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461. Why CCP? - in General Discussions [original thread]
My only suggestion is just to change the normal key mission requirement to be the "event' Mission requirement. Aka: Current regular: Complete 10 missions for 1 key New regular: Complete 8 missions for 1 key This way if a player gets any AUR ...
- by Avallo Kantor - at 2015.02.11 07:04:00
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462. 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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463. [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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464. Really starting to hate the WP minimum... - in General Discussions [original thread]
CCP Rattati wrote: I think you just hate ambush? We tried to fix ambush spawn mechanics, which were random, more like BF/COD, just spawn away in the distance, but then the blob was invincible. The current mechanic tries to put you close to th...
- by Avallo Kantor - at 2015.02.10 16:54:00
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465. Request. Rare gear. - in General Discussions [original thread]
This wouldn't be done as it could easily be seen as Pay to Win. Having items that are -better- than equivalent ISK items is generally a flat out sign of pay to win. All of the current dropsuits are just a fancy skin, which while cool looking d...
- by Avallo Kantor - at 2015.02.06 18:18:00
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466. [Alert] to claim Experimental Lab weapons you have to pay for them. - in General Discussions [original thread]
RECON BY FIRE wrote: CCP Rattati wrote: Sgt Kirk wrote: It's not pay to win in this point, but its an extremely stupid mechanic to have standard level gear cost 103 components only to get ONE of that item. Thankfully we no longer have to ...
- by Avallo Kantor - at 2015.02.06 17:09:00
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467. 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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468. 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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469. 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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470. 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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471. 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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472. 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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473. 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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474. 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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475. 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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476. 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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477. 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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478. 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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479. 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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480. Calling it right now - in General Discussions [original thread]
I think what's more likely, and perhaps better overall for the community, is that they will simply sell the subsystems for AUR over selling the parts to make it. This achieves a few goals: -Marketing wise it's far easier to sell the item player...
- by Avallo Kantor - at 2015.01.14 17:52:00
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