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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
sytaqe violacea
Circus of midnight
14
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Posted - 2013.12.05 13:27:00 -
[931] - Quote
Mobile Disco Ball, reflect laser beams and attack random vessel in the vicinity. |
Grenn Putubi
Swag Co. SWAG Co
32
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Posted - 2013.12.05 16:01:00 -
[932] - Quote
How about a Mobile Site Beacon? Once deployed it summons local rats to it. Lasts 15 minutes and the longer it lasts the stronger the rats get. The rats will try to destroy the beacon so you need to protect it while surviving their attack. Maybe 1 wave of rats every 3 minutes for a total of 5 waves. Unable to be deployed within 300km of a tower, station, or gate so you can't get the turrets to kill stuff for you.
Since hisec rats aren't all that strong or valuable it wouldn't be great there, but in low and nulsec it could be quite profitable. Though I'd suggest having one running would put out a signal like a cyno letting everyone in the system know what you're doing and where you're doing it so they can scan you down if they want to find you. |
Meytal
School of Applied Knowledge Caldari State
287
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Posted - 2013.12.05 16:40:00 -
[933] - Quote
I wanted to suggest a mining deployable, in the hopes that it would change the way mining happens. But then reality struck me like a lead weight, and I realized people would use these AND barges/exhumers to simply increase their mining output. Bots would be easily modified to use these as well, so the only change would be an increased flood of minerals on the market.
A mining deployable should only come when mining is changed altogether.
Love the mobile market deployables. Though if we get a POS module, that's even better.
False Intel Generator
Adds random number (5-10) of real, currently-active pilot names to the list in Local chat. Names added individually rather than all at once, and names periodically change. Names not necessarily removed when real pilot logs out of game. Can be dscanned and probed. Not recoverable. Very small. Note: make sure randomly-selected pilots don't receive local spam.
Exotic item. Requires some materials from W-space (Sleeper salvage and/or WH Gas).
Prizes awarded when pilots from Polaris system randomly appear in Local list. Not for use in Hisec. Not deployable within POS forcefield.
Local Inhibitor
Prevents the names of pilots within certain short range (10k?) from appearing in the list in Local chat. CAN be anchored at 0 on a wormhole. CAN light covert cyno within range to hide incoming pilots from Local list. Pilots and deployable can still be dscanned and probed. Only one on grid at a time. Not recoverable. Very small.
Exotic item. Requires some materials from W-space (Sleeper salvage and/or WH Gas).
Not for use in Hisec. Not deployable within POS forcefield.
Dscan Decoys
Adds random number (5-10) of real, currently-active ship entries to Dscan, centered on the deployable. Entries added individually, and periodically change. Entries not necessarily removed when real ships removed from space. Deployable shows up on Dscan, and can be probed. Entries CAN NOT be probed (they are not real). Not recoverable. Very small.
Exotic item. Requires some materials from W-space (Sleeper salvage and/or WH Gas).
Not for use in Hisec. Not deployable within POS forcefield.
Wormhole Space Effect Nullifier
Negates the effects of the current W-space system on grid. No effect if used outside of W-space. Not recoverable. Very small. Moderately expensive.
Produced exclusively from Sleeper salvage, Mineral, and WH Gas components. Not deployable within POS forcefield. Limited time per use.
Wormhole Space Effect Enhancer
Exaggerates the current W-space system effects on grid by certain percentage (multiplied). No effect if used outside of W-space. Not recoverable. Very small. Moderately expensive. Make black holes suck even more.
Produced exclusively from Sleeper salvage, Mineral, and WH Gas components. Not deployable within POS forcefield. Limited time per use.
Wormhole Effect Randomizer
Randomly creates simulated wormhole space system effects on-grid. Effects are only about 20-25% in strength, and change every few minutes. Visual effect shows what is active. No effect if used in W-space system with pre-existing effect. CAN be used in Null/Low. Not recoverable. Very small. Moderately expensive. To Nullsec from W-space with love. Bump the Titan while Black Hole in effect.
Produced exclusively from Sleeper salvage, Mineral, and WH Gas components. Not deployable within POS forcefield. Limited time per use.
Graveyards
Storage for corpses. Show Info reports the names of the corpses that are contained within. Semi-permanent as long as someone is on-grid with it at least once per month. Inexpensive.
CAN (and should) be deployed within POS forcefield. Only one per grid.
Glue Factory
Reduces maximum warp speed within system by certain percentage. Expensive. Appears on Dscan and can be probed.
One per system. Limited time per use.
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Bob Niac
Joint Espionage and Defence Industries Preatoriani
27
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Posted - 2013.12.05 16:54:00 -
[934] - Quote
Micro Jump Portal
Links 2 spots in a system. Requires fuel. Can't be placed within 100km of other portals/gates or anchored in a POS. I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |
Orion X04
Corus Industries Ltd
24
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Posted - 2013.12.05 17:00:00 -
[935] - Quote
Deployable gun structure (0.0 only)
- Can only be placed around stargates or stations and only by the sov holder. - Will remain in space until it runs out of ammo, then it will despawn after x days of inactivity unless re-armed. - Will go into reinforced mode if damaged to a point, during which it will not be able to fire.
This would allow 0.0 players to deploy their own version of the empire gate guns but wouldn't be permanent, nor would they be a complete pain in the backside to maintain.
Deployable Holo Screen
You see those WANTED screens around in highsec, displaying delicious Quafe adverts. Why not deploy your own and advertise your corp or alliance! Show pilots who YOU want dead or even leave welcome messages.....or warnings at system entrances.
https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=175454 - Ferox ideas thread |
Crimson Vectore
Malcrollum
19
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Posted - 2013.12.05 23:56:00 -
[936] - Quote
Personally I think we're in dire need of Wormhole gates. It's about time we get something that you can anchor near a WH to stabilize it, last forever until killed or runs out of fuel.
....fueled by plutonium.
They can either be inexepensive but easy to kill or vise versa. Would definately be popular with Haulers and WH bears. |
Barrogh Habalu
Imperial Shipment Amarr Empire
586
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Posted - 2013.12.06 10:44:00 -
[937] - Quote
Crimson Vectore wrote:Would definately be popular with Haulers and WH bears. What "WH bears" really want is extra wormhole crashing power, not somethng that keeps said wormhole opened forever unless shot hard enough at. |
Dracvlad
Taishi Combine Pirate Nation.
184
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Posted - 2013.12.06 21:48:00 -
[938] - Quote
This is something I would really want, I hate having to use my toons as sitting targets to do a cyno, what about droping a mobile Cyno gen, that takes over the role of the ship, you still have to have the person who dropped it in fleet, but they don't sit there like a lemon waiting to die. What if I said pretty please... If you do not want LOCAL go to WH space,-áand those people who think that WH space is like 0.0 but without local,-álight a cyno and try jumping to it.-á-á There is a structural issue with Eve, based on accounts with no link, vast reserves of ISK-áand plex, which makes it too easy to metagame the destruction of small alliances. |
Selnix
North Eastern Swat Pandemic Legion
6
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Posted - 2013.12.06 21:58:00 -
[939] - Quote
Because holy crap hangars get messy...
Mobile Crystal Compressor
5 second anchor time
recycles used frequency crystals
ex: 5x 30% damaged Scorch M would become 1 unused Scorch M and 1 used Scorch M with 50% damage |
Kusum Fawn
State War Academy Caldari State
375
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Posted - 2013.12.07 03:08:00 -
[940] - Quote
I for one love how these mobile structures have completely eclipsed the much needed POS revamp as the dominate CCP answer to living out of cans.
Six years of "Pos revamp Soon"
Seems they've completely forgotten about it now.
Hooray for new coat of paint instead of fixing the foundation ! Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
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Streya Jormagdnir
Alexylva Paradox
225
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Posted - 2013.12.07 04:18:00 -
[941] - Quote
I definitely have to agree with those calling for mobile ore compressors or refineries, as well as mobile manufacturing services (perhaps small shipyards limited to producing only ammo, modules, drones, and small/possibly medium ships?).
In general I like the idea of mobile structures supporting "guerilla" playstyles, so having some sort of structure to put in orbit around a planet to get around POCOs would be cool. It would also add a new layer of drama and opportunities for PvP around planets, which could later help strengthen the EVE-DUST link. I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.
Destination Unreachable: the worst Wspace blog ever |
Madbuster73
RED SQUAD
75
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Posted - 2013.12.07 11:11:00 -
[942] - Quote
Remote 'Link" Jammer
Deployable structure that jams all remote modules: Remote Repair, Remote Sensor boosting, Remote Sensor Dampening, Projected ECCM, etc
Ofcourse with the same restrictions as the Mobile Cynojammer |
Kynric
Sky Fighters
24
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Posted - 2013.12.07 19:55:00 -
[943] - Quote
We could us terrain to make position on the battlefield and movement more interesting. Here are some examples:
An electromagnetic storm generator - Greatly decrease the range at which ships in its vicinity can target or be targeted. This is esentially a smokscreen.
A shield wall - Think of it as a small segment of of a pos shield in the form of a wall and not of an enclosure. It limits movement by forcing objects to go around it rather than through it. Obviously there woud need to be limits on how close one wall can be to any other wall or object to assure that there are plenty of movement choices.
A portable debris field - A way to create or move an asteroid or asteroid like object for the purposes of having obstacles to movement. There would need to be limits on how close objects could be to other objects like stations, gates, other asteroids but as long as they are no more dense than the current asteriod fields they should present interesting options without being overwhelming. |
Kynric
Sky Fighters
24
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Posted - 2013.12.07 20:09:00 -
[944] - Quote
Planetry Weather Satellite - A Ming the Merciless style weather satellite that poisons the resource harvesting and/or factory production on a planet. |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2130
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Posted - 2013.12.07 23:58:00 -
[945] - Quote
Kusum Fawn wrote:I for one love how these mobile structures have completely eclipsed the much needed POS revamp as the dominate CCP answer to living out of cans.
Six years of "Pos revamp Soon"
Seems they've completely forgotten about it now.
Hooray for new coat of paint instead of fixing the foundation !
Actually, this is part of fixing the foundation. Or rather, building a totally new house, then burning the old one down as it's not needed any more, as it's a more cost effective route.
The POS code is brittle. Rewriting it completely is an expensive route, and you wouldn't see any results for it, until it's complete (much like crimewatch). This way, we get new toys, and they can phase out the old code, rather than hacking at it, and breaking it, like it's broken in the past. POS jumping 100km to the left, while all the modules were left behind has happened. This route is safer. Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |
killer persian
Veldspar United
1
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Posted - 2013.12.09 03:57:00 -
[946] - Quote
Jack bubu wrote:- Localchat scrambling unit Works only in nullsec. Puts local in the entire constellation into delayed mode but broadcasts the system where the unit was onlined every 30 seconds in local, only 1 can be onlined per constellation.
- Decloaking pulse generator Sends out a decloaking pulse every 5 minutes that decloaks everything on grid.
- Scan signature Jammer Cloaks everything in a 100km radius from directional scanner aswell as scan probes, the Jammer itself however is probeable.
- Wormhole effect inducer 1 for each wormhole type, projects wormhole effects to the whole grid, only one can be active at a time.
- Mobile Grid Cleaner type 'agmar' Targets and destroyes wrecks in a 150km radius, 8 wrecks per 10 seconds are destroyed. Once the grid is cleaned it will write in local "Agmar sends his regards"
Why The anti-cloaker? seriously, that's the The whole point to Cloaking "Not to be seen" |
Trii Seo
Sabotage Incorporated Executive Outcomes
351
|
Posted - 2013.12.09 08:05:00 -
[947] - Quote
Mobile automatic sentry gun
- Easy to probe down - Ignores/is ignored by NPCs - Low scan res - Lower damage than POS guns - ~50km range tops Is it Hotdrop O'Clock yet?
Covert pilots unite! Safer working conditions, less accidental limb loss due to unfortunate Cyno accidents! https://forums.eveonline.com/default.aspx?g=posts&t=258986 |
Jack Oat
Brothers In Arms.
2
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Posted - 2013.12.09 08:56:00 -
[948] - Quote
Mobile cloaking inhibitor :
Prohibits use/activation/reactivation of any cloaking device in 100km radius
like mobile cyno inhibitor cannot be scooped (one use)
cannot be deployed 150 km from gate
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Riela Tanal
Repercussus RAZOR Alliance
4
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Posted - 2013.12.09 22:30:00 -
[949] - Quote
Mobile Clone Vat Bay
Put about 15 people in a Clone Vat Bay in a carrier with some ships and anchor the Clone Vat day and everyone jumps to it. This could be ideal for WH life as well as for stealth incursions into Nullsec alliance owned space. |
Cy Berg
Native Freshfood Minmatar Republic
0
|
Posted - 2013.12.09 23:44:00 -
[950] - Quote
Arthur Aihaken wrote:CCP Fozzie wrote:Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? Hehe, you have to do that one.
I'm all for this one. Make the faction drop version the White Winnebago, after the departed fictional anti-hero of breaking bad. |
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Cy Berg
Native Freshfood Minmatar Republic
0
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Posted - 2013.12.09 23:58:00 -
[951] - Quote
DrLSpaceman wrote:Webbing Structures akin to Stasis Towers would make gate camps just a little more interesting...
This would be a great mobile item to have a mobile Warp Scramble and Statis Webifier. While there are Bubbles that can be deployed which are similar to the first item. It could be different code where the MWS is a targeted device which counters ships that are immune to "bubbles" T3 Crusiers, interceptors and interdictor class ships come to mind. We would finally have an item to counter these types of ships. Also make the item to deployable in low sec and nul and able to set the module to target to standing type: all, neutral, bad, war etc.
The mobile Statis Webifier would have the same mechanics, deployment area and interface as the MWS.
For both items set the distance from station / gate /POS 45k away with a range of 100k and target only 5 mships at a time. |
Cy Berg
Native Freshfood Minmatar Republic
0
|
Posted - 2013.12.10 00:06:00 -
[952] - Quote
Azami Nevinyrall wrote:Local cloak detector...
All cloaked ships within area of effect...let's say 150km...for arguments sake. Either uncloak or show up on overview...
-edit 1-
Mobile Command Unit...
Give feet members on grid bonuses, only FC or wing commanders may drop unit...
Lasts 30mins...give it a fuel bay, different units give different bonuses...
-edit v1.1-
I've seen a few posts in this thread supporting this idea, but no real good idea on how to implement it without breaking stuffs...
Why not allow Tech 3 Subsystem on Command ships?
Now let me explain before you call me a ******* idiot!
Allow the command subsystem to be put onto Command ships...this would be optional!!! When activated through the ship UI in space, it detaches from the command ship with the modules and gives boosts. Also, the command ship that deployed this must remain in system. Ship leaves...links turn off!
A suggestion to gang links...offgrid links give 50% bonuses instead of the full 100%...thus forcing ongrid bonuses, and possible use of this.
-edit 2-
Drone assist unit...
Give fleet members access to drone command without a drone bay...
Only FC and wing commanders may drop it...
Fleet members can access drones, drones will only work X distance from unit, max 5 drones per pilot... Amount of drones and distance varys on small-medium-large variants...
-edit 3-
Bring back mines...Mine deploying unit, give it patterns to lay said mines...similar to probes...incase of argument of OPness, theybonly go off when a capital comes within range...
Death to Capitals!!!
-edit...again-
Portable Customs Offices...
With POCOS coming free for all ~shortly~ and Nullsecs agenda to own as many as possible to control another market.
Portable Customs Offices! Anchor, do your thing, they don't repackage and can be shot by anyone! Also, can be set to be used by self-corp-alliance-everyone. Can be placed anywhere in orbit around planet...
...just a few off the top of my head on my commute. Will update later when more things pop into my head...
POCO syphons - scoop items from planet free of charge. Get a cut of whatever they are making.
Cyno inhibitor - tired of neuts just lingering in system. Able to anchor 45k from gates / POS / Station. 100k range lasts for 12 hours after deployment. |
Cy Berg
Native Freshfood Minmatar Republic
0
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Posted - 2013.12.10 00:28:00 -
[953] - Quote
Mobile Jump Bridge
Forget Titans or Black Ops Ships. This module allows anyone with Anchor level 4 to put up a jump bridge regardless of SOV. Fuel is required and varies in quantity to the size of ships. The larger the ship the more fuel you'll need.
Can be deployed in low and null sec.
Range of item is 4 jumps |
Cy Berg
Native Freshfood Minmatar Republic
0
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Posted - 2013.12.10 00:33:00 -
[954] - Quote
Mobile Shield / Armor Repper
Deployable platform increases speed of shield regeneration and armor repair.
Only repairs the toon that deploys it.
SOV required?
Effective range 20k
Could also be called Mobile Logistics platform can only preform shield regeneration or armor repair as selected by deploying toon. |
Cy Berg
Native Freshfood Minmatar Republic
0
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Posted - 2013.12.10 00:38:00 -
[955] - Quote
Jack Oat wrote:Mobile tactical cloaking inhibitor :
Prohibits use/activation/reactivation of any cloaking device in 100km radius
like mobile cyno inhibitor cannot be scooped (one use) cannot be deployed 150 km from gate should cost 10-50 millions
Mobile strategic decloaking pulse:
single use or uses fuel per pulse, sends system wide pulse that decloaks anything after pulse, cloaking device can be reactivated immediately costs around 10-30 millions if single use, 50-100 mill if multiple uses (fueled) deployed structure is visible system wide (like tcu, station or cyno) charging timer 30+ minutes, when charging timer is running it is visible system wide
no reinforcement - can be killed without any timers cannot be deployed in same grid with pos, station. can be refueled by corp? only one per system allowed requires sov to deploy?
Mobile moon harvester ( should REPLACE pos moon harvester) When multiple harvesters deployed total harvested amount cannot exceed moon resource cap and competing harvesters divide harvested materials equally
example: moon has 200 of resource 1 harvester harvests 100 units 2 harvesters harvests 200 units 100 units per harvester 3 harvesters harvests 200 units 66 units per harvester
volume 1000-5000m3 ( need industrial/transport to deploy) capacity 12-48 hours of harvesting (need to pay attention to the process) cannot be deployed within the grid of another mobile harvester or pos and can be deployed 1kk+- km from moon can be scooped can be accessed only by owner reinforce timer 12-24 hours/ no reinforce ? visible system wide ? should cost in order of tens of millions
Mobile miner: mines asteroids in range
should be less efficient then the barge or mining frig ~200 m3 of ore per minute capacity for about 1-2 hours of mining can be accessed by owner no reinforcement - can be killed pretty easily range +- 20km cannot be deployed within 2x range of another mobile harvester cost under 10 millions
The mobile miner A great idea no more need to have 4 - 5 accounts for mining. 1 deployable per toon. cannot be deployed with 20k of another mobile miner ore capacity hold the same as mackinaw, perhaps a little larger mining rate dependent on toon or slower flat rate of toon destruction does not bring concord
Also this could be a deployable booster for mining versus mining itself.
Allows new toons to be more effective and not need a booster toon.
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Tao Xenon
Shockwave Innovations Surely You're Joking
0
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Posted - 2013.12.10 03:03:00 -
[956] - Quote
mobile force field generator
having said that... dump the current POS code and build deployables that can work together: like mobile hangers, labs, manufacturing, and guns
but how DO you get it all to work together?
force fields don't have cpu or power... they have volume, the bigger the force field the more "stuff" you can put inside it. current pod protection guns and ecm can be another deployable that can only work within x distance from a forcefield deployable. my thinking is to build "stacking" modules to compensate for the "power" and "CPU" restrictions
thoughts? |
Bienator II
madmen of the skies
2219
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Posted - 2013.12.10 05:38:00 -
[957] - Quote
billboard. allows to deploy advertisements in space. (recruitment adds, warinings, plain text, or anything else)
people already abusing anchorable container with very long names for this purpose which is a horrible workaround. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Rhavas
Future Corps Sleeper Social Club
192
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Posted - 2013.12.10 07:35:00 -
[958] - Quote
I went a little bonkers, read pretty much the whole thread, and wrote three blog posts.
First, here are some ideas along the lines of those in this thread. Things that could be implemented as soon as summer or any time over the next couple years and fit right in.
- A Cyno Inhibitor for Roamers. CCP Fozzie has made it clear that the current deployable cyno inhibitor is not for roamers. It is for people who are trying to interrupt the drop/counterdrop cycle or protect their gatecamp from hotdrops. I want one that is actually useful for ganking a hotdropGÇÖs baitship. Based on FozzieGÇÖs feedback, this might be a tricky balancing act, which I leave as an exercise for the devs. But here is the scenario it needs to achieve: You jump in and grab the suspiciously solo (and secretly cyno) boat. Pretend the attacking roaming small gang has 4-6 well-fit cruisers. Give the gang a short time to kill it before the inevitable PL hotdrop. For a noobship/frigate cyno, that gang should wipe it easily. For a baitfit Prophecy, it should be a tight squeeze GÇô maybe the BC should be in low armor or structure. For a baifit marauder, it should have a good bit of HP left but be dented enough to get its attention. For argumentGÇÖs sake, letGÇÖs say it anchors quickly, costs little, but has almost no lifetime GÇô maybe 3 minutes. Discuss.
- Dscan Booster. Allows anyone very close to it GÇô say, 20 Km or less GÇô to have a larger d-scan, say 30 AU.
- Courier Drop Box. One of the things IGÇÖve always wanted was to be able to have my main pick up the PI materials launched by my alt. Way back when, I also wanted to legitimately run cargo to nullsec, but I couldnGÇÖt dock at the stations. SoGǪ how about an anchorable that you can let people pick up and drop off courier contracts that is not a station? I picture two versions: one that could be bolted directly to a POCO/COCO (you could transfer directly any items from COCO to Drop Box) or standalone.
That said, I think Fozzie might be looking for more than the ordinary here. Based on some articles and interviews from Fozzie and David Reid I list in the third post linked above, I think he is looking for modular communally built modular structures. Think even beyond POS. Bigger, more modular, and not necessarily pointed at "space" as you know it.
More detail in the post, bear with me, but long story short, what if we could build...
- Uber-bases, like Arek'Jaalan Site One in Eram (go visit!). Things that could potentially really defend against a concerted attack to take away these gates. Maybe something that operates under future conditions of sov that are NOT like those constraining us in the Dominion system.
- Not just deadspace, but discovered-space acceleration gates. Think finding a star on the horizon, scanning it remotely, triangulating, and building a leapfrog network of slingshot gates one after the other to get there. This matches a lot of the current hints. Then you build a return gate and voila, new system. Just like Old Man Star in the chronicles.
- Functioning Sleeper/Talocan structures. What if the "new space" is the virtual space the Sleepers live in? We have all the components already in game, the challenge will be gathering and rebuilding them, and then exploring this entirely new space.
Food for thought. Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary |
Mournful Conciousness
Embers Children TOHA Conglomerate
389
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Posted - 2013.12.10 10:31:00 -
[959] - Quote
Rhavas wrote: A Cyno Inhibitor for Roamers. CCP Fozzie has made it clear that the current deployable cyno inhibitor is not for roamers. I feel it was a mistake that the cyno inhibitor was not made useful for roaming. The certainty of being hot-dropped is the only reason I don't engage in roaming pvp.
I was looking forward to these modules and when they I arrived, I was deeply disappointed.
My suggestion would be:
deploy the mini anti-cyno module (instant actvation, lasts 5 minutes).
While operational, ships jumping to a cyno beacon on grid will appear between 100 and 250km away from the beacon in a random direction.
Result: incoming fleet can still re-form and re-warp to the guy they are trying to protect but it will take them between 30s and a minute to do so. Thus the roaming fleet has the option of fleeing or staying to fight.
Under these circumstances I would happily roam on a daily basis. I think you'd see lowsec and nullsec a lot more active.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
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JanSVK
Deep Core Mining Inc. Caldari State
0
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Posted - 2013.12.10 12:42:00 -
[960] - Quote
Proximity sensor (intel station) - Notices the owner when any ships enter the effective range of the sensor.
Mobile Radar - like D-scan only it scans automatically and notices the owner if any new objects enter or leave the effective range. |
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