| Pages: [1] |
1. My Cruiser Changes ideas - a bit long - in Ships and Modules [original thread]
It is on my very first post, I took the 5% off as a direct bonus, and put it in as a Race bonus for all Caldari Cruisers. So every Cruiser has 3 Bonus', one of which being a 5% bonus per level for Shield Boosting. "Hit First, Hit Hard and go on H...
- by Sponge Bob - at 2005.02.27 18:29:00
|
2. My Cruiser Changes ideas - a bit long - in Ships and Modules [original thread]
Ok I do like the drone idea, but I think drone's should be changed. Small drones 2.5m3 each Medium 25m3 Hvy Drones 250m3 Then change Drone bay sizes on ships, this would restrict Different sizes as maximum for different size ships. Giving a Frig...
- by Sponge Bob - at 2005.02.27 18:09:00
|
3. My Cruiser Changes ideas - a bit long - in Ships and Modules [original thread]
The Amarr ships are currently very similar at the moment, and changing them is very difficult. With a Race bonus, it is possible to make the ships different, as they can have differnt Bonus'. The Omen for example is now a pure gun Boat, having Cap...
- by Sponge Bob - at 2005.02.27 15:54:00
|
4. My Cruiser Changes ideas - a bit long - in Ships and Modules [original thread]
After looking at all the cruisers, it really needs to be said that currently they all do not have separate roles, some have very good bonus' but others really have nothing special about their bonus' which make them stand out. So I have had a go at...
- by Sponge Bob - at 2005.02.27 11:36:00
|
5. My Cruiser Changes ideas - a bit long - in Ships and Modules [original thread]
Edited by: Sponge Bob on 27/02/2005 11:35:09 Raise base speed to 160m/s Keep Targeting range etc the same. maybe 1.5x agility to help with quick escape from roid belts --------------------- Tier 2 - Caracal Described as a powerful vessel, ...
- by Sponge Bob - at 2005.02.27 11:34:00
|
6. My Cruiser Changes ideas - a bit long - in Ships and Modules [original thread]
Long Post With all this talk on Cruisers (which I totally agree with) being Useless, I thought I would have a go at 'Balancing' them, as I think they should be. So then what is a Cruiser? Cruis-er 1. One of a class of fast warships of medium t...
- by Sponge Bob - at 2005.02.27 11:33:00
|
7. Logistics ships? Whats the point? - in Ships and Modules [original thread]
With the whole damage Mirror thing. I think a better method for this would be to have a linking device, which can zap the shields away from any ship targeted when activated, within a certain range. When it zaps the Shield away a bubble then forms...
- by Sponge Bob - at 2005.02.10 11:00:00
|
8. Logistics ships? Whats the point? - in Ships and Modules [original thread]
Signed - totally agree I had to choose between a Hvy Assault Cruiser or a Logistics ship (which to train first), and for me Logistics cruiser suits my style better than the Assault Cruiser. As I like to sit back in a fight and just watch the weap...
- by Sponge Bob - at 2005.02.08 14:02:00
|
9. Some help with my vexor. - in Ships and Modules [original thread]
Well you are doing well putting on the Blasters, I would Suggest a Smart Bomb if you can in that last high slot, so you can defend yourself against a few missles. Other than that not quite sure what to suggest. "Hit First, Hit Hard and go on Hitt...
- by Sponge Bob - at 2003.12.02 12:14:00
|
10. Optimal Ranges/ Falloff In Space? - in Ships and Modules [original thread]
ok you win, just the bored ramblings of a strange yellow under all the dirt sponge. "Hit First, Hit Hard and go on Hitting" - Fisher (First Sea Lord)
- by Sponge Bob - at 2003.11.30 00:35:00
|
11. Optimal Ranges/ Falloff In Space? - in Ships and Modules [original thread]
Yellow??? "Hit First, Hit Hard and go on Hitting" - Fisher (First Sea Lord)
- by Sponge Bob - at 2003.11.29 17:50:00
|
12. Optimal Ranges/ Falloff In Space? - in Ships and Modules [original thread]
I can understand the Optimal range and falloff ranges of Blasters, as it explains they have a Containment field and stuff. But I can not see the point in either falloff or Optimal range on any gun. Unless it is tied in with tracking, really am n...
- by Sponge Bob - at 2003.11.29 17:39:00
|
13. Tomb mentioned that after tech2 BS's will be hitting frigs/cruisers less... - in Ships and Modules [original thread]
I think what they are saying is a battleship will have to give up some of its large weapons in favour of Small or Medium so it can actually hit smaller craft, just like a real battleship. "Hit First, Hit Hard and go on Hitting" - Fisher (First Se...
- by Sponge Bob - at 2003.11.29 17:25:00
|
14. Battleship Reasoning and New Ideas... - in Ships and Modules [original thread]
Nice reply Lucre. Agree with you. "Hit First, Hit Hard and go on Hitting" - Fisher (First Sea Lord)
- by Sponge Bob - at 2003.11.26 16:26:00
|
15. Battleship Reasoning and New Ideas... - in Ships and Modules [original thread]
Thanks for putting back on track Mon palae. I always forget that modern ships are actually designed to take hits from torpedoes, and if a Battleship size vessel is sunk by a single Torp, some serious questions are asked, as it should of taken 10-1...
- by Sponge Bob - at 2003.11.26 04:51:00
|
16. Battleship Reasoning and New Ideas... - in Ships and Modules [original thread]
Ok leave the log out timer at 2 minutes as currently that is pretty much all the time you need to destroy someone, but just add the server does not allow logging on of another character for the period of the log out timer. Hmmm Blink I wrote that...
- by Sponge Bob - at 2003.11.25 19:12:00
|
17. Battleship Reasoning and New Ideas... - in Ships and Modules [original thread]
Sorry I forgot to add to the main post about Logging off. I think that it should be more of a UO style logging off. Where if you log off in unsafe space (I.e Not in a station) it takes up to 10 minutes to log out, and during this time you can not...
- by Sponge Bob - at 2003.11.25 17:03:00
|
18. Repair Drones - Any in EVE ? - in Ships and Modules [original thread]
In the TTI database under drones there is a repair drone, and I also belive there is a repair drone skill. I think it is just a case that the devs have not implemented it on a server yet. "Hit First, Hit Hard and go on Hitting" - Fisher (First Se...
- by Sponge Bob - at 2003.11.25 16:10:00
|
19. Battleship Reasoning and New Ideas... - in Ships and Modules [original thread]
Edited by: Sponge Bob on 25/11/2003 13:49:43 Mainly what I am getting at is that all of the craft need to have thier roles and also there need to be an introduction of new classes of ships. I will now list some of these and if they are new I ...
- by Sponge Bob - at 2003.11.25 13:39:00
|
20. Battleship Reasoning and New Ideas... - in Ships and Modules [original thread]
Edited by: Sponge Bob on 25/11/2003 13:48:08 Edited by: Sponge Bob on 25/11/2003 13:40:14 This has turned out a little longer than I had thought so it is now rather a long read, please read the whole thing and comment if you are going to. ...
- by Sponge Bob - at 2003.11.25 13:39:00
|
| Pages: [1] |
| First page | Previous page | Next page | Last page |