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| Author | Thread Statistics | Show CCP posts - 10 post(s) |
![]() Arud |
Posted - 2005.01.07 10:23:00 -
[1] Military Industrials - Get same shield and armor resistance as assault ships - Default bonus that ammo and missiles take -10% size per level of Military Industrial skill - 50% lower cargo from t1 version - Ability to use t2 cargo optimizers - Rest the same - Skills needed: Military Industrial 1 + some skills needed to fly assault ships New modules: Cargo Optimizers - Each type lowers the cargo space items need by 20% - For example, Mineral Optimizer, Starbase Optimizer - Med slot item - Only usable on t2 indies |
Arud Rampage Eternal Ka-Tet |
Posted - 2005.01.07 10:23:00 -
[2] Military Industrials - Get same shield and armor resistance as assault ships - Default bonus that ammo and missiles take -10% size per level of Military Industrial skill - 50% lower cargo from t1 version - Ability to use t2 cargo optimizers - Rest the same - Skills needed: Military Industrial 1 + some skills needed to fly assault ships New modules: Cargo Optimizers - Each type lowers the cargo space items need by 20% - For example, Mineral Optimizer, Starbase Optimizer - Med slot item - Only usable on t2 indies |
![]() Arud |
Posted - 2005.01.07 10:26:00 -
[3] Oveur, you mention alot of new ship classes that are being planned, any chance of a devblog sometimes soon about those more carrots to lead us on |
Arud Rampage Eternal Ka-Tet |
Posted - 2005.01.07 10:26:00 -
[4] Oveur, you mention alot of new ship classes that are being planned, any chance of a devblog sometimes soon about those more carrots to lead us on |
![]() Arud |
Posted - 2005.01.07 10:36:00 -
[5]
interesting idea but I do think they could be abused somewhat - The limit would have to be each ship can only be affected by one industrial module - Each module can only stay online for a certain amount of time before it needed to be serviced (taken into the indy and something done with it and then launched again) - Each racial module only affect ships fully of the same reace, partialy on others. - Module has limited range, say base 20km and then extra 10km per level of skill. - The bonuses the modules give should be what the races need the most. No point in boosting something that is already good enough by default. just throwing some ideas around, but this idea has alot of potential |
Arud Rampage Eternal Ka-Tet |
Posted - 2005.01.07 10:36:00 -
[6]
interesting idea but I do think they could be abused somewhat - The limit would have to be each ship can only be affected by one industrial module - Each module can only stay online for a certain amount of time before it needed to be serviced (taken into the indy and something done with it and then launched again) - Each racial module only affect ships fully of the same reace, partialy on others. - Module has limited range, say base 20km and then extra 10km per level of skill. - The bonuses the modules give should be what the races need the most. No point in boosting something that is already good enough by default. just throwing some ideas around, but this idea has alot of potential |
![]() Arud |
Posted - 2005.01.07 10:38:00 -
[7]
pretty please limit those launchers to fofs and defenders |
Arud Rampage Eternal Ka-Tet |
Posted - 2005.01.07 10:38:00 -
[8]
pretty please limit those launchers to fofs and defenders |
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