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1. Let's talk about Capitals and Supercapitals - in Player Features and Ideas Discussion [original thread]
Part 2 Dreadnaught - ROLE: Anti-Capital Ship Direct Fire Support These ships are designed to combat other capital ships. They are large hard nosed, and somewhat mobile platforms for extreme weapons that cannot be carried by sub capital s...
- by Zanquis - at 2015.04.15 15:51:26
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2. Let's talk about Capitals and Supercapitals - in Player Features and Ideas Discussion [original thread]
Part 1 My idea would be to revisit the capitals with a "terricide" approach. Give each ship a unique role to play in a fleet, and allow capital ships to enhance the capabilities of a sub-capital fleet without replacing them. This means that s...
- by Zanquis - at 2015.04.15 15:50:34
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3. [suggestion] Jump Drive Mechanics - in Player Features and Ideas Discussion [original thread]
Elenahina wrote: SilentAsTheGrave wrote: No. Pretty much this. And especially not with decreased penalties. Why? I would like to understand your concern.
- by Zanquis - at 2015.04.02 22:42:20
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4. [suggestion] Jump Drive Mechanics - in Player Features and Ideas Discussion [original thread]
OP Edited to include revisions based on feedback. Added the following Fatigued pilots preforming ANY jumps are subject to a random chance of arriving in a valid system close to their destination. The chance is based on the fatigue accumulated...
- by Zanquis - at 2015.04.02 18:04:06
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5. [suggestion] Jump Drive Mechanics - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: Why would anyone ever bother with the long range jumps when you can just use the short range beacon jumps to cross the galaxy instead? Ya0 to HED in an hour twenty, for instance, with no downside. A valid point. To miti...
- by Zanquis - at 2015.04.02 17:50:53
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6. [suggestion] Jump Drive Mechanics - in Player Features and Ideas Discussion [original thread]
Suggested Changes to Jump Drive Travel Jump drive travel has added difficulty to the game design because it has proven to allow for incredible amounts of force projection through its current design. Thus, the jump drive cooldown was added to ...
- by Zanquis - at 2015.04.02 15:58:29
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7. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
IDEAS On Anti-Cloaking Structures Add a factor of time, and a "soft" mechanic to ensure eventual loss of cloak. In my view, many cloaking ships have the specific purpose of allowing an active player to do a job with stealth. A passive structu...
- by Zanquis - at 2015.04.02 14:39:19
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8. [New Structures] Idea's for "OTHER" new structures and... - in Player Features and Ideas Discussion [original thread]
Anhenka wrote: You managed to combine the ever unpopular "Make NPC's enforcers in my space" idea with an idea I have literally never seen proposed before. "Make nullsec into controlled highsec" I have no words that can accurately describe my ...
- by Zanquis - at 2015.03.26 17:19:22
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9. [New Structures] Idea's for "OTHER" new structures and... - in Player Features and Ideas Discussion [original thread]
OH and to clarify my Original Post. The CED rules would need to differ a bit from CONCORD. The ENTOSIS link should not trigger a response. CED doesn't care who owns the system or whats inside of it. That is outside their directive. They will resp...
- by Zanquis - at 2015.03.26 15:46:57
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10. [New Structures] Idea's for "OTHER" new structures and... - in Player Features and Ideas Discussion [original thread]
CCP Nullarbor wrote: Sharing an idea I heard on the Fanfest pub crawl A one way directional jump bridge module. 1. You fuel it up and get everyone within range 2. Pick a rough destination on the map, no cyno required 3. Click the button and...
- by Zanquis - at 2015.03.26 15:38:14
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11. [New Structures] Idea's for "OTHER" new structures and... - in Player Features and Ideas Discussion [original thread]
Good Morning Folks, I just wanted to start a thread that I felt was missing from the discussion. I love that we are talking about structures and sov game play in such an open manner right now. However I noticed that we lacked a discussion thread ...
- by Zanquis - at 2015.03.26 15:37:28
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12. EVE IPH Version 2.0 - Now with less Access DB and More Mining! - in Science and Industry [original thread]
I have been using this program for a while now, and its great. Though I have a few questions if anybody could please assist. First Question When I am planning a production run in the "blueprints" tab, there is a Lines and BPs area where total...
- by Zanquis - at 2015.03.04 18:12:10
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13. Sticky:Dev blog: Politics by Other Means: Sovereignty Phase Two - in EVE Information Portal [original thread]
Interesting idea and I look forward to seeing it in action. Some few design things and commentary though.. Design Features that need more clarity or might not work When a structure exits reinforced at its chosen time, it could fall towards th...
- by Zanquis - at 2015.03.03 20:28:31
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14. Sticky:[Scylla] Strategic Cruiser Defensive Subsystems - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Tengu Defensive - Supplemental Screening +5% Shield HP and +3% Shield Recharge Speed per level (previously +10% Shield HP) Shield Capacity: 3550 (-200) Signature Radius: 165 (+7) Too far too fast Fozzie. ...
- by Zanquis - at 2015.02.26 18:56:22
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15. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
I like the direction they are going in the OP, however I'm not sure if enough thought has be placed on the real role it will play. I like the unique bonus, but how will this play out? I see the ROLE of this ship being an overt heavy ewar boat des...
- by Zanquis - at 2014.12.18 22:33:43
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16. Sticky:[Rubicon] Warp Speed and Acceleration - in Player Features and Ideas Discussion [original thread]
A few questions if I may, What arrribute will govern how fast a ship will accelerate to their max warp speed? Items that have a high top speed do not necessarly accelerate quickly, and the reverse is also true. however this solution seems to pre...
- by Zanquis - at 2013.10.02 22:17:00
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17. [Odyssey] Tech 1 Battleships - Gallente - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: THREAD UPDATED BASED ON FEEDBACK - Have a second look if you haven't since I originally posted. Hyperion: Here's the new and improved Hyperion. Based off of your feedback, this new version goes from 8 turrets to 6, while doub...
- by Zanquis - at 2013.05.24 21:00:00
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18. [Odyssey] Tech 1 Battleships - Caldari - in Player Features and Ideas Discussion [original thread]
I feel that while these changes are a step in the right direction, the end result will still be that Caldari will be the least desirable of pvp ships. This can especially be seen when you compare the Caldari Odyssey versions against their other co...
- by Zanquis - at 2013.05.24 20:16:00
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19. New War Dec System: Suggested Improvement - in Test Server Feedback [original thread]
Heya Team Superfriends! Your war dec system is looking real good right now. However I do have a suggestion that would make a MAJOR impact for Merc corporations. Mercenaries in history have been concerned with good reason about their reputation. ...
- by Zanquis - at 2012.05.20 13:54:00
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20. POS-Moon Mining Problem - in Issues, Workarounds & Localization [original thread]
I actually did all that already O.o I can work on a screen later on tonight when I get home. However I'm pretty sure its setup properly as I did have this operation running before. I just upgraded the tower to medium.
- by Zanquis - at 2012.02.01 13:35:00
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