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Scooter King
E.Y
Posted - 2009.03.05 13:44:00 - [361]
 

Title
Holographiic Projection
Category
ships and modules
Description
Module to be allowed to be fitted to ship which will create a holographic projection of your ship
Goal
Enable players to have chance to escape fleet engagements, gate camps, dps spawns from wormholes and the like. Upon being fired upon/engaged the projection disappears, could be time based to expire after n seconds depending on skill level of an appropriate skill.
May cause problems with overview listings an server load for high numbers of users

Taradis
Amarr
The Imperial Assassins
Warped Aggression
Posted - 2009.03.05 13:52:00 - [362]
 

Originally by: Ancy Denaries
Originally by: MotherMoon
*about Aura*
Yes, the silence now is crap. I still remember my first character creation back in Revelations II with that wonderful music and Auras voice. Bring that back; NOW! There is NO excuse to remove her. At all. None. Nada. Zilch.



I miss Aura Crying or Very sad we need her back Very Happy

Taradis
Amarr
The Imperial Assassins
Warped Aggression
Posted - 2009.03.05 13:53:00 - [363]
 

Originally by: Perry
Titel: Tech 3 Modular Ship Building Interface 2.0

Category: Tech 3 Ships

Description: Right now we have a text based interface to put our Tech 3 Subsystems together. Thats functional but lacks two very important aspects: Visual Feedback and Performance Feedback.
I would like to suggest a system which is based on "previewing". The Player can activate (enter) the Basic Tech III Hull and the Station-View shows the endostructure of the tech III ship without subsystems. Then the List of all avaiable pieces plops up (as is). By clicking a Subsystem, the Station-View instantly updates the Endostructure and the Fitting Screen. If the Pilot is pleased with his choices, he/she can click "accept".

Goal: This improves the Tech III building with much needed visual eyecandy and reduces mistakes.

(I think you could use the "add turret gfx"-Script to apply subsystems to a endostructure.)



I second this it would be really helpful and full of awesomeness

Taradis
Amarr
The Imperial Assassins
Warped Aggression
Posted - 2009.03.05 13:56:00 - [364]
 

Originally by: ViolenTUK
Originally by: Sader Rykane
Originally by: MotherMoon
Originally by: schurem
Title: Tactical Sound

Category: UI

Description: Unlike modern weapon systems (such as jet fighters or tanks) EvE ships feature no audible alarms whatsoever. WTF is up with that? The only tactical sounds there currently are is a soft wooshing when targetting and an even softer throbbing from scramblers. This sucks imo, we need beeps and boops and voice warnings too. Am i being targetted? fired upon? Are my shields failing? Is my hull integrity being compromised? These things are indicated by visuals, but no audio to go with those.

Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.



2nd, "your shield has been breached"
"we are being targeted"
"we have been target painted/webbed/scramed"
"the capacitor is empty"
"Heat damage critical"
"Armor is failing"
"Hull breach, abandon ship"


Wow, actually this is a pretty good idea.



This IS a good idea. Cool



Agreed would be awesome to hear that.... hmmm you could replace "Hull breach, abandon ship" with GTFO!!!!!!Laughing

Taradis
Amarr
The Imperial Assassins
Warped Aggression
Posted - 2009.03.05 13:58:00 - [365]
 

Originally by: Sader Rykane
Title: Pod Breaching

Category: Adding Risk and "realism"

Description: Allow an low percent chance for your pod to be destroyed or damaged upon the destruction of your ship.

Goal: Currently CCP wants to add a form of "risk" to flying Tech 3 ships, this would extend that risk to all ships and might even encourage people to "eject" more often.

I'm well aware no one will like this idea btw.



Very Good thenugh

Venatoris Portucalis
Agony Unleashed
Agony Empire
Posted - 2009.03.05 14:27:00 - [366]
 

Edited by: Venatoris Portucalis on 05/03/2009 14:28:34
Title: Fitting Screen

Category: UI

Description: On the fitting Management window when looking at a particular fitting, the right-click menu on a item showa only "Info", my sugestion that it will also shows "View Market Details"

Goal: since allowing to buy directly from fitting would open a huge can of worms :) this way it will allow to quickly buy the fitings a person needs using already in-place systems (like when u right-click an item in hangar)

Vena

achoura
Posted - 2009.03.05 16:58:00 - [367]
 

Edited by: achoura on 05/03/2009 16:57:52
  • Title: Pin Ship Readout/modules


  • Category: U.I.


  • Description: Being able to more our ship readout block by simply clicking and dragging the cap icon is great, as is being able to lock models and overheating. Problem is, while someone finally realised accidentally moving individual modules causes problems, Clicking on this and moving all the modules causes more. Add/allow the ability for the user to pin the readout like every other ui component in the client.


  • Goal: Ease of use. It makes little sense for a U.I. so customisable at allow the pinning of all components bar one. Being in combat and accidentally shifting all your mods rather than just switching too makes the game more difficuilt than before the U.I. change.

Troxel
Phantasmal Collective
Wicked Nation
Posted - 2009.03.05 21:18:00 - [368]
 

Title: Active Module effects Displayed in Fitting Screen.

Category: UI

Description: Have the ability to preview what kind of resists and or Cap Usage you will have with modules active. Have a read out that will tell you if your cap stable or not, how long till your cap drains, How much HP/sec is repaired/boosted. Currently we have to go to a 3rd party program for this info or undock and activate modules to test how well the work

Goal: to make development of a "good" fit more streamlined.

Lumy
Minmatar
Sebiestor Tribe
Posted - 2009.03.05 21:20:00 - [369]
 

* Title: Tactical overlay for System map

* Category: UI

* Description: Project celestial object, probes, scan results, etc on ship's base plane, when tactical overlay is turned on.

* Goal: Easier probe placement and navigation.

K1RTH G3RS3N
Haunted House
Posted - 2009.03.05 21:36:00 - [370]
 

Arrow Title: Missiles

Arrow Category: Missiles unbalanced and unrealistic (even for a sci-fi world) - go here

Arrow Description: Obviously ALOT of people are unhappy with missile physics since QR and this needs to be sorted, i know its late for Apocryphia but maybe the next patch.
A possible solution (as obviously it needs to be changed but it will never go back to how it was)... Instead of just giving missiles a low exp velocity i was thinking -
ships coming directly at you take significantly more damage, ships heading away from you take less, ships coming in at an angle take only a little bit more, angling out just a littlebit less etc etc then take all other factors into consideration... people will have to think when fighting missile boats and not just move around.

Arrow Goal: Make everyone happy! Very Happy

Hagbard23Celine
Liga Freier Terraner
Ev0ke
Posted - 2009.03.06 00:12:00 - [371]
 

Title: module cooling array
Catogory: modules
Description: reduce heat done by overheating modules
Goals: make overheating more usefull

Teevils
Posted - 2009.03.06 00:18:00 - [372]
 

Title: Visible Missile Launchers

Category: Visual Effects

Description: Please can we have missile launchers that are actually visible on ship? Im sick of my missiles unrealistically appearing from the middle of my ship.

Sciencegeek deathdealer
Posted - 2009.03.06 00:44:00 - [373]
 

Title
Wormhole Protection Program
Category
Wormholes
Description
Prevent POS from being setup in wh space. or atleast large and mediums.
Goal
Keep wormhole space pure and easily accessable. this would also prevent people from building cap ships in wh space.

Sciencegeek deathdealer
Posted - 2009.03.06 00:45:00 - [374]
 

Edited by: Sciencegeek deathdealer on 06/03/2009 00:45:01
Originally by: schurem
Title: Tactical Sound

Category: UI

Description: Unlike modern weapon systems (such as jet fighters or tanks) EvE ships feature no audible alarms whatsoever. WTF is up with that? The only tactical sounds there currently are is a soft wooshing when targetting and an even softer throbbing from scramblers. This sucks imo, we need beeps and boops and voice warnings too. Am i being targetted? fired upon? Are my shields failing? Is my hull integrity being compromised? These things are indicated by visuals, but no audio to go with those.

Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.



/signed

Assassin Zer0
Amarr
PURE Legion
Posted - 2009.03.06 01:13:00 - [375]
 

* Title: Better buttons on module mouse over

* Category: Fitting Window Usability

* Description: Get rid of the fly out menu of icons that appear when you mouse over a module in the fitting window and replace it with a tray of slightly larger icons in the outer right corner of the modules slot icon with a black 40% transparent background to add contrast and make the buttons easier to see. In this tray you would have the Info button, the Unfit button and perhaps a new Remove Charge button. The remaining Show Charge Info button can be removed and added as an option to the right click context menu for the module along with Remove Charge.

* Goal: The current fly out menu of icons that appears when you mouse over a module in the fitting screen is not user friendly because the icons are difficult to click for two reasons. 1(: They are to small 2(: Where they will appear is difficult to predict based on a human beings natural spacial memory. The proposed buttons would be much easier to click because they would be both bigger and more inline with a persons natural spacial intelligence. It would also keep a double redundancy without the completely unnecessary triple redundancy of having 3 different ways to Online/Offline a module.

I can't tell you how many times I clicked that stupid "Put Online" button from the fly out before I realized all I had to do was click the module... witch made me feel like a ****** because that button is hard to click being so tiny and in such an awkward spot.

K1RTH G3RS3N
Haunted House
Posted - 2009.03.06 02:57:00 - [376]
 

Originally by: Hagbard23Celine
Title: module cooling array
Catogory: modules
Description: reduce heat done by overheating modules
Goals: make overheating more usefull


second this, very good idea, would be good timing with T3 ships also which have bonuses to heat.

Frank Lonehorn
Gallente
Rocco's New Legacy
New Eden's Industrial Alliance
Posted - 2009.03.06 05:14:00 - [377]
 

if u guys liked the first concepte on the fitting tools that showed u the items that could fit that ship, then let ccp know u did so they bring it back, see my thead, called fitting tool.

Frank Lonehorn
Gallente
Rocco's New Legacy
New Eden's Industrial Alliance
Posted - 2009.03.06 05:15:00 - [378]
 

Edited by: Frank Lonehorn on 06/03/2009 05:17:27

Letifer Deus
Deep Core Mining Inc.
Posted - 2009.03.06 05:29:00 - [379]
 

Title: Swap Legion's Fuel Catalyst bonus for Proteus' Localized Injectors bonus

* Category: T3

* Description: Localized Injector mwd/ab cap usage reduction should be swapped for Fuel Catalyst AB speed bonus

* Goal: With the introduction of MWD-disabled scramblers, afterburners have become almost a necessity on smaller blaster ships, and those that continue to use MWD only do so due to the still somewhat low speed of ABs. Thus, AB bonus makes a lot of sense for blaster ships on that point alone. Second, blaster ships generally do not orbit with their MWDs on, only for the initial approach (just a few MWD cycles), and AB cap usage is already almost inconsequential. As such a mwd/ab cap usage reduction has very minimal benefit for blaster boats. Laser boats, on the other hand, tend to fight not by close range orbit, but by keeping themselves out of web/point range but within their optimal/disruptor range. This generally requires an extensive amount of MWD usage and with lasers already being cap hungry, the 15% cap usage reduction per level would be extremely welcome.

P.S. I fly both amarr and gallente and as such I am not particularly rooting for either side of this table, I simply believe each of these bonuses to be far better suited to the other race.

Presidente Gallente
Dark-Rising
Executive Outcomes
Posted - 2009.03.06 08:52:00 - [380]
 

Edited by: Presidente Gallente on 06/03/2009 08:53:01
* Title: New Fitting Window Load/Save needs some improvement

* Category: Fitting Load/Save should take care of grouping, cargo hold, drone groups, ship name

* Description: Saving a fully prepared ship setup should allow to load back excactly the same setup:
> mod groups
> cargo hold: eg. container with ammo/cap booster, ammo etc.
> drones moved to the specific drone group. If the drone group name does not exist it could be useful to create them or just place them into the root of the drone overview as actually.

* Goal: Fitting Save/Load saves and loads 100% the ship how it was prepared and we don't need to load up cargo, group mods or move drones to their groups manually.

Mahai Ano
Gallente
Center for Advanced Studies
Posted - 2009.03.06 13:07:00 - [381]
 

Edited by: Mahai Ano on 06/03/2009 13:15:03
Title Aling to acceleration gates

Category UI / gameplay

Description "Align to" button on acceleration gate interface, like on warpable objects. (simply aligning to the direction is enough, no need to speed, unlinke with self-powered warping)

Goal Better fleet coordination through almost immediate warp for all members, instead of waiting for slow aligning.



Title Separate render thread for portraits/new objects

Category Engine

Description Separating the rendering of portraits / new objects displayed, so the client does not momentarily freeze when something new has to be displayed. (eg: new spawn wave)

Goal Player experience: less apparent "lag" due to the rendering. Similarity, clicking on a player won't cause a momentarily freeze.

Night Doc
Posted - 2009.03.06 14:33:00 - [382]
 

Edited by: Night Doc on 06/03/2009 14:33:31
Title: Show drone range in the new fitting UI

Category: UI

Description: As we can see the targeting range in the UI, would be nice to see the drone range

Goal: for droning strategy, is important to know the range in relation to the targeting range. With this data you could choose to fit a mod for drone range, to skill up, to change the targenting range for the ship, etc.

Crestingmoon
Caldari
Amarr Empire Research Copr
Posted - 2009.03.06 15:42:00 - [383]
 

Title: Adding asteroids belts to wh space
Category: Wormholes
Description
I would like to suggest the addition of asteroid belts to the wormhole space. The belts should include belts containing ice belt. At this times the systems I seen have planets, moons but the asteroid belts have to be scanned down as gravimetric signals.

Mahai Ano
Gallente
Center for Advanced Studies
Posted - 2009.03.06 17:47:00 - [384]
 

Originally by: schurem
Title: Tactical Sound
Category: UI
Description: Unlike modern weapon systems (such as jet fighters or tanks) EvE ships feature no audible alarms whatsoever. WTF is up with that? The only tactical sounds there currently are is a soft wooshing when targetting and an even softer throbbing from scramblers. This sucks imo, we need beeps and boops and voice warnings too. Am i being targetted? fired upon? Are my shields failing? Is my hull integrity being compromised? These things are indicated by visuals, but no audio to go with those.
Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.

+1 vote, plus:
-"Scanning finished" or even "Cosmic/No Signature found"

other examples:
-"Target destroyed"
-"drones under attack"
-some distinguishable warning sound for target painting, webbing, scrambling, etc.

features:
-definitely on/off for every kind. eg: passive shieldtanked stand-and-launch-missiles guy won't be that interested in NOSing.
-maybe even customizable warnings



Title: Visible Launchers
Category: Graphics
Description: Launchers (missile and such, probe) should be visible, expecially on ships that have free visible hardpoints.
Goal: Turrets are visible, make launchers visible too!

Title: inactive UI elements hiding
Category: UI
Description: inactive/unused UI elements should be hidden until mouseover. This is already on the pin/minimalize/close buttons, but should include e.g. the frame of the window.
Goal: less clutter on the UI, more space for the action.

Title: SFX volume slider
Category: UI & Engline
Description: Sound effects slider to set effects sound freely from the Master slider. Some people would like to have a close look, listening to music & chat while not being deafened by explosions.
Goal: People can zoom in with sound ON on battles without sFX, but with all other sounds.

Photon Ceray
Posted - 2009.03.07 08:16:00 - [385]
 

Title: Make scanner work as a passive radar or at least semi automatic.

Category: Wormholes/scanning(normal scan not probing)

Description:
as we know, local is delayed in WH space, therefore if we want to keep an eye on our surroundings we'll have to keep spamming the scanner button, that is a very boring and annoying task, not to mention it causes RSI, or for those who already have it -like in my case-, makes it worse! the only time playing eve hurts my hand is when scanning.
This also applies to normal space when are trying to find stuff or just watch our surrounding, we have to keep spamming the darn button like no other, or those relaxed of us, once every 2 seconds at best.

I suggest that scanner becomes passive, it's intended as a radar as far as my understanding of the game goes, therefore we should have it open and it automatically scans our surrounding like a normal radar.

if this is too much to ask then please modify it to be semi automatic, meaning we have to click it once every 30 seconds to active or once every minute, this way we skip the pointless clicking fest.

eve is a game of making decisions, we command our ship as commanders not clickers, that's why we don't point the guns but only tell them what to shoot, the same should be applied to scanner, we tell the scanning guy to scan, we don't scan it ourself, we're in the majesty of our pod.

Goal: replace a pointless unhealthy minor aspect by a classy eve-like one.
Thanks.

Photon Ceray
Posted - 2009.03.07 08:21:00 - [386]
 

Originally by: Mahai Ano
Originally by: schurem
Title: Tactical Sound
Category: UI
Description: Unlike modern weapon systems (such as jet fighters or tanks) EvE ships feature no audible alarms whatsoever. WTF is up with that? The only tactical sounds there currently are is a soft wooshing when targetting and an even softer throbbing from scramblers. This sucks imo, we need beeps and boops and voice warnings too. Am i being targetted? fired upon? Are my shields failing? Is my hull integrity being compromised? These things are indicated by visuals, but no audio to go with those.
Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.

+1 vote, plus:
-"Scanning finished" or even "Cosmic/No Signature found"

other examples:
-"Target destroyed"
-"drones under attack"
-some distinguishable warning sound for target painting, webbing, scrambling, etc.

features:
-definitely on/off for every kind. eg: passive shieldtanked stand-and-launch-missiles guy won't be that interested in NOSing.
-maybe even customizable warnings



Title: Visible Launchers
Category: Graphics
Description: Launchers (missile and such, probe) should be visible, expecially on ships that have free visible hardpoints.
Goal: Turrets are visible, make launchers visible too!

Title: inactive UI elements hiding
Category: UI
Description: inactive/unused UI elements should be hidden until mouseover. This is already on the pin/minimalize/close buttons, but should include e.g. the frame of the window.
Goal: less clutter on the UI, more space for the action.

Title: SFX volume slider
Category: UI & Engline
Description: Sound effects slider to set effects sound freely from the Master slider. Some people would like to have a close look, listening to music & chat while not being deafened by explosions.
Goal: People can zoom in with sound ON on battles without sFX, but with all other sounds.


+ another vote, don't know how many are so far.

it would be extremely useful to have the UI announce many things like: shields depleted, low armor, heat damage is high and many other things.



Aramaki Makisan
SPORADIC MOVEMENT
Cult of War
Posted - 2009.03.07 09:03:00 - [387]
 

Edited by: Aramaki Makisan on 07/03/2009 09:04:59
* Title: Station services

* Category: station ui

* Description: enable the station services and sidebar buttons to open and close by clicking on them ie like the open cargo one does when in space. its a pain having to close or minimise windows just to close the items/ship hanger

* Goal: it makes it more user friendly

Aceoil
Black Serpent Technologies
R.A.G.E
Posted - 2009.03.07 16:42:00 - [388]
 

Edited by: Aceoil on 07/03/2009 16:46:12
Title: To make scanning easier and quicker. 3 ideas.

Category: Scanning

Description:
When scanning I hate clicking and dragging 6 other probes around my central probe where the hit was. This takes way to long when you are trying to scan down a ship in a safe spot.

Can you guys add a feature to automatically relocate the active probes around this probe "x" at the edge of the scan range radius.

I would also like to be able to highlight all probes in space, and change all of their scan ranges at once. Instead of one at a time.

Also an UNDO button, cause I clicked a probe and accidentally dragged it way off somewhere else instead of the minute adjustment that I wanted. My first instinct was to UNDO that move.

Goal: These changes will improve scanning and stop unwanted hairloss from frustration and stress.

William Clarque
Gallente
Free Traders
Posted - 2009.03.07 16:57:00 - [389]
 

Edited by: William Clarque on 07/03/2009 16:58:37
Originally by: Mahai Ano
Originally by: schurem
Title: Tactical Sound
Category: UI
Description: Unlike modern weapon systems (such as jet fighters or tanks) EvE ships feature no audible alarms whatsoever. WTF is up with that? The only tactical sounds there currently are is a soft wooshing when targetting and an even softer throbbing from scramblers. This sucks imo, we need beeps and boops and voice warnings too. Am i being targetted? fired upon? Are my shields failing? Is my hull integrity being compromised? These things are indicated by visuals, but no audio to go with those.
Goal: To make eve more immersive to play, and not get ganked when fixin a sammich.

+1 vote, plus:
-"Scanning finished" or even "Cosmic/No Signature found"

other examples:
-"Target destroyed"
-"drones under attack"
-some distinguishable warning sound for target painting, webbing, scrambling, etc.

features:
-definitely on/off for every kind. eg: passive shieldtanked stand-and-launch-missiles guy won't be that interested in NOSing.
-maybe even customizable warnings



Title: Visible Launchers
Category: Graphics
Description: Launchers (missile and such, probe) should be visible, expecially on ships that have free visible hardpoints.
Goal: Turrets are visible, make launchers visible too!

Title: inactive UI elements hiding
Category: UI
Description: inactive/unused UI elements should be hidden until mouseover. This is already on the pin/minimalize/close buttons, but should include e.g. the frame of the window.
Goal: less clutter on the UI, more space for the action.

Title: SFX volume slider
Category: UI & Engline
Description: Sound effects slider to set effects sound freely from the Master slider. Some people would like to have a close look, listening to music & chat while not being deafened by explosions.
Goal: People can zoom in with sound ON on battles without sFX, but with all other sounds.


Add another vote to this one: all much needed, especially the Tactical Sounds and SFX Volume Slider. The SFX volume slider would also be attractive to those who understand that space should be silent.

Esiel
Renegade Serenity
Posted - 2009.03.08 03:46:00 - [390]
 


Format for a feature request:

* Title: Probe numbering system

* Category: Probes in scanner interface

* Description: Basically your drones identifing number keeps growing every time you launch them. That means if you jump to several different systems to launch them the numbers get quite high. I would simply reset the number everytime you no longer have drones in a system.

* Goal: It became a little annoying when I was working with drone 11+ and I only had 4 drones out. It isn't going to cause any trouble but it just seems off and I was slightly annoyed. If you don't change it, I will still use it but it will still just be slightly annoying every time I launch a new probe that is numbered 9 10 ...


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