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61. Industrial command ship ore compression - in Player Features and Ideas Discussion [original thread]
Vokan Narkar wrote: I like the idea of compression inside Orca - but there needs to be some counterbalance to this feature. Yes, locking or unlocking industrial core fitted ships is a peculiar topic for another thread. But to the prevailin...
- by Tessa Sage - at 2017.05.03 21:10:00
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62. EC rig build costs are absurd - lower material requirements - in Player Features and Ideas Discussion [original thread]
Zhilia Mann wrote: I have 5 T2 and 3 T1 medium rigs in space. It's not an ideal setup; one of the T2s is redundant. I'll probably end up seeing about selling one of the structures off. But do I consider the whole thing worthwhile? Clearly, yes....
- by Tessa Sage - at 2017.05.03 20:57:28
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63. Rotate anchored structures - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: Would be more work overall than what OP is talking about. The structures have pre-defined undock points on the model, and the model isn't designed to have parts of it rotating around. But I want my ship sized centri...
- by Tessa Sage - at 2017.05.02 10:43:08
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64. Industrial command ship ore compression - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: Why? Citadels aren't supposed to replace Command Ships or even overlap with them in any way. If you want boosts get a booster ship. Think of boosts like remote reps, and you see the gap in conformability: station t...
- by Tessa Sage - at 2017.05.02 10:37:10
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65. Specialized industrial ships and alpha clone attempt #2. - in Player Features and Ideas Discussion [original thread]
Vokan Narkar wrote: Also mining and industry needs to be restriced more than other professions because its easily abusable on alpha clone since thats an activity that doesn't require to be logged in the same time so multiple accounts can abus...
- by Tessa Sage - at 2017.05.02 10:32:42
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66. The NEW PLAYER Experience - in Player Features and Ideas Discussion [original thread]
Ronnie Rose wrote: Boring is just part of the game. Boring is the lag between new content (upstream problem solving) and afterthought eddies (overlooked game issues). The only time I'm bored, is when the forecast in game shows chance of ze...
- by Tessa Sage - at 2017.05.02 10:22:55
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67. XL Cap Battery - in Player Features and Ideas Discussion [original thread]
If between missions you are docking at station to complete the conversation and get your reward, which also replenishes your capacitor, you do not need to be cap stable for any duration longer than the peak dps application coming from the rats in ...
- by Tessa Sage - at 2017.05.02 10:13:11
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68. To: The Developers (Need "Add to Quick Bar" Option When Vi... - in Player Features and Ideas Discussion [original thread]
Seconded!
- by Tessa Sage - at 2017.05.02 10:06:41
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69. To: The Developers (New Rigs For Citadels And Engineering Complexes) - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: (3) No. CCP specifically talked about anchoring times earlier, the reason you can't do this is because if you change the unachoring time to less than a week then you can put a Citadel up and take it down again before i...
- by Tessa Sage - at 2017.05.02 10:02:09
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70. Time to adjust the server ticks? - in Player Features and Ideas Discussion [original thread]
Marika Sunji wrote: No, this is functionally impossible... consider the effect of reducing the server tick by half. Currently, Tranquility has to calculate one State-of-the-game per second. If the tick was 1/2 second, TQ would need to calculate...
- by Tessa Sage - at 2017.05.02 09:52:05
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71. Idea for gradual development of new space to enable CCP to start now... - in Player Features and Ideas Discussion [original thread]
Shallanna Yassavi wrote: If you think that just just throwing down a hard barrier beyond which no wealth can pass between the two universes will keep people from trading between the two, you're wrong. It's a simple "I have something you want in...
- by Tessa Sage - at 2017.05.02 09:45:47
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72. Idea for gradual development of new space to enable CCP to start now... - in Player Features and Ideas Discussion [original thread]
Alderson Point wrote: Using tools that already exist, or are on Sisi now. I suggest the latter is better both for those in new Eden and for those who lust for, and dream of Newspace Gäó alike. Oh you know it. The real changeover completing...
- by Tessa Sage - at 2017.05.01 21:59:22
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73. The NEW PLAYER Experience - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: Also you get a mini-skill injector for going through the Tutorial a certain amount which is a good reason to keep going with it if you're an actual newbie. That's good to know Cade, this was indeed on a separate acc...
- by Tessa Sage - at 2017.05.01 21:31:13
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74. option to remove friendlys from local - in Player Features and Ideas Discussion [original thread]
I'm not sure of the difference, when you see not a soul in local there is a tendency to not even open Dscan. For example, friendly MTUs are often - if unattended - where neuts in the previous session did safe log or otherwise insta-bookmarked with...
- by Tessa Sage - at 2017.05.01 21:25:42
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75. EC rig build costs are absurd - lower material requirements - in Player Features and Ideas Discussion [original thread]
Julie Oppenheimer wrote: The material cost ...for engineering complex rigs should be lowered by ~30% to bring the build quantities more in line with that of the citadel rigs. I hope to pin something of value to this excellent observation, JO...
- by Tessa Sage - at 2017.05.01 21:13:49
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76. Upgrade wardecs with deployables, to create actual wars - in Player Features and Ideas Discussion [original thread]
grgjegb gergerg wrote: It might change nothing. You could be right. It's far simpler and cheaper to scatter. ... Structure timers would create a single point of failure. The wardec structure could be shoved into reinforced, which would req...
- by Tessa Sage - at 2017.05.01 09:42:44
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77. Sticky:AFK CloakingGäó: Ideas, Discussion, and Proposals - in Player Features and Ideas Discussion [original thread]
Linus Gorp wrote: Yet another person with zero clue about cloaky gameplay. Teckos Pech wrote: Translation: I want my safety while ratting, PI, mining, etc. in NS to be enhanced without giving up anything in return. Why not just ask CCP...
- by Tessa Sage - at 2017.05.01 09:08:14
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78. Expanded Orehold - in Player Features and Ideas Discussion [original thread]
manus wrote: Dark Lord Trump wrote: manus wrote: Cade Windstalker wrote: AFK play is not something CCP wants to encourage. What do you mean by AFK play? Do you consider mining AFK play? AFK play means you're doing stuff while no...
- by Tessa Sage - at 2017.05.01 09:01:20
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79. Rotate anchored structures - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: [quote=TigerXtrm][quote=Cade Windstalker]Would probably be easier/less abusable for it to change during downtime. I think it would be fine so long as it's fairly heavily restricted so you can't just swap it around on a ...
- by Tessa Sage - at 2017.05.01 08:47:41
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80. Sticky:AFK CloakingGäó: Ideas, Discussion, and Proposals - in Player Features and Ideas Discussion [original thread]
I hate to do this, but the time has come for the covert ops cloak module to become passive. If you enter a system via a stargate, your cloak stays in effect upon leaving the stargate-induced cloak timer. You can use this to scout, traverse whole r...
- by Tessa Sage - at 2017.05.01 08:39:21
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