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1. ++PLEASE READ. Ralistic Ore Theif Solution Inside++ - in Player Features and Ideas Discussion [original thread]
Thats rather similar to what I have in mind. However, I still feel that a time limit is better. That way you do not have to put up with messages everytime someone accesses any canister you drop. As I have said, I agree that if you jettison someth...
- by Ramar - at 2003.08.07 12:01:00
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2. ++PLEASE READ. Ralistic Ore Theif Solution Inside++ - in Player Features and Ideas Discussion [original thread]
It should be made clear that I rarely mine anymore either. my choice of meney making is trade or agent missions with a little npc fighting on the side. However, having seen all the posts about how much people hate ore thieves I felt I should post...
- by Ramar - at 2003.08.06 17:16:00
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3. ++PLEASE READ. Ralistic Ore Theif Solution Inside++ - in Player Features and Ideas Discussion [original thread]
I respect your opinion, however, just because you don't see it as a problem deson't mean that there isn't one. If this system was implimented, it would not affect you one way or the other. So why disagree? As for the ownership issue, you only own...
- by Ramar - at 2003.08.06 13:27:00
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4. Please read this. Realistic ore theif solution - in Crime and Punishment [original thread]
Please follow the link below to the idea lab section. http://oldforums.eveonline.com/?a=topic&threadID=24305 To avoud confusion and to keep the argument in one place, please post your comments there not here. Thankyou.
- by Ramar - at 2003.08.06 12:35:00
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5. Any disadvantages to being an ore thief? - in Crime and Punishment [original thread]
Edited by: Ramar on 06/08/2003 12:33:05 All I am saying is that if there is a concord system here in the game, they should make some use of it. And as far as I can see, CCP ae trying to make the game contain elements of reality aroun that of ...
- by Ramar - at 2003.08.06 12:32:00
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6. Link to Ore Theif Solution - in EVE General Discussion [original thread]
Pleas follow this link to the idea lab. this issue needs adressing. http://oldforums.eveonline.com/?a=topic&threadID=24305 To avoid confusion and make reference easier, post all your comments there not here. Thankyou.
- by Ramar - at 2003.08.06 12:25:00
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7. ++PLEASE READ. Ralistic Ore Theif Solution Inside++ - in Player Features and Ideas Discussion [original thread]
14.Now, if some juvenile mind feels the need to destroy a canister that is full of ore, if the canister belongs to a person/group, they still take a -0.25 sec rating hit for it. And in empire space, they get attacked by the police just as if they ...
- by Ramar - at 2003.08.06 12:21:00
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8. ++PLEASE READ. Ralistic Ore Theif Solution Inside++ - in Player Features and Ideas Discussion [original thread]
Edited by: Ramar on 06/08/2003 13:29:27 Edited by: Ramar on 06/08/2003 12:20:39 This is a solution to the problem of ore theft in empire space. Please read it all before you make any opinion as I have put much thought into this and any dou...
- by Ramar - at 2003.08.06 12:20:00
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9. Any disadvantages to being an ore thief? - in Crime and Punishment [original thread]
You don't seem to have constructed that sentence too well. During your downtime? What do you mean by this? How can you steal ore in down time? who can mine ore in downtime? Am I missing something? And 178m/s with 3 burners? My god man whats the ...
- by Ramar - at 2003.08.06 11:30:00
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10. Tweak for agression code - in Player Features and Ideas Discussion [original thread]
Also, if a gang is attacked first it works the opposite way around. As has been said, you can defend a gang member if they are attacked without taking a sec rating hit as long as none of your gang members shot first. therefore it counts as an atta...
- by Ramar - at 2003.08.06 11:16:00
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11. Tweak for agression code - in Player Features and Ideas Discussion [original thread]
Edited by: Ramar on 06/08/2003 11:13:41 Heres the way I think gang sec ratings should be handled in that situation. If gang member A attacks first, then obviously the other person can attack gang member A without taking a hit to the rating. H...
- by Ramar - at 2003.08.06 11:12:00
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12. Sec Rating and Placing Bounty ilogical Captain - in Player Features and Ideas Discussion [original thread]
OK so I have decided to take a whack at a player bounty. I have been told that a person must have a minimum sec rating of -0.1 or -1.0 (I cant remember which) before a bounty can be placed. I was also under the impression that if a person has a bo...
- by Ramar - at 2003.08.03 13:03:00
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13. Tweak for agression code - in Player Features and Ideas Discussion [original thread]
Edited by: Ramar on 02/08/2003 11:22:21 Now that the idea has been put forward, I will not rest untill the development team state their intentions. Come on CCP, you have been slated a lot lately for not appearing to be interested in our ideas...
- by Ramar - at 2003.08.02 11:20:00
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14. NPC : Non player courier - in Player Features and Ideas Discussion [original thread]
Are the convoys realy at any more risk? convoys leave all the time and if this system is placed, then convoy attacking will most likely increase anyway, regardless of whether you know the departure time or not. All you have to do is to wait outsi...
- by Ramar - at 2003.08.02 11:17:00
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15. NPA : Non Player Assassin - in Player Features and Ideas Discussion [original thread]
I think it is a good idea but if they are able to attack players with a positive sec rating, then there should be a penalty on your behalf. Otherwise people would be using it to greif other players and the system can be exploited. I know you have...
- by Ramar - at 2003.08.01 11:52:00
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16. NPC : Non player courier - in Player Features and Ideas Discussion [original thread]
Good idea. there can be some stations with this function in each system all with trade routes mapped out. It can be placed in the same section of buttons as the market and fitting screens etc. Press it and get a list of departure times from that ...
- by Ramar - at 2003.08.01 11:43:00
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17. Tweak for agression code - in Player Features and Ideas Discussion [original thread]
I would like to throw this into the mix too. Lets say you are in a roid belt with another non corp/gang member. Then a pirate comes along and attacks the other guy. You should beable to attack the pirate to defend that person without having to fo...
- by Ramar - at 2003.08.01 11:34:00
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18. An abort Warp button/option - in Player Features and Ideas Discussion [original thread]
What would be so wrong about them changing the way that warp works then? Make it so that it gradually draws energy from the capacitor. Then add an 'Abort Warp' button. Who, but the most hardened Sci-Fi geeks who have nothing better to do than poi...
- by Ramar - at 2003.08.01 11:25:00
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19. Ore Thiefs / Containers solution - in Player Features and Ideas Discussion [original thread]
Quote: for this to work the devs would have to code in the following. they would have to tinker with the cans to add in the whole ownership timer thing. If this were an official retort from one of the devs I would cancle my subscription ...
- by Ramar - at 2003.07.30 14:09:00
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20. Ore Thieving and Containers - in Player Features and Ideas Discussion [original thread]
Hm, there are some similar ideas to the one I have just posted in this section of the forum. I have given some serious thought into this issue myself and I hope that CCP will take notice and make steps to impliment the ideas I have taken the time...
- by Ramar - at 2003.07.30 12:16:00
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