A keypress is not an unreasonable request. You don't have to manually drag guns around to use them once they are fitted to the ship. The Drone UI is badly in ...
- by PopeUrban - at 2016.12.08 23:51:06
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104. Ransom as a formal mechanic - in Player Features and Ideas Discussion [original thread]
Zan Shiro wrote: Pirates want a better chance of ransom it be on them to make sure thier corp is know for honoring them. That could mean cracking down and weeding out the people who get off on how many posts in C&P they get. Worst case...ev...
- by PopeUrban - at 2016.12.08 23:38:41
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105. Deadspace Field Generator - in Player Features and Ideas Discussion [original thread]
Deckel wrote: PopeUrban wrote: Deadspace pockets exist to give players a little extra time to disengage from PVE combat in prepration for PVP. We don't need player created deadspace pockets because everything players themselves build is int...
- by PopeUrban - at 2016.12.07 23:36:46
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106. Limit the amount of active War Decs for Alliances and Corps - in Player Features and Ideas Discussion [original thread]
Kara Hawke wrote: I don't think I said anything about removing high sec war decs. In fact, I only commented on how broken the system is because it encourages greifing of newer players who don't pvp. There's very little incentives to join high s...
- by PopeUrban - at 2016.12.07 23:25:02
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107. Limit the amount of active War Decs for Alliances and Corps - in Player Features and Ideas Discussion [original thread]
If you are getting constantly wardecced in your area of space, ******* move somewhere with more chill neighbors. There is a LOT of space, and you can even build stations in systems that don't have them now. Including one-off hisec pockets in the ...
- by PopeUrban - at 2016.12.07 22:22:28
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108. CCP - Skill Points Remapping Option Please - in Player Features and Ideas Discussion [original thread]
No. The whole point of the skill system is that trains (and thus specialization) are important long term decisions. They specifically designed injectors to be bad for this purpose the more SP you have acquired because they don't want you lossles...
- by PopeUrban - at 2016.12.07 22:16:20
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109. Deadspace Field Generator - in Player Features and Ideas Discussion [original thread]
Deadspace pockets exist to give players a little extra time to disengage from PVE combat in prepration for PVP. We don't need player created deadspace pockets because everything players themselves build is intended to be primarily interacted with...
- by PopeUrban - at 2016.12.07 22:11:51
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110. Navy Issue Logistics Ships - in Player Features and Ideas Discussion [original thread]
Rowells wrote: Danika Princip wrote: I'd rather see navy logi filling alternative roles. Like a gallente hull rep logi, an amarrian drone logi, and maybe caldari and minmatar with bonuses to remote anciliary reps? A terrible idea of course...
- by PopeUrban - at 2016.12.07 21:59:40
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111. Ransom as a formal mechanic - in Player Features and Ideas Discussion [original thread]
Thanks for the feedback guys! The general consensus/problems I see repeated here are "Okay that's a fine thing you've done here but noobs will misunderstand it, so why bother" or "I'd never pay a ransom, in theory, I'd just selft destruct my ship...
- by PopeUrban - at 2016.12.07 21:48:38
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112. Ransom as a formal mechanic - in Player Features and Ideas Discussion [original thread]
Lugh Crow-Slave wrote: except eve is largy built and advertised on those purely unregulated social structures and business dealings. it's what makes it feel real.when there is no space magic that compels anyone to keep their word the value of k...
- by PopeUrban - at 2016.12.07 08:06:28
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113. Cargo Scan NPC mining ops to see ore in hold. - in Player Features and Ideas Discussion [original thread]
Jadek Kin wrote: PopeUrban wrote: CCP literally stated that their design intent with the new breed of NPCs was to be a simulacra that better trained people to engage in PvP through PvE interactions. Cargo scanning a potential target is a qu...
- by PopeUrban - at 2016.12.07 08:04:10
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114. Navy Issue Logistics Ships - in Player Features and Ideas Discussion [original thread]
Lugh Crow-Slave wrote: didn't we just increase RR cycle time? as for danika's hull rep logi. No there is a reason hull reps are so bad the High and even resist profile you get out of hull using only one mod makes the idea of combat viable lo...
- by PopeUrban - at 2016.12.07 03:01:32
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115. Cargo Scan NPC mining ops to see ore in hold. - in Player Features and Ideas Discussion [original thread]
CCP literally stated that their design intent with the new breed of NPCs was to be a simulacra that better trained people to engage in PvP through PvE interactions. Cargo scanning a potential target is a quite trainable moment wouldn't you say?
- by PopeUrban - at 2016.12.07 03:00:42
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116. Ransom as a formal mechanic - in Player Features and Ideas Discussion [original thread]
Lugh Crow-Slave wrote: PopeUrban wrote: Iain Cariaba wrote: Out of that entire wall of text, you failed to provide one bit of information? What's wrong with the player derived non-mechanic we currently use for ransoms? Absolutely noth...
- by PopeUrban - at 2016.12.07 02:45:05
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117. Ransom as a formal mechanic - in Player Features and Ideas Discussion [original thread]
Nevyn Auscent wrote: So one guy drops fleet, you get ransom including empty cargo and the one guy then kills you and you can't even fight back anymore.... it'll never be accepted except by utter newbies who don't know better because it's just t...
- by PopeUrban - at 2016.12.07 02:37:00
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118. Navy Issue Logistics Ships - in Player Features and Ideas Discussion [original thread]
Extra thought: That said, it may be interesting to see some all-in "drone logi" platforms for variance rather than the current gal platforms that have a drone logi bonus that isn't really the focus of the ships. or some kind of reverse smartbomb ...
- by PopeUrban - at 2016.12.06 23:46:16
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119. Navy Issue Logistics Ships - in Player Features and Ideas Discussion [original thread]
The role of logistics ships is excessively narrow compared to combat ships. Generally, it is narrow enough it doesn't merit as many specialized variants because logi ships all do essentially the same job with the same bonuses. They rep either armo...
- by PopeUrban - at 2016.12.06 23:33:47
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120. Cargo Scan NPC mining ops to see ore in hold. - in Player Features and Ideas Discussion [original thread]
These ops are cool. The defense fleets are kinda fun. They would be cooler if we could cargo scan them to see what/how much ore they contained and track how full they're getting to decide whether we want to stick around for the hauler spawn or pi...
- by PopeUrban - at 2016.12.06 22:54:37
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