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1. Proposed Structure Combat Mechanics Revision Suite - in Player Features and Ideas Discussion [original thread]
For number 3, I personally prefer that invul timers be removed altogether and use RF exit timers instead. Throw that on top of the number of timer scaling with the structure and you've got an actual scaling system of defense capability for differe...
- by Rowells - at 2017.05.12 17:38:57
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2. EC rig build costs are absurd - lower material requirements - in Player Features and Ideas Discussion [original thread]
Do Little wrote: If there is a material shortage, CCP can tweak the drop rate but the problem should be addressed by encouraging more supply -not artificially reducing demand. That would have far-reaching impacts on many other things in order...
- by Rowells - at 2017.05.02 18:25:24
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3. Little things / Small QoL suggestions - in Player Features and Ideas Discussion [original thread]
Suggestion: Copy and Pastable Reinforcement Timer Information Keywords: timer, structure, POS, customs office, citadel, engineering complex, vulnerability period Note: Major QoL for structure interaction --- This would be some sort of way to copy ...
- by Rowells - at 2017.05.02 18:04:38
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4. To: The Developers (Ability To Set Engagement Radius For Drones) - in Player Features and Ideas Discussion [original thread]
If I had 10 isk for every time "but AFK" was used as an excuse for QoL improvements, well I wouldn't need to bother with income. At best it supports an active players ability to utilize an included feature of drones. At worst it might...? I'm n...
- by Rowells - at 2017.04.14 19:28:43
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5. Little things / Small QoL suggestions - in Player Features and Ideas Discussion [original thread]
Suggestion: Add a drag and drop feature to the autopilot route Keywords: autopilot, route, starmap, destination, waypoint Note: --- Just a way to more easily manage and adjust routes on the fly without needed to open the route planner or remake th...
- by Rowells - at 2017.04.14 19:04:50
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6. Fighters damage level indicator. - in Player Features and Ideas Discussion [original thread]
It's already on deck for next release: https://forums.eveonline.com/default.aspx?g=posts&t=515661&find=unread
- by Rowells - at 2017.04.10 20:07:40
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7. Suggested Changes to Structure Vulnerability/Reinforcement Mechanics - in Player Features and Ideas Discussion [original thread]
With the implementation of new structures cane a very different way of dealing with timers. Most notably, the extension of the time it takes to kill one vs what has been used for a POS or POCO. It more closely represents that of sov RF mechanics i...
- by Rowells - at 2017.03.24 20:40:34
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8. make eve gender fluid - in Player Features and Ideas Discussion [original thread]
Only if they include mayonnaise as an option
- by Rowells - at 2017.02.05 17:43:47
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9. Multicharacter training ignoring Alpha skill restrictions for traini... - in Player Features and Ideas Discussion [original thread]
Didn't realize it worked that way. I agree, but idk if that would be difficult to implement or not, since you can use it on any character it would simply act as a cheaper(?) PLEX. I get what you're looking at though.
- by Rowells - at 2017.02.03 19:09:13
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10. To make the expensive rigs for L and XL citadels more effective - in Player Features and Ideas Discussion [original thread]
Rawketsled wrote: How many cubic metres of Veld do I have to refine with a T2 XL to recoup the cost of the rig? Assuming you are comparing it to the other options, you will never recoup the cost of the rig against an azbel or two raitarus
- by Rowells - at 2017.02.02 22:10:37
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11. To make the expensive rigs for L and XL citadels more effective - in Player Features and Ideas Discussion [original thread]
Cost of 2x Raitarus + T2 rigs for all ores/ice = <15bil Cost of Sotiyo + 1x T2 rig for all ores/ice = ~330bil To give you an idea, with the money you save you could buy and PLEX 128 freighters to haul the ore where you need it. That aside, si...
- by Rowells - at 2017.02.02 21:57:21
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12. Adding T1 and T2 "Excavator" mining/ice harvesting drones - in Player Features and Ideas Discussion [original thread]
Rawketsled wrote: The progression is actually this; 1x Excavator, 2x Excavators, 3x Excavators, 4x Excavators, 5x Excavators. Then I geuss that would make the outlier in that aspect. Almost all other drone categories have two or more tiers o...
- by Rowells - at 2017.01.26 17:25:56
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13. Rebalance Capital Shield Extender and Armor Plates - in Player Features and Ideas Discussion [original thread]
HandelsPharmi wrote: I was wondering, why no module tiericide was done to this 3 capital shield extenders.... Not even a small difference in mass penalty / signature radius vs. fitting requirements. This items are very new and I assumed that C...
- by Rowells - at 2017.01.24 22:42:26
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14. Adding T1 and T2 "Excavator" mining/ice harvesting drones - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: If you're already paying three billion plus for a rorqual and fit, are you really going to blink at the drone prices? Yes? If 3 bil is the fit, you could buy and fit two more rorqs for the current drone prices with some ...
- by Rowells - at 2017.01.24 19:10:15
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15. Adding T1 and T2 "Excavator" mining/ice harvesting drones - in Player Features and Ideas Discussion [original thread]
Do Little wrote: Right now CCP controls the availability of Excavator drones because they control the drop rate for the AI chips. In spite of this the Excavators were hauling in so much ore they needed a 30% nerf. Given that these drones are e...
- by Rowells - at 2017.01.24 18:29:25
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16. Adding T1 and T2 "Excavator" mining/ice harvesting drones - in Player Features and Ideas Discussion [original thread]
BLUF: Current "Excavator" drones are (whether through manipulation or design) prohibitively exspensive and are offer no comparable alternatives. Addition of similarily scaled T1/T2 versions would expand options and relieve pressure on a scarce mar...
- by Rowells - at 2017.01.24 16:14:03
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17. Improve mass lock shortcut - in Player Features and Ideas Discussion [original thread]
Probably be easier to just tie it to overview settings
- by Rowells - at 2017.01.19 19:58:52
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18. Probe Scan History for Signatures - in Player Features and Ideas Discussion [original thread]
Beyl Ahashion wrote: This is a great idea. Please do remember the last scanned state of all signatures. He's asking for the scan window to remember sig info after session changes. For example right now if I scan down a whole system, I must ...
- by Rowells - at 2017.01.06 20:39:25
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19. New probes for interdictors? - in Player Features and Ideas Discussion [original thread]
I'll disagree with the above and say the concept is pretty neat. Don't agree with your numbers though.
- by Rowells - at 2017.01.06 20:34:29
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20. Subtypes of ore in overview filter - in Player Features and Ideas Discussion [original thread]
Oh lord yes please.
- by Rowells - at 2017.01.06 20:31:48
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