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Shivanthar
Sebiestor Tribe Minmatar Republic
145
|
Posted - 2014.12.12 17:21:59 -
[1] - Quote
:Foreword: Your argument might be positive or negative, but please remember that this is all imagination. I created them with passion and with joy and didn't try to offend anyone :) Ships are pre-alpha, might need adjustments ^.^ Have fun!
Tech 3 Industrials are battleship-sized industrial ships who have different modes for pilots' needs.
These are expensive hulls for luxury industrial pilots of new eden who wants versatility over specilization. They have 4 distinct modes to enable special functionality. All modes have one-minute cycle timer. Any mode triggers one minute long mode-change prevention timer.
Modes: - No mode engaged: Ship in its base stats. Default mode.
- Mimesis: This mode can be enabled while something is targeted by pilot. Ship will gain cloak effect immediately followed by forced decloaking, making ship look as same as targeted ship, stripped. - Matches cargo capacity with target ship's unbonused non-special cargo bay capacity. - Mimesis on concord ships triggers concord response. - Mimesis on civilian ships or police ships triggers police response. - Scales target graphic to battleship size (if you mimic a shuttle, shuttle will be look like as big as battleship in terms of scale ^.^)
- Katharsis: While this mode is active, any targeting against host ship lasting more than 5 seconds will be reverted as agression stream to nearby concord ships, misdirects them as targeter ship has redboxed (agressed) you. - Cargo bay penalty: -%75 - Speed: -%75 - Agility: +%75
- Kairosis: This mode increases agility and warp speed, at the expense of defensive systems. - Warp speed bonus: 2x - Agility: -%25 - Negates shield resistances. - Negates armor resistances.
- Kenosis: This mode locks on to the massive magnetic distortion fields generated by stars in systems. Requires a sun from map to lock on. - Agility: +%900 - Mass: +%900 - When mode is engaged ship aligns then starts to accelerate until it goes to 10 million times the warp speed (20mAU/~0.3LY) towards to target sun. - All cap is used for this jump. - Cap regeneration and all modules will be shut off during warp in order to prevent any magnetic distortion (no cap regen, all modules offline) - Jump fatigue mechanics works without any bonus. - After warp, ship starts to regen cap from 0 cap while all modules are offline.
Key Base stats for all: - Volume:50.000 - Mass: 100.000.000 - Cargo: 60.000 m3 - Structure: 10000 - Shield: 10000 - Armor: 10000 - Power: 700 - Cpu: 300 - Capacitor: 7000 - Cap recharge: 800 - Slots (LMH): 6/3/3 - Rig slots/Calibration: 3 / 200 - Agility: 0.33 - MaxTargets: 1 - Sig Radius: 400 - Warp Speed: 2au - Speed: 75
Amarr: Wholphin - Amarr Industrial Ship Bonus: %10 Armor amount and %4 armor resistances per level. - Amarr Transport Ship Bonus: %7.5 Armor amount and %5 cargo capacity per level. - Amarr Tech3 Industrial Ship Bonus: %10 Armor amount and %4 armor resistances per level. - Sig radius: +%10 of base. - Cargo: +%5 of base. - Agility: +%10 of base. - Armor: +%30 of base. - Armor resist change em/therm: +%20 / +%10 - Speed: -%10 of base. - Cap recharge: +%10 of base.
Gallente: Pumapard - Gallente Industrial Ship Bonus: %10 Armor Repair amount and %5 reduced cap usage by armor repairers per level. - Gallente Transport Ship Bonus: %7.5 Armor repair and %5 cargo capacity per level. - Gallente Tech3 Industrial Ship Bonus: %10 Armor repair and %10 reduced duration of armor repairers per level. - Armor: +%20 of base - Armor resist change em/therm: +%10 / +%20 - Speed: -%5 of base. - Cap recharge: +%5 of base.
Minmatar: Jaglion - Minmatar Industrial Ship Bonus: %10 ship speed and %4 shield resistances per level. - Minmatar Transport Ship Bonus: %7.5 agility and %5 cargo capacity per level. - Minmatar Tech3 Industrial Ship Bonus: %5 signature radius reduction and %3 warp speed per level. - Sig radius: -%10 of base. - Cargo: -%5 of base. - Agility: -%10 of base. - Armor resist change exp: +%15 - Shield resist change exp: +%15 - Speed: +%5 of base.
Caldari: Perlin - Caldari Industrial Ship Bonus: %10 Shield Booster boost amount and %4 shield resistances per level. - Caldari Transport Ship Bonus: %7.5 Shield amount and %5 cargo capacity per level. - Caldari Tech3 Industrial Ship Bonus: %10 Shield amount and %4 shield resistances per level. - Sig radius: +%20 of base. - Cargo: +%10 of base. - Agility: +%20 of base. - Shield: +%30 of base. - Shield resist change kinetic/therm: +%20 / +%10
What do you think?
_Half _the lies they tell about me **aren't **true.
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Dirritat'z Demblin
Unknown Dimension Alpha Volley Union
10
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Posted - 2014.12.12 17:58:45 -
[2] - Quote
Yeah... they need 'a bit' of fine-tuning...
...and with 'a bit' I mean 'a lot', and with 'fine-tuning' I mean 'roughly and dirty mill them to something with a shape. And im not even going for the modes (Im not even sure if what you want there is possible within the game engine, let alone how OP and prone to exploit some of them are...)
Tripple-Skill-Bonus, with 2 bonuses per Skill??? maxed-out 137,5% bonus to Large-Armor-rep and 50% reduced cycle-time on the Gallente-Hull? I think you should just ask CCP to let triage-carriers to Highsec XD
I honestly think the idea of T3-Industrials has potential, but fixing those beasts might take as long as just restarting from scratch ^^ |
Shivanthar
Sebiestor Tribe Minmatar Republic
145
|
Posted - 2014.12.12 18:03:22 -
[3] - Quote
Dirritat'z Demblin wrote:Yeah... they need 'a bit' of fine-tuning...
...and with 'a bit' I mean 'a lot', and with 'fine-tuning' I mean 'roughly and dirty mill them to something with a shape. And im not even going for the modes (Im not even sure if what you want there is possible within the game engine, let alone how OP and prone to exploit some of them are...)
Tripple-Skill-Bonus, with 2 bonuses per Skill??? maxed-out 137,5% bonus to Large-Armor-rep and 50% reduced cycle-time on the Gallente-Hull? I think you should just ask CCP to let triage-carriers to Highsec XD
I honestly think the idea of T3-Industrials has potential, but fixing those beasts might take as long as just restarting from scratch ^^
Thank you ^.^ As I said, no offend to anyone. There has to be uniqueness! Adjusted some values :)
_Half _the lies they tell about me **aren't **true.
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Jim Elliot
Divorce Attorneys
0
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Posted - 2014.12.12 18:03:27 -
[4] - Quote
- Katharsis: While this mode is active, any targeting against host ship lasting more than 5 seconds will be reverted as agression stream to nearby concord ships, misdirects them as targeter ship has redboxed (agressed) you.
accidentally locks you up /poof
super legit |
Shivanthar
Sebiestor Tribe Minmatar Republic
145
|
Posted - 2014.12.12 18:06:14 -
[5] - Quote
Jim Elliot wrote:- Katharsis: While this mode is active, any targeting against host ship lasting more than 5 seconds will be reverted as agression stream to nearby concord ships, misdirects them as targeter ship has redboxed (agressed) you.
accidentally locks you up /poof
super legit
If you've security enabled, no problem. Otherwise: First time: "The ship you're about to lock is in a mode that get you attacked after five seconds, are you sure?" - Don't show it again, target and alpha all the way - Or click "cancel", and go your way ^.^
_Half _the lies they tell about me **aren't **true.
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Dirritat'z Demblin
Unknown Dimension Alpha Volley Union
10
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Posted - 2014.12.12 18:33:34 -
[6] - Quote
Stay 'modeless' until someone locks you. switch to concordoken-mode, accept bets if the other guy can read the box in 5 seconds.
As mentioned; Some of the Modes ar just plain silly and despite some might get to some kind of ballance with some work, that one is a No-Go. Instead, you might allow Target spectrum breakers on the ships and let the mode add 100% Scramstrenght on those... or something...
I get a bit more into detail later, just have a smartphone here... |
Iain Cariaba
735
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Posted - 2014.12.12 18:45:35 -
[7] - Quote
The only suggestion put forth here thet I thought was good is the inter-stellar travel mode. The possibilities for either replacing or working along side current jump drives are quite interesting, though a lot of balancing would be required to keep from putting force projection back where it was before Phoebe.
EvE is hard. It's harder if you're stupid.
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Shivanthar
Sebiestor Tribe Minmatar Republic
145
|
Posted - 2014.12.12 19:45:55 -
[8] - Quote
Iain Cariaba wrote:The only suggestion put forth here thet I thought was good is the inter-stellar travel mode. The possibilities for either replacing or working along side current jump drives are quite interesting, though a lot of balancing would be required to keep from putting force projection back where it was before Phoebe.
When I was designing that, I thought of projection issues and put no-bonus on jump fatigue. It is like one-time shot between lengthy periods. Ship already has fast warp mode.
_Half _the lies they tell about me **aren't **true.
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Shivanthar
Sebiestor Tribe Minmatar Republic
145
|
Posted - 2014.12.12 19:50:44 -
[9] - Quote
Dirritat'z Demblin wrote:Stay 'modeless' until someone locks you. switch to concordoken-mode, accept bets if the other guy can read the box in 5 seconds.
When khartasis is switched, if security is on, target looses target on you. If not, put an ewar icon on your hud like any other ewar, with a red concorde emblem background with countdown on foreground 5-4-3-2-1.
If it is thought with "how can we do it" it will be done no matter what consequences show up.
Dirritat'z Demblin wrote:As mentioned; Some of the Modes ar just plain silly and despite some might get to some kind of ballance with some work, that one is a No-Go. Instead, you might allow Target spectrum breakers on the ships and let the mode add 100% Scramstrenght on those... or something...
Target spectrum success chance %100 might work ^^
_Half _the lies they tell about me **aren't **true.
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Foxicity
Red Federation RvB - RED Federation
30
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Posted - 2014.12.12 19:57:01 -
[10] - Quote
Do you need Jove Industrial and Omnipotent trained to fly this hauler? |
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Komi Toran
Paragon Trust The Bastion
440
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Posted - 2014.12.12 19:58:45 -
[11] - Quote
Shivanthar wrote:- Kenosis: This mode locks on to the massive magnetic distortion fields generated by stars in systems. Requires a sun from map to lock on. - Agility: +%900 - Mass: +%900 - When mode is engaged ship aligns then starts to accelerate until it reaches 10 million times the warp speed (20mAU/~0.3LY) towards to target sun. - All cap is used for this warp. - Warp time is present. No "insta-jumps". - Cap regeneration and all modules will be shut off during warp in order to prevent any magnetic distortion (no cap regen, all modules offline) - Jump fatigue mechanics works without any bonus. - After warp, ship starts to regen cap from 0 cap while all modules are offline.
And that was how the CFC took Jove space.
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Dirritat'z Demblin
unknown dimension Alpha Volley Union
10
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Posted - 2014.12.12 20:10:23 -
[12] - Quote
Shivanthar wrote: Edit: You're sure about checking power grid, aren't you? cough**can't fit large rep** caugh.. ^^
Yeah, as mentioned, only having my cell atm. Just took a quick look at the bonuses and just assumed that 'battleship-sized'-Industrials can as well fit Battleship-sized mods, especialy since they're suposed to be T3s that need a T2-Shipskill (Transport-Ships) and not some crappy T1-Full-Insured-loltank-hauler. |
Shivanthar
Galactic Terran Vasudan
145
|
Posted - 2014.12.12 20:41:41 -
[13] - Quote
Komi Toran wrote: And that was how the CFC took Jove space.
It is only a kind of Jump freighter, who can pick destination from map with much reduced cargo bay and has heavy tradeoffs like no jump fatigue bonus. If they haven't did it before, they won't be able to do it with this ^.^
My approach was is a little bit off-road. More love and toy to industrials, you know. If everything should include what is available already, what would be the excitement in that?
_Half _the lies they tell about me **aren't **true.
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Dirritat'z Demblin
unknown dimension Alpha Volley Union
10
|
Posted - 2014.12.12 23:53:21 -
[14] - Quote
OK. Back for Details;
Allover desing;
First of all; Get rid of the T2-Shipskill. You don't need a T2-Ship-Skill for any of the T3's that are in game ATM, and one of the biggest benefits of the T3s is that they are rather quick to skill and very flexible, with the downside of bein relative Expensive. That also would actually be a nice way to get rid of overpowered Bonuses.
Next Issue; You want them to be Jump-Drive-Abel. Thats Fine, a smal, easy to get not-cov-ops alternative to JFs might be something good. However, they should get a "real" jumpdrive. Maybe with a huge bonus to JumpFule-use in the Specific Mode, or maybe they wont need Jumpfuell at all (and can only use the Jumpdrive when in the said mode). However; I think they -should- need a Cyno. Just jumping to random Starts 'at will' would make it pretty Impossible to catch them, since you could just "warp" to a random System with little to no traffic.
@Modes; Mimesis: It sounds Hillariuous, but I dont think it would ad anything to the Ship itself. Also, If the Mode "Mymiks" the Cargohold of whatever ship it Copycats, you will in most cases end up with a Overloadet Cargo (aka: Unabel to Move whatsoever). Except you Copycat a Freighter (I guess that is the Intention of this mode). Funny? Yes. But also a pointless Trap for peeps that just don't have a clue yet. Maybe you reshape that into a Tanky or a Cloaky-Mode... or even 4 different modes for all the Races?
Katharsis: As allready mentioned: NO-GO. This one would be Prone to Exploits, OP and make that ship a No-Brainer, and EVE is well known for not having "No-Brainers"... I'd Suggest that you might replace this one alltogehter, maybe make it a "Nullifyed" Mode (Bubble Immune, +Ag, +2 Build-In Warpcore-Strength) or go all nutts and make it Ewar-Immune altoghether, with the exception of HIC-FocusPoints or Bubbles. I dont know... but I DO know that "Redirecting someones (maybe even passive) Targeting to Concord to give him a Criminal Flag" is plain bad, bad, bad. I dont know how deep into PVP you are, but I could tell you some storys about "Auto-Target-Back", Guardians and friendly fire... As the Mimesis-Mode; Play arround a bit with the special-stuff of the Races. Distinct, individual Ships with very different Abilitys would add more to the game than another "4 shapes for the same thing in different Tanking-flavours".
Kairosis: TBH; That one seems OK-ish. Maybe the negation of Shield- and Armor-Resists is a bit too much...
Kenosis: Instead of Making it a Mode that makes "Jumping" avaiable, maybe it could be a Mode that makes Jumping "cheap" (Fuelconsumption) and Increases Range. In That Case, it would be Possible to build the Jumpdrive right into the hull, with juuuust enough Fuel-Bay to cover 1 or 2 LY. The Mode might Increase that to 8-12 LY, maybe at the Cost of Cargospace and without the Jump-Faith-Reduction. That way this ships would be capabel of fast delivery of stuff thats needet right on the spot, but won't bypass the entire Nerf to Force-Projection CCP just addet to the game.
So, my Idea to get this things a reality would be to swap out the 2 "OP" and "Pointless" Modes for 2 Race-Specific-modes that line out the differences of each race, and 2 Shared-modes that point out what the ship is made for.
@Stats; This ships are suposed to be BS. They have the Sig of a BS, they get DMG like BS (Tracking, SigRadius), they should have the Tank and the Fitting-Mods of a BS... - the Weapons. But... (wild guess): 300 CPU and 1.500 Powergrid. Minimum. At least get a 100mn AB and a BS-Sized Tankmod. |
Komi Toran
Paragon Trust The Bastion
440
|
Posted - 2014.12.13 00:20:41 -
[15] - Quote
Shivanthar wrote:Komi Toran wrote: And that was how the CFC took Jove space.
It is only a kind of Jump freighter, who can pick destination from map with much reduced cargo bay and has heavy tradeoffs like no jump fatigue bonus. If they haven't did it before, they won't be able to do it with this ^.^ Except it can jump without a cyno, which means from Vale we can hit Jove space with this. Once we get this ship there, it can then open a cyno and we can Titan bridge whatever we want through.
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Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
3044
|
Posted - 2014.12.13 01:06:05 -
[16] - Quote
So I take it this is a t3 ship, IE one that can only be built with stuff from wormholes, that is designed never to leave highsec, right?
Of the modes you list, only the warp speed one is actually relevant to anything, but since the things are BS sized it'll be warping at all of 4AU/s. Since a blockade runner warps at almost double that unrigged, what's the point? |
Mining Man Manny
Center for Advanced Studies Gallente Federation
25
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Posted - 2014.12.13 06:44:04 -
[17] - Quote
Yeah, that's what we need: The ability to use mind control on CONCORD and faction police.
Can't wait for your next thread where you suggest T3 ORE ships that pre-emptively spawn CONCORD in highsec and batphone them in low/null. |
Shivanthar
145
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Posted - 2014.12.13 12:53:44 -
[18] - Quote
First pass updates are complete. And I thank Dirritat'z Demblin for his great feedback. Still working on Kenosis ^_^
_Half _the lies they tell about me **aren't **true.
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Arya Regnar
Darwins Right Hand
633
|
Posted - 2014.12.13 13:04:51 -
[19] - Quote
This thread is super stupid because it promotes pvp avoidance and makes eve more boring not more diverse.
No thanks.
EvE-Mail me if you need anything.
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Shivanthar
145
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Posted - 2014.12.13 13:09:50 -
[20] - Quote
Arya Regnar wrote:This thread is super stupid because it promotes pvp avoidance and makes eve more boring not more diverse.
No thanks.
... because?
_Half _the lies they tell about me **aren't **true.
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Shivanthar
145
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Posted - 2014.12.13 13:23:44 -
[21] - Quote
Danika Princip wrote:So I take it this is a t3 ship, IE one that can only be built with stuff from wormholes, that is designed never to leave highsec, right?
Of the modes you list, only the warp speed one is actually relevant to anything, but since the things are BS sized it'll be warping at all of 4AU/s. Since a blockade runner warps at almost double that unrigged, what's the point?
Danika, I know you're one of the toughest to convince ^.^
May I kindly request you to look at some numbers? BTW, I just updated some stuff, where you can find changes under "edit" section
_Half _the lies they tell about me **aren't **true.
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Corraidhin Farsaidh
Farsaidh's Freeborn
835
|
Posted - 2014.12.13 15:17:19 -
[22] - Quote
At a quick glance these look better than the current tech II haulers as they have 20% larger hold and wierd modes. By wierd I mean unfeasible and OP. Haulers are fine right now in the main and I'd rather see how t3 destroyers pan out and the perhaps apply to bc's where there's currently a hole in ship usage. Diverting power to guns whilst sacricing armour resists or scarificing dps for speed actually fits perfectly with the philosophy of BC's perhaps with speed mode boosting them on warp speed to keep up with cruisers too. Much like the original design specs for heavy cruisers/BC's in real world navies. |
Ceawlin Cobon-Han
Federal Navy Academy Gallente Federation
45
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Posted - 2014.12.13 18:59:18 -
[23] - Quote
TBH I think T3 industrials ought to follow the pattern of the strat cruisers, in being a hull on which modules hang. The usual modules are available, such as defense and navigation, plus a new class of cargohold modules. There are several different types, from the general purpose ones like all ships have to the specialists, such as ore holds. These modules can fit into any of the 5 slots available, and multiple instances can be fitted to the same hull. This enables the pilot to tailor the ship to his requirements, from blockade running to tanky, with various holds to maximise capacity.
Currently it looks like people want to create an exotic ship, whereas I think a high degree of flexibility is best. |
Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
3045
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Posted - 2014.12.13 23:30:21 -
[24] - Quote
Shivanthar wrote:Danika Princip wrote:So I take it this is a t3 ship, IE one that can only be built with stuff from wormholes, that is designed never to leave highsec, right?
Of the modes you list, only the warp speed one is actually relevant to anything, but since the things are BS sized it'll be warping at all of 4AU/s. Since a blockade runner warps at almost double that unrigged, what's the point? Danika, I know you're one of the toughest to convince ^.^ May I kindly request you to look at some numbers? BTW, I just updated some stuff, where you can find changes under "edit" section
Okay. In general, your cargohold is downright stupid. T3s are jacks of all trades, masters of none, but you've gone and made these the absolute biggest subcapital haulers in the game, bigger than the hyper specialised T2 versions? The same can be said of the EHP you've given them.
Your slot layout is nonsense. Even the T1s can mount some kind of a tank rather than just relying purely on their native resists and hull bonuses, so..why not these?
Of the racial variants, the caldari one is the only one anyone would fly. Since these are designed never to even consider leaving highsec, only the biggest will be flown. Like iteron Vs used to be.
As for your modes:
Mimesis: Useless gimmick. If you want stealth, use a blockade runner.
Katharsis: So it's like a blockade runner, except worse?
Kairosis: So it's like a fat, slow blockade runner, but worse?
Kenosis: Other than allowing the CFC into jove space, what is the point of this? |
Shivanthar
145
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Posted - 2014.12.14 09:22:22 -
[25] - Quote
Danika Princip wrote: Okay. In general, your cargohold is downright stupid. T3s are jacks of all trades, masters of none, but you've gone and made these the absolute biggest subcapital haulers in the game, bigger than the hyper specialised T2 versions? The same can be said of the EHP you've given them.
In principle, since they fill between cruiser - and capital industrial, cargohold should be between them. That was the most basic thinking behind it. Same goes for the ehp. These are BS hulls first of all
Danika Princip wrote: Your slot layout is nonsense. Even the T1s can mount some kind of a tank rather than just relying purely on their native resists and hull bonuses, so..why not these?
I expect this one . In eve, there is an inverted logic with slot layout and hauler size. The bigger it is, the lesser fitting options it has. Same goes here. Less than cruiser, more than capital industrial fittings. This tradeoff along with the offline modules after kenosis warp and 0 cap, ensures that it is stoppable.
Danika Princip wrote: Of the racial variants, the caldari one is the only one anyone would fly. Since these are designed never to even consider leaving highsec, only the biggest will be flown. Like iteron Vs used to be.
It is personal preference I can't interfere with that ^.^
Danika Princip wrote: As for your modes:
Mimesis: Useless gimmick. If you want stealth, use a blockade runner.
Katharsis: So it's like a blockade runner, except worse?
Kairosis: So it's like a fat, slow blockade runner, but worse?
Kenosis: Other than allowing the CFC into jove space, what is the point of this?
Mimesis: This is designed with not stealth, just visual camo in mind.
Katharsis: Cargo scan immunity is what industrial community has been looking for. It has its tradeoffs.
Kairosis: I can't quite understand your point here. It is BS, has the properties close to regular bs hulls. This mode makes it faster at the expense of defense (diverting power from defense grid to engine)
Kenosis: Going to jove space with this is no different than the millenium-we all gonna die hoax. Point in this is to create a new way to travel interstellar distance with time presence. Current jump mechanics teleports you from point A to point B. Instead, this one actually calculates your distance before warp and make you wait for your interstellar warp. I want to make sure that people won't get into the feeling of negating gates or any other. There are so many tradeoffs involved with this you can't possibly miss.
_Half _the lies they tell about me **aren't **true.
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Komi Toran
Paragon Trust The Bastion
449
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Posted - 2014.12.14 10:23:13 -
[26] - Quote
Shivanthar wrote:Mimesis: This is designed with not stealth, just visual camo in mind. Visual camo in a game where most people only see things as colored squares and use the overview to pick targets is exactly as Danika Princip said; a useless gimick.
Shivanthar wrote:Katharsis: Cargo scan immunity is what industrial community has been looking for. It has its tradeoffs. Cargo scan immunity is already granted through plastic wrap. It is also an annoyance for empty blockade runners.
Shivanthar wrote:Kenosis: Going to jove space with this is no different than the millenium-we all gonna die hoax. If you really can't see how being able to jump to a sun, with no cyno or gate needed, can get you into a system with a sun but without cynos and gates, I don't know what to say.
In short, you have two useless modes, one that is an actual tradeoff but probably needs balance adjustment, and a fourth that is bat guano insane broken.
And I have no idea why they're all named after animals, when two of the races never name anything after animals. |
Shivanthar
145
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Posted - 2014.12.14 11:46:16 -
[27] - Quote
Komi Toran wrote:Visual camo in a game where most people only see things as colored squares and use the overview to pick targets is exactly as Danika Princip said; a useless gimick.
Roger, I'll look for some unique ways to improve it.
Komi Toran wrote: Cargo scan immunity is already granted through plastic wrap. It is also an annoyance for empty blockade runners.
This is where you don't need plastic wrap, in a jack-of-all-trades battleship hull.
Komi Toran wrote: If you really can't see how being able to jump to a sun, with no cyno or gate needed, can get you into a system with a sun but without cynos and gates, I don't know what to say.
1- It is not new, however I'd like you to check the last entry in the "Key Base stats for all" saying: - Max system range to lock: 10ly 2- From an old thread asking how to go jove space, dev ccp prism states that: "you must be in a Polaris frigate which can only be operated with skills that don't exist in the game."
Komi Toran wrote:And I have no idea why they're all named after animals, when two of the races never name anything after animals.
This is my friendly topic where I don't state people's mistakes. We all do mistakes. I am kindly reminding you to re-evaluate this statement ^.^
_Half _the lies they tell about me **aren't **true.
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Industrial Production Toon
Stealing Time
12
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Posted - 2014.12.14 12:49:27 -
[28] - Quote
https://forums.eveonline.com/default.aspx?g=posts&m=2816788#post2816788 |
Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
3046
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Posted - 2014.12.14 17:00:38 -
[29] - Quote
If you want cargo scan immunity with tradeoffs, why are you wanting to introduce the mechanic on a hull six times the size and with a lot more EHP than the hulls that are already cargo scan immune? If you want cargo scan immunity, the same as if you want stealth, you fly a blockade runner. Those have tradeoffs. This thing does not.
The concept of a tanky, slow hauler with a nicely sized cargo hold also already exists. It's called a deep space transport.
As for slots, can I just point out that the orca and rorqual are capital industrial ships, and neither of them attempt to pack a two slot shield tank?
And there's no personal preference involved. these are, clearly, ships designed never to leave highsec. With that in mind, why would anyone ever fly a ship that isn't the biggest?
And, how do you figure the jove space thing is a hoax? Look at a map like this one: http://dl1.eve-files.com/media/corp/Verite/influence.png and see where jove space is. It's the three uncoloured regions up top, with CFC space on two sides and XWX on a third. Some of those jumps would be well within any useful range you'd care to give the ship. |
Komi Toran
Paragon Trust The Bastion
450
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Posted - 2014.12.14 20:05:57 -
[30] - Quote
Shivanthar wrote:This is where you don't need plastic wrap, in a jack-of-all-trades battleship hull. But why would I bother training for it and invest isk in it when I can just contract it to myself? The alternative to this feature is cheap and accessible and just as effective, which means the feature is obsolete.
Shivanthar wrote:1- It is not new, however I'd like you to check the last entry in the "Key Base stats for all" saying: - Max system range to lock: 10ly So, you are admitting that you've never actually looked at the map, then?
Shivanthar wrote:2- From an old thread asking how to go jove space, dev ccp prism states that: " you must be in a Polaris frigate which can only be operated with skills that don't exist in the game." It would pay for you to read what you linked as well. The Polaris frigate can get you there because it allows you to transfer yourself wherever you want, not because there's some system check making sure the ship going to the system is a Polaris frigate.
Komi Toran wrote:This is my friendly topic where I don't state people's mistakes. We all do mistakes. I am kindly reminding you to re-evaluate this statement ^.^ Re-evaluated. There are no Amarr or Gallente ships named after an animal. Zero. Zilch. Nadda. Goose-egg. |
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