Oh Dear, Oh No

  1. make an option to disable all volumetric cloud rendering. it has been making lotsa content annoyingly laggy or outright unplayable for years (regardless of settings)
  2. unified account management portal based on email address (2FA required). auth accounts once then access/manage all associated accounts from one page
  3. dedicate like a fifth of the EVE budget to Karkur's Little Things initiative
  4. bring back Team Talos (the microbalancing & tiericide crew) and let them cook
  5. fuzzy search in Contracts
  6. make visual indicator of module cooldowns persist across session changes (gates/holes/bridges/conduits/jumps)
  7. new Damage column in Inventory & Assets windows, shows heat damage for mods & usage damage for laser/miner crystals
  8. Launcher:
  9. in right-click menu for system/const/region/location: rename Copy to "Copy Link" (current functionality) and add new option below it called "Copy Plaintext" wot do wot it say
  10. touch Mobile Siphon units again to make 'em work on Metenox Moon Drills
  11. allow grouping of identical smartbombs (see also: remote reps/sebos/tracking comps, ewar modules)
  12. Balkanize/Localize EVE and drastically curtail extant intel sources
    1. properly nerf Ansiblex Jump Bridges:
      • rename them back to Jump Gates and revert the "cannot jump if unable to warp" change
      • add Ansiblex Enervation, a new travel-gating mechanic (Jump Fatigue remains unchanged)
        • just adding Jump Fatigue to Ansis would certainly work, but separately-tunable systems would allow more targeted & granular changes
          • for instance, you could decide whether (and how) Enervation and Fatigue stack (you could e.g. strongly discourage mixed bridge/conduit + Ansiblex use)
        • make Enervation scale with the mass of the ship jumping the Ansi, so the lightest ships can move through an Ansi network the fastest & vice-versa
          • among other things, this'd open up a new angle on the fitting meta: Ansiblex-tailored first-responder fits
            • could even add new Enervation-reducing rigs that have meaningful drawbacks, but that's getting into the weeds a bit
      • further reduce model radius from 13 to 3 km to make them completely surroundable by one dictor bubble like half of all stargates (commensurately scale down the model & collision geometry, too)
        • going from 13 to 7 was a good start, but it's not far enough
    2. kick Locator agents in the shins. they have no interesting counterplay (rolling new alts or parking characters in JS is not "interesting")
      • ideally, just remove Locator services altogether. if they must be kept, increase their cost across the board x 500 (they're absurdly cheap) and their delays x 5 (they're much too fast)
    3. delay and reduce killmail intel
      • add distinct lossmails and delay LM and KM contents like so. make neither available via ESI by default
        • notifications are instant, but to prevent OCR delay circumvention, LMs and KMs have no content until the delay is reached. instead, they say something like, "Details will come online in [MM:SS]"
        • neither LMs nor KMs appear in ESI by default unless user puts a tick in a box on the KM/LM which says "Publish interaction details [in remaining time, if any]."
          • this tick box turns into a button after the delay is reached
          • 2 new check/tick box Settings options for auto-pushing LMs and KMs to ESI (they're still delayed, but player needn't tick "Publish interaction details" on each LM/KM if Settings option is ticked)
            • putting check in either activates associated "Extra Delay" text input field which adds anywhere from 0 to 168 hours of additional delay until LM or KM appears in ESI
        • CEOs and Directors can see full LMs of all member pilots. maybe also new role called "SRP inspector" which also has this access (nice if this could be alliance-wide)
        • LMs are exactly like current KMs, and new KMs are the same except for 4 changes:
          1. they never show destroyed items
          2. they never show attackers' offensive modules
          3. the Fitting and Content section is renamed to Content and contains only an alphabetical list of wreck contents
          4. the Save Fitting and Simulate Fit buttons are removed
        • if victim never pushes LM, full content and item layout never appears publicly, and if final blow attacker also never pushes KM, no public record of kill exists
          • yes, players could conceivably obscure fits by putting extra stuff in cargo. that'd be funny
          • to appease the Big Numberwang crowd, total ISK value destroyed can be retained in KMs (without revealing destroyed items unless the LM is pushed)
  13. in text input fields, make double-click select clicked word and triple-click select entire line (this is already true of Notepad notes & chat windows, but not e.g. search fields or the New Location "Label" field)
  14. settings option to remove trailing space after dragging linked names/systems to chat/Notepad (grr)
  15. 2 new Selected Item window hamburger menu options to make Orbit or Warp to Within buttons & always show default range, and make the range orange if nonzero
  16. Notepad improvements:
  17. new shared bookmark folder access tier: Use -copy (rename current Use to "Use +copy")
  18. Probe Scanner window:
  19. Solar System map:
  20. New Location window: more expiry options! 16 & 24 hours would be nice for wormholersbtw; an arbitrary option like 1-168 hours would be super-nice
  21. increase character limit of bookmarks shown in the in-space right-click menu from 25 to ~50 (to be more in line with other such entries)
  22. Locations window:
  23. ability to save & share multi-waypoint routes (e.g. click "Copy Route to Clipboard" button in Route tool and paste unique-colored link into chat/notepad; right-clicking the link gives "Set Route" option)
  24. make "Add as First Waypoint" also an option for systems/stations/structures in chats/notepad/broadcasts/map. currently exists only via right-clicking a gate in overview or in space (or via 3rd-party apps)
  25. fleet window:
  26. "make default" checkboxes beside Skins and Emblems in Personalization window, wot do wot they say
  27. more character-bound stats-derived Skins and/or Emblems which can be acquired no other way, e.g. "Anoikis Wanderer" = visit 1300 j-space systems, "Anoikis Wayfinder" for all 2603, etc
  28. play a warning sound if jumping into a system which is not onlined, or simply do away with this warning altogether and have the ship jump in once the system is onlined (DT crew checking in)
  29. for Bob's sake, stop auto-moving characters in space to their homes (instead, make this an optional screen takeover prompt that appears after x_days)
  30. settings option to start client with scene drawing disabled
  31. settings option to disable the auto-snap-to-bracket-width functionality for window resizing
  32. nearest and/or most-frequently-searched autocomplete suggestions for search boxes (at least for systems, stations/structures, ships, modules, items)
  33. via Meiqur: new Rearm function below Multifit that removes any loaded charges/scripts & empties the cargo of selected assembled ships then refills cargo with that of a selected saved fitting
  34. two new right-click options for fitted hulls, both in the same section of the menu as (!) Strip Fitting: (!) Strip Fitting & Empty Cargo, and (!) Empty Cargo
  35. implant display at top-right, to the right of where timers show. Hovering lists all currently plugged-in implants.
  36. fixes for high-DPI displays (these are all things where using Large or Huge font size in Settings makes things weird):
  37. HUD:
  38. give trade stations at Amarr, Dodixie, and Rens (or Hek) a small but meaningful reduction in sales taxes and broker's fees. can give Jita lesser discount, but spreading & localizing trade is the goal
  39. more than 5 color options for corp & personal standings
  40. in Route and general Search tool results: make systems sortable by gate/Ansiblex jumps from current location and by LY distance from current location
  41. Overview:
  42. more hotkeys:
  43. make 3D rendering toggle persist across client restarts (like audio on/off does)
  44. prevent CONCORD Rogue Analysis Beacons from anchoring within 500 km of wormholes
  45. logi on killmails via assist-only "Marker" drone. tiny sig rad & damage, 300 km optimal, ~5 s RoF, 0.2 m³ volume, 1 mbit/s bandwidth. separate assist cap (50) & separate fixed control range (300 km)
  46. ability to copy all names from Watchlist to clipboard and paste linked names into a Notepad note, and vice-versa (and/or ability to simply drag multiple highlighted names from Watchlist to a note)
  47. reduce lock range of all non-carrier NPCs to 300 km, excepting CONCORD/etc (ranges sensibly individualized to NPC roles would be better, but simply lowering all non-carriers to 300 would be ace)
  48. reduce Mobile Depot reinforcement period from 48 to 4 hours
  49. add ability to pay ISK in Contracts when using the multi-contract tool (i.e. the "assembled hulls" mode)
  50. right-click option for modules in Fitting window called Swap With which presents list of appropriate modules in cargo, item hangar or depot. left-clicking an option swaps the mods (and empties contents)
  51. move bracketsAlwaysShowShipText=1 from prefs.ini into the client as a settings option (require restart if necessary)
  52. View Outside for NPC stations
  53. T2 shuttles: tank of a Council Diplomatic Shuttle, 0 cargo capacity, warps at 0.5 AU/s, but autopilot warps to 0
  54. inventory:
  55. allow contracting of Blueprints from Industry window's Blueprints tab
  56. add "copying" to the Advanced Industry skill's description so it reads e.g. "3% reduction in all manufacturing, research, and copying times" (the current description doesn't indicate that copying is affected)
  57. ability to remotely stack items via the Personal Assets window (split already exists)
  58. uncap the number of rentable offices in NPC stations
  59. Show Info window: add parenthetical duration of corporations' stays in alliances to their Alliance History tabs (to match characters' stays in corporations in their Employment History tabs)
  60. change item-dispensing COSMOS-related sites so they provide x_items per day per character (or use some other non-DT-only timing scheme). see e.g. this one
  61. in the Reset Settings section of the Escape menu: disambiguate that hot mess and sort it reasonably!
  62. figure out what, exactly, we can't do while warping. make midwarp messages reflect in-game circumstances (e.g. "Jump command canceled/queued," "Docking request canceled/queued")
  63. ability to add more than one character at a time to an ACL (e.g. with CSV in clipboard)
  64. ability to pre-populate the history (i.e. autocomplete fill options) of the Search tool with a list of characters/structures/systems/items (e.g. with CSV in clipboard)
  65. ACL-based:
  66. bring starter filaments (T0 Tranquils) back to starter space (0.9 and 1.0 security) and push the rest further down. proposed changes
  67. option to enable an extra confirmation popup if destroying implants when death cloning. maybe the second warning plays the hull alarm sound and asks, "REALLY DESTROY THESE IMPLANTS?"
  68. indicate warp invulnerability at the top-left. "unlockability" is a better term since one is actually vulnerable to AoE damage during warp (and during deceleration)
  69. show remaining m³ available in cargo holds/containers and allow copying all these values to clipboard via right- or double-click. e.g. "3,419.27/13,05.78 (9,63853 remaining)"
  70. buy DOTLAN from Wollari (or SMT from Slazanger) and integrate it into the client, or contract an astrometrist to build them in-house (must be thousands of them looking for work, amirite?)
  71. ability to batch edit bookmark labels, perhaps with regex conditions (could have a separate interface for this so it can't be abused for lag)
  72. new Infomorph Diffusion skill. rename Elite Infomorph Psychology to Advanced Infomorph Diffusion. they expand the capacity of a jumpclone vat
  73. new Infomorph Regeneration skill: Omega only. requires AID level 4 (AID remains a 12x skill). enables a "Regenerative Mode" toggle switch in the JC window which, if toggled on:
  74. reduce uninteresting outmoded tedium with skills & attributes:
  75. move all mission/anomaly/incursion popup text into Local chat, or make an option in settings to make this the default behavior
  76. increase cost of Asset Safety. HS: 5% then 20%, LS: 10% then 35%, NS: 15% then 50%. could alternatively scale it based on lightyear distance of delivery
  77. a more advanced corporation logo generator; something a bit less aughties. see also: all the old NPC faction & corporation logos (the new ones are cool, though)
  78. modules, etc:
    1. make Strong Veilguard no longer apply to Covert Ops cloaks, increase its Stabilized Cloak Duration Bonus from 200% to 3200%, still 3x stackable for new Stabilized cloak period of 8+8+8 hours
      • give Strong Veilguard an unmitigable debuff: -99% scan res, and introduce Synth Veilguard with 400% bonus and no scanres penalty, still 3x stackable for 1+1+1 hours & no debuff
    2. make Sansha's Nation rats drop shield tank modules instead of armor tank. convert all existing Sansha armor mods to those of an armor faction (e.g. Blood Raiders)
      • if you're worried about a reduction in faction armor mods, introduce an equivalent tier from the Triglavians or something
      • related: rename Intact Armor Plates to something which makes sense for shield tankers but also their role as a component in Armor rigs (e.g. Molecular Alignment Harmonizers)
    3. new Siege Modulator rig, only fits Dreadnoughts, reduces activation time to 60/50 seconds, gives 22/25% of Siege module's turret & missile damage bonuses
      • irreducible drawbacks of polarization and 20% reduction of shield, hull & armor HP. I know this is stupid, but I still want something like this
    4. give the Oneiros and Scimitar two extra mid slots which can only fit Remote Tracking Computers and Remote Sensor Boosters and a 15% reduction in activation cost per Logistics level
      • give the T3C Support subsystems one such slot + the bonuses
        • Tengu can have 8 mids with a Support sub on, so you could either let it fit anything in the 8th slot & still get the bonuses if it's a remote comp/booster, or
          • add a separate "inner" mid slot instead for all these hulls/configs
    5. introduce Remote Missile Guidance Computers (and hulls w/dedicated RTC slots can also fit them & get relevant bonus). these would require far too much balancing work, but I still want them
    6. give Meta 6+ Medium and Heavy Capacitor Boosters 40 and 160 m3 capacity, respectively, rather than the 32 and 128 of Meta 0-5 (if necessary, increase their activation time a pinch to compensate)
    7. new modules unique to underutilized/fringe faction LP stores:
      1. Thukker Interdiction Nullifier, reactivation delay of 50 s
        • reduce reactivation delay of T2 Interdiction Nullifier to 70 s. new Restrained variant at 85 s
      2. Thukker Passive Nullifier, highslot, only fits Covert-sub T3Cs and Fleet Interceptors. debuffs if fitted (on or offline): -95% scan res, targeting range, all cargo/hangar/bay capacities (inc. drone)
        • volume of 100 m3 (like cloaks) so it's either impossible or onerous to depot on/off
        • old Chemo & travelceptors were unnecessarily spanked by the nulli changes; this would revive them without overpowering other hulls
      3. Syndicate Interdiction Sphere Launcher with 16 m³ capacity, 50 second reload, 90 CPU
      4. Hypertrophied Warp Disrupt Probe, range 23.5 km, volume 8 m³, HP 1,130, from Syndicate LP like Surgical probes. extra HP means most SBs (except the priciest) need 1 extra cycle to kill them
        • reduce Surgical Probe volume to 4 m³. Syndicate launcher will hold 2 Hypertrophied, 3 normal, 4 Surgical or 5 web probes, whereas normal launchers will hold 1/3/3/5
      5. Mordu's Legion Remote Missile Guidance Computer, Missile Guidance Computer & Missile Guidance Enhancer. increased velocity bonuses, but T2 equivalent for flight time and application
      6. Khanid Navy Remote Missile Guidance Computer, Missile Guidance Computer & Missile Guidance Enhancer. increased application bonuses, but T2 equivalents for flight time & velocity
      7. Khanid Navy Stasis Grappler. T2 stats except: 120 powergrid, 15 CPU, 10,500 m falloff. would fit Khanid brawly theme & mirror the Khanid web's stats
      8. Ammatar Navy Signature Radius Suppressor (since Minmatar are shield/armor hybrid tankers)
      9. Ammatar Navy Reactive Armor Hardener? because they wanna please their armor-tanking slaver overlords?
  79. new category of scannable wormhole site. 2 randomly spawn in these systems in Great Wildlands, Stain, Syndicate, and Venal (50 systems in each, none within 2 jumps of other regions)
  80. two-pronged fix for C13s aka tripnulls. they're only accessible by frigholes but frighole life was nerfed from 16 h to 4.5 due to krab/evictor whining, so C13s lost their onramp/newbie/small-group usefulness:
    1. give C13s 6 new static frigholes with these differences from the old ones: 24 hr lifespan, 148,000 tonnes total throughput, no regen, no dormancy (i.e. life timer activates on respawn, not on first warp)
      • also, change A009 to these new stats (the no dormancy thing is to ensure these systems aren't stagnant)
      • new hole names could just be incremented one number higher than the old ones (A009 retains its name as it only connected to C13s originally)
    2. new Mini Mass Multiplier module (like a mini reverse-ZPME), fits only Interdictors, active stats:
      • ignores wormhole minimum jump mass, reduces fitted armor plate mass to 0, +1100% Mass Modifier
      • -95% Maximum Velocity Bonus, -90% Afterburner and Microwarpdrive Maximum Velocity Bonus, -90% Afterburner and Microwarpdrive Thrust Bonus
  81. wormhole changes:
    1. split Types which currently have multiple origin classes to allow more finely-tuned changes (thinking of e.g. event-specific wormhole distribution alterations):
      1. make S199 only NS → NS, N944 only LS → LS, B449 only LS → HS, Z971 only LS → C1, R943 only LS → C2, X702 only LS → C3, N432 only LS → C5, U319 only LS → C6
      2. eight new KS → JS wandering holes to separate the existing ones; five NS → C1, C2, C3, C5, and C6 and three HS → C1, C2 and C3 (same stats as their current equivalents; HS → C5/C6 already exist)
      3. new LS → NS wormhole to replace current LS → NS S199; +75% current frequency of LS → NS S199; same mass & transit as S199
      4. new NS → LS wormhole to replace current NS → LS N944; +25% current frequency of NS → LS N944; same mass & transit as N944
      5. new NS → HS wormhole to replace current NS → HS B449; +5% current frequency of NS → HS B449; same mass & transit as V283
    2. change frequency of Types:
      1. +8% S199 [as against current rate of NS → NS S199 only]
      2. +7% Z142, C248, E587 (C5/C6 → NS)
      3. +6% C140, C391, V898 (C5/C6 → LS)
      4. +5% five new NS → JS holes [as against current rate of NS → JS wanderers only], L031 (NS → Thera)
      5. +4% Z971, R943, X702, N432, U319 (LS → JS) [as against current rate of LS → JS wanderers only], M164 (LS → Thera)
      6. +3% N944 (LS → LS) [as against current rate of LS → LS N944 only]
      7. +2% three new HS → C1-C3 holes [as against current rate of HS → C1-C3 wanderers], R051, V283, M555, B041, T458 (HS → LS/NS/C5/C6/Thera)
      8. +1% A641, B449, D792, B520, Q063 (HS/LS/C5/C6/Thera → HS)
    3. six new static holes in Zarzakh; three to Pochven, two to tripnulls (C13) and one to shattered C2 (can make these spawn on beacons like Unis instead of needing to scan the Zarzakh side)
      • Pochven: 1,000,000 tonnes of throughput, 410,000 tonnes max hull mass, 16 hour life, random respawn timer between 10 and 30 minutes
      • tripnull: mass-regenning frighole, 5,000 tonnes max hull mass, 16 hour life, respawn timer 60 seconds
      • shattered C2: 750,000 tonnes of throughput, 375,000 tonnes max hull mass, 24 hour life, random respawn timer between 10 and 30 minutes
    4. new reverse-static medium Thera → Pochven wormhole; patrolled by SoE in in Thera and Sleepers in Poch; can appear in any Pochven system; same mass & transit as C729
    5. new static Thera → JS C3-class wormholes to each class of JS (roughly according to prevalence, e.g. one C6, two C1s, and three each C2-C5) 500 k, 2 m or 3 m tonnes depending on destination
    6. two new holes associated w/Sansha Incursions which occur in up to 5 pairs (1 per Inc). 410 k tonne limit (Bowheads & smaller). JS side is camped by Inc rats (same comps as LS/NS HQ gatecamps)
      • every active Incursion constellation always has the K162 of one of these holes in one of its systems (random). the named side is always in one of the 3 shattered Sansha C4s
      • other hole of a pair always spawns on the same grid with its twin, ~1000 km away, pointing to a random Stain system. pair shares one mass pool of 10 million kg, rolling & respawning as one
      • any given pair stays together in the same C4 for the duration of the associated incursion. links spread between the C4s so you don't get one C4 with all five incs linked to it (max is 2 links per C4)
  82. make the ~3700 Unicode emoji render in EVE =)

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