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121. Pay to Win is a mistake - in Feedback/Requests [original thread]
I'm going to disagree with you here. Nothing about the Warbarge is "pay to win" By that I mean that anything the warbarge offers can be purchases in game via in game routes. The Warbarge offers nothing that is "AUR Only" (which would be pay ...
- by Avallo Kantor - at 2015.02.13 23:20:00
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122. [Suggestion] Give Academy Unique Salvage Pool - in Feedback/Requests [original thread]
With the recent moves of various low-skill suits to salvage, I feel now would be a great time to adjust the academy salvage pool to be different from regular matches. The basic idea is this: While in Academy you have a higher chance of getti...
- by Avallo Kantor - at 2015.02.13 22:10:00
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123. Planet Fitting: How I Learned to Stop Worrying and Love SI - in Feedback/Requests [original thread]
A suggestion: Give incentive for corps to try to gain planetary dominance with optional SI that are basically PG / CPU mods. Aka: District SI provides no bonus but includes PG / CPU to entire planet (Planetary Power Plant / Planetary Neural Ne...
- by Avallo Kantor - at 2015.02.11 06:44:00
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124. [Suggestion] Prime Directives (Missions) - in Feedback/Requests [original thread]
I'd like to suggest a new type of mission. (perhaps in it's own mission tab?) These missions, called Prime Directives, are Long-term missions that a player can choose . These missions would be very focused as a result with tasks such as Kill...
- by Avallo Kantor - at 2015.02.10 22:29:00
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125. CCP Rattati: Tash Murkon Dropsuits - in Feedback/Requests [original thread]
If you're serious in going with Strongboxes might I suggest a "Token" system? The general idea is that instead of dropping BPOs X Y and Z you instead drop a Token which can be "turned in" at the store for BPO X Y or Z. (Consuming the token) In...
- by Avallo Kantor - at 2015.02.04 16:34:00
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126. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
Breakin Stuff wrote: I'm going to be VERY honest with you, that's going to be impossible to predict until we start shooting at each other. Fair enough, let me reword the question then: What, in your opinion, should that number be for engagin...
- by Avallo Kantor - at 2015.01.30 21:27:00
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127. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
A question I feel is also relevant when discussing HAV Progression: Much like Dropsuits there is a tier of dropsuits that can be used even if you are ... less than skilled... and still go ISK positive. My question is if there is a tier of Tank...
- by Avallo Kantor - at 2015.01.30 21:17:00
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128. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
Why not take a page from EVE modules and use something like this: https://wiki.eveonline.com/en/wiki/Shield_Boost_Amplifier_I In short: The module makes the Shield Recharger you do have more effective, without adding any more Active modules t...
- by Avallo Kantor - at 2015.01.30 17:16:00
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129. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
A spit-balled idea: Is it possible to have some variant of UHAV that goes away with a "main turret" completely, and instead has the driver using 1 / 2 small turrets in lieu of it's main turret? Basic Idea: UHAV Variant: 2 small turrets (need ...
- by Avallo Kantor - at 2015.01.29 22:34:00
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130. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
DarthJT5 wrote: Avallo Kantor wrote: Perhaps instead have different Large Turrets have different weapon mod slots? For example: Rail should be a low slot (lore reason: Using more power, Game Reason: Paired with Shield Tanks) Blaster shou...
- by Avallo Kantor - at 2015.01.28 22:15:00
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131. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
Perhaps instead have different Large Turrets have different weapon mod slots? For example: Rail should be a low slot (lore reason: Using more power, Game Reason: Paired with Shield Tanks) Blaster should be high Missile should be ... high / low...
- by Avallo Kantor - at 2015.01.28 21:43:00
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132. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
CCP Rattati wrote: Tesfa Alem wrote: Thaddeus Reynolds wrote: STUFF More STUFF There will be no DHAV rail fit, I will make it so, whether through fitting bonuses or something even heavier handed. Here is the quote in question...
- by Avallo Kantor - at 2015.01.28 20:32:00
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133. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
What do you think of giving DHAVs a lower scan profile than MBTs, and UHAVS a slightly higher scan profile? (Or in case I got that wrong: DHAVs being harder to spot, UHAVS being easier) The idea being that DHAVs are more hunters, and as such w...
- by Avallo Kantor - at 2015.01.28 19:54:00
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134. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
Question about the UHAV vs DHAV vs AV infantry balance: Is it possible to make these vehicles take different amounts of damage from infantry vs vehicle weapons? If so the way I see a balance being set is like this: UHAV: Resistant to Infantr...
- by Avallo Kantor - at 2015.01.22 18:22:00
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135. Sticky:[Feedback] Planetary Conquest - Timers - in Feedback/Requests [original thread]
If we are just talking about changing how timers work, why don't we set up something that is relatively straight forward to understand: An attacking force may declare an attack at -any- time (short of the period right around downtime). The Batt...
- by Avallo Kantor - at 2015.01.21 21:29:00
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136. Sticky:[Feedback] Planetary Conquest - Timers - in Feedback/Requests [original thread]
A relatively low-cost idea to promote District Timers in a corps Prime Time + incentive: During a Districts Vulnerable Period for each district, add a small bonus payout to each corp member in ISK. In addition to this small bonus, the corp gets...
- by Avallo Kantor - at 2015.01.20 23:28:00
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137. Sticky:[Feedback] Experimental and Specialist Weapons - in Feedback/Requests [original thread]
To what degree will a mercenary be able to specialize into manufacturing in this current setup? -How will selection of what to produce be chosen? Will it be random, racial, or specific to one weapon? How will variants work? (Assault Scrambler vs...
- by Avallo Kantor - at 2015.01.16 19:16:00
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138. Thread under Construction (Second attempt) - in Feedback/Requests [original thread]
Fox Gaden wrote: [ Warbarges Raiding Warbarge: Clone Capacity: 100 Clone Vat Capacity: 1 MCC Capacity: 1 Clone Mortality: 1 Jump 0%, 2 Jumps 5%, 3 Jumps 10%, 4 Jumps 20%, 5 Jumps 40%, 6 Jumps 80%. Raiding Warbarges use Cryogenic technology t...
- by Avallo Kantor - at 2015.01.12 22:35:00
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139. Thread under Construction (Second attempt) - in Feedback/Requests [original thread]
As to the raiding, I had some ideas on how they would unfold myself. Main Points: -Corps can set a district to be vulnerable to raiding for a 1 hour period on the fly (aka, they can set it to be the next hour, so long as it doesn't overlap the...
- by Avallo Kantor - at 2015.01.12 18:50:00
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140. Sticky:[Feedback] Roadmap 2015 - in Feedback/Requests [original thread]
I'd like to chip in an idea I was thinking about as well on the availability of battles, and giving District owners a chance to become more active in their districts. The basic idea is that when districts are able to make DUST Goo / Warbarge Fue...
- by Avallo Kantor - at 2015.01.02 22:30:00
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