
Ali Bobba
|
Posted - 2005.01.07 02:51:00 -
[1]
Originally by: Face Lifter Heavy Industrial ships: - 30% more base cargo - 3rd ship bonus: 5% more cargo - 4th ship bonus: 5% to agility - same low slot loadout as t1 version, but extra med slot - agility and size of battleship, requires 100mn AB - same base speed - 20% more hp with t2 resistances - enough grid to fit 100mn AB - Skills: Heavy Industrial lvl 1, requires race Industrial V, Space Ship Command V
Overview: The main purpose is to have a ship that can carry about twice as much as t1 indy and also an indy that is tougher to kill. The cost of t2 ships will justify such benefits.
Smuggling: please don't create "smuggler" ships. That's silly, because if everyone knows what a smuggler ship looks like, then it kinda defeats the purpose. And if Customs people are programmed to ignore "smuggler" ships, it just makes them look stupid.
I think the proper approach to smuggling would be thru introduction of special "containers", much like regular and secure cans, perhaps "smuggler cans". These would have some special ability of being invisible to cargo scanners, thus everything inside them also being invisible. Skill suggestions:
- Smuggler Agent Skill: allows player to put +1 "zero sig can" in ship cargo per level. Prereq: Sig Analysis 5
- Minicontainer Hiding Skill: allows player to access "mini zero sig can", with 50 cargo space. Reduces the risk of detection by 4% per level (for mini-cans only). Prereq: Smuggler Agent lvl 1.
- Medium Container Hiding Skill: use of "zero sig cans" with 250 cargo. Reduces the risk of detection by 4% per level (for medium cans only). Prereq: Minicontainer Hiding lvl 3
- Large Container Hiding Skill: use of "zero sig cans" with 1250 cargo. Reduces the risk of detection by 4% per level (for large cans only). Prereq: Medium Container Hiding lvl 3
the smuggler containers or "zero signature containers" would have inherent property of 21% detection rate. So with skills that reduces to: lvl 1 = 17% lvl 2 = 13% lvl 3 = 9% lvl 4 = 5% lvl 5 = 1%
this is for every can, so with 5 cans in cargo, risk is 5 times greater. And Customs scan at every gate.
Aye, what he said. The smuggling-specialized ships would certainly irk customs officials. What if Ford made and marketed a car specifically to people trying to smuggle drugs accross US borders? Would that go over well? yeah, not sure it would. What it needs to be for smugglers is a module (specific type of cloaking device? perhaps a scan interference device, or the cans Face Lifter mentioned) rather than a ship.
|

Ali Bobba
Minmatar STK Scientific Ascendant Frontier
|
Posted - 2005.01.07 02:51:00 -
[2]
Originally by: Face Lifter Heavy Industrial ships: - 30% more base cargo - 3rd ship bonus: 5% more cargo - 4th ship bonus: 5% to agility - same low slot loadout as t1 version, but extra med slot - agility and size of battleship, requires 100mn AB - same base speed - 20% more hp with t2 resistances - enough grid to fit 100mn AB - Skills: Heavy Industrial lvl 1, requires race Industrial V, Space Ship Command V
Overview: The main purpose is to have a ship that can carry about twice as much as t1 indy and also an indy that is tougher to kill. The cost of t2 ships will justify such benefits.
Smuggling: please don't create "smuggler" ships. That's silly, because if everyone knows what a smuggler ship looks like, then it kinda defeats the purpose. And if Customs people are programmed to ignore "smuggler" ships, it just makes them look stupid.
I think the proper approach to smuggling would be thru introduction of special "containers", much like regular and secure cans, perhaps "smuggler cans". These would have some special ability of being invisible to cargo scanners, thus everything inside them also being invisible. Skill suggestions:
- Smuggler Agent Skill: allows player to put +1 "zero sig can" in ship cargo per level. Prereq: Sig Analysis 5
- Minicontainer Hiding Skill: allows player to access "mini zero sig can", with 50 cargo space. Reduces the risk of detection by 4% per level (for mini-cans only). Prereq: Smuggler Agent lvl 1.
- Medium Container Hiding Skill: use of "zero sig cans" with 250 cargo. Reduces the risk of detection by 4% per level (for medium cans only). Prereq: Minicontainer Hiding lvl 3
- Large Container Hiding Skill: use of "zero sig cans" with 1250 cargo. Reduces the risk of detection by 4% per level (for large cans only). Prereq: Medium Container Hiding lvl 3
the smuggler containers or "zero signature containers" would have inherent property of 21% detection rate. So with skills that reduces to: lvl 1 = 17% lvl 2 = 13% lvl 3 = 9% lvl 4 = 5% lvl 5 = 1%
this is for every can, so with 5 cans in cargo, risk is 5 times greater. And Customs scan at every gate.
Aye, what he said. The smuggling-specialized ships would certainly irk customs officials. What if Ford made and marketed a car specifically to people trying to smuggle drugs accross US borders? Would that go over well? yeah, not sure it would. What it needs to be for smugglers is a module (specific type of cloaking device? perhaps a scan interference device, or the cans Face Lifter mentioned) rather than a ship.
|