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1. Sticky:[Feedback] Planetary Conquest Revisited - in Feedback/Requests [original thread]
not what I meant. If you crush a team of raiders you really think they will waste their resources on another loss against your corp?
- by Radar R4D-47 - at 2015.02.06 22:52:00
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2. Sticky:[Feedback] Planetary Conquest Revisited - in Feedback/Requests [original thread]
el OPERATOR wrote: BTW- Every single one of those pillaging groups you describe was killed, dead never to to rob/****/pillage ever again ever, when caught or successfully opposed. Which I also proposed as a possible risk mitigatory element...
- by Radar R4D-47 - at 2015.02.06 22:40:00
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3. Sticky:[Feedback] Planetary Conquest Revisited - in Feedback/Requests [original thread]
el OPERATOR wrote: You're idea limits hits per district, my idea limits hits based on indvidual daily success. To-mae-to,To-mah-toe Why are you trying to limit a gamemode? This reduces activity server wide. Since Warlords Endgame will revolv...
- by Radar R4D-47 - at 2015.02.01 08:06:00
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4. Sticky:[Feedback] Planetary Conquest Revisited - in Feedback/Requests [original thread]
Lavallois Nash wrote: el OPERATOR wrote: some sort of mechanism to whoop a raiders' ass enough that they can't raid for a while. Just like a fat hole in the side of a classical pirate's ship OR lengthy prison time for a contemporary ...
- by Radar R4D-47 - at 2015.01.31 09:39:00
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5. Sticky:[Feedback] Planetary Conquest Revisited - in Feedback/Requests [original thread]
nickmunson wrote: also ccp, think , if you have a standard timer, for those who prime time is different like japans night time is. your forcing them to play american timers, if anything your looking at a possible lawsuit cause no where in your ...
- by Radar R4D-47 - at 2015.01.27 11:10:00
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6. Raiding Ideas and Feedback Compilation Thread - in Feedback/Requests [original thread]
Raid Mechanics The attacker should not need a district to launch an attack from i suppose this is self explanatory but it needs said. Removing that gap gives everyone the opportunity to perform this action. CP cost should be proportional to actu...
- by Radar R4D-47 - at 2015.01.24 17:50:00
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7. Sticky:[Feedback] Planetary Conquest Revisited - in Feedback/Requests [original thread]
Radar R4D-47 wrote: Regarding Raids We have been screaming for some type of game mode in which you can have a competitive setting without the high stakes of PC and if done right this may be that mode. Raid Mechanics The attacker should...
- by Radar R4D-47 - at 2015.01.24 17:40:00
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8. Radar and Scan tweaks - in Feedback/Requests [original thread]
You called for me?
- by Radar R4D-47 - at 2015.01.24 11:02:00
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9. Sticky:[Feedback] Planetary Conquest Revisited - in Feedback/Requests [original thread]
Raiding in my opinion should not affect PC except in the case of a no show in which some kind of penalty should be inflicted on the district holder. If you read my post about raiding should those mechanics be used it gives the masses availability ...
- by Radar R4D-47 - at 2015.01.24 09:15:00
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10. Sticky:[Feedback] Planetary Conquest Revisited - in Feedback/Requests [original thread]
Zatara Rought wrote: Raiding corps who don't own land is a bad idea. How is that a bad idea? Raiding should be accessible by the many and PC by the few or else we are stuck with the current situation of 1% of the playerbase actually perfor...
- by Radar R4D-47 - at 2015.01.24 06:25:00
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11. Sticky:[Feedback] Planetary Conquest Revisited - in Feedback/Requests [original thread]
Kain Spero wrote: Radar R4D-47 wrote: Kain Spero wrote: Tieing CP pool to district amount seems unnecessary and could create some negative results. One of the issues right now is that in many ways whoever has the most districts wins logis...
- by Radar R4D-47 - at 2015.01.24 00:03:00
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12. Sticky:[Feedback] Planetary Conquest Revisited - in Feedback/Requests [original thread]
Kain Spero wrote: Tieing CP pool to district amount seems unnecessary and could create some negative results. One of the issues right now is that in many ways whoever has the most districts wins logistically. There is no need to extend that mec...
- by Radar R4D-47 - at 2015.01.23 14:19:00
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13. Sticky:[Feedback] Planetary Conquest Revisited - in Feedback/Requests [original thread]
Regarding CP Am very glad you decided to make a new currency as our current one is the reason why the game is as broken as it is. This currency needs to be proportional to amount of districts owned. Say corp A has 10 districts and corp B has 2 d...
- by Radar R4D-47 - at 2015.01.23 13:49:00
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14. Sticky:[Feedback] Planetary Conquest Revisited - in Feedback/Requests [original thread]
Its too bad before the elections for CPM you guys crushed my hopes for my favorite game or else this info already would have been placed into the idea. However here we go. Regarding Districts in General. What you guys have posted about the Carg...
- by Radar R4D-47 - at 2015.01.23 12:45:00
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15. Sticky:[Feedback] Planetary Conquest Revisited - in Feedback/Requests [original thread]
Incoming wall of text but I must get on my laptop. My phone won't cut it
- by Radar R4D-47 - at 2015.01.23 11:27:00
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16. Using Existing/Phased Out Assets for Miasma Grenade Type - in Feedback/Requests [original thread]
I believe this should be a grenade not a equipment thus crippling a suit from having access to an invulnerability bubble and core nades. Hacking should also be disabled inside this bubble as it would effectively break PC ( Speed Hacking min scou...
- by Radar R4D-47 - at 2015.01.22 11:54:00
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17. Proposed Ideas to Improve Planetary Conquest - in Feedback/Requests [original thread]
Kain Spero wrote: I think we all realise that Planetary Conquest has some holes in it still and I think simple changes could be made to dramatically improve how PC 1.0 plays out. The current situation I think exemplifies some of the numerous ...
- by Radar R4D-47 - at 2014.04.06 19:07:00
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18. CCP, want to get rich and make everyone happy? - in Feedback/Requests [original thread]
Mortishai Belmont wrote: Put a 5$ respec in the store! More then enough people would buy them and you know it :P Also, a 90% damage reduction to anything going in or out of the redline would be just awesome, force those clones to get out in the...
- by Radar R4D-47 - at 2014.02.08 15:34:00
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19. Removing Recall Feature of Vehicles - in Feedback/Requests [original thread]
Then you still have redline railtanks. I've given a lot of thought into this 40m is quite a big radius. This mechanic would allow better fighting in PC. As I said there is typically a supply depot at every point so adapting isn't as hard as it sou...
- by Radar R4D-47 - at 2014.01.19 17:28:00
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20. Removing Recall Feature of Vehicles - in Feedback/Requests [original thread]
Pokey Dravon wrote: Shadow of War88 wrote: recall feature equals bitc*hhh mode. Just call another tank if your first fit is not up to the task. Wtf is with CCP catering to the newbs? This is a hardcore meta game with risk vs. reward Im a...
- by Radar R4D-47 - at 2014.01.19 17:18:00
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