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Arud
Arud

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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
Arud
Rampage Eternal
Ka-Tet

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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
Arud

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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 Wink

more carrots to lead us onVery Happy
Arud
Arud
Rampage Eternal
Ka-Tet

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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 Wink

more carrots to lead us onVery Happy
Arud
Arud

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Posted - 2005.01.07 10:36:00 - [5]

Originally by: DigitalCommunist
Edited by: DigitalCommunist on 07/01/2005 10:30:19
just a suggestion, but if industrial ships are extended into combat support roles and then the only industrial-ish sounding thing they could do is give gang buffs.

for example:

amarrian elite industrial could anchor portable energy emitting batteries, gives anyone within 10km radius +5% capacitor recharge per emitter.. special bonus would be -90% volume and anchor time of energy emitters

similarily, gallente would add damage, caldari would increase lock range/speed, minmatar would increase tracking or ship velocity

edit: there would have to be serious limitations to how many portable emitters/sensor arrays/whatever you could carry on you and their duration would be limited

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
Arud
Rampage Eternal
Ka-Tet

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:36:00 - [6]

Originally by: DigitalCommunist
Edited by: DigitalCommunist on 07/01/2005 10:30:19
just a suggestion, but if industrial ships are extended into combat support roles and then the only industrial-ish sounding thing they could do is give gang buffs.

for example:

amarrian elite industrial could anchor portable energy emitting batteries, gives anyone within 10km radius +5% capacitor recharge per emitter.. special bonus would be -90% volume and anchor time of energy emitters

similarily, gallente would add damage, caldari would increase lock range/speed, minmatar would increase tracking or ship velocity

edit: there would have to be serious limitations to how many portable emitters/sensor arrays/whatever you could carry on you and their duration would be limited

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
Arud

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:38:00 - [7]

Originally by: Oveur
Originally by: Istvaan Shogaatsu
- More weapons. If the Caldari elite Badger doesn't have at least a turret and 2 launchers, something's wrong.


As stated earlier, the TL2 Industrials will not have any turret slots, but can have missile slots.

pretty please limit those launchers to fofs and defenders Smile
Arud
Arud
Rampage Eternal
Ka-Tet

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:38:00 - [8]

Originally by: Oveur
Originally by: Istvaan Shogaatsu
- More weapons. If the Caldari elite Badger doesn't have at least a turret and 2 launchers, something's wrong.


As stated earlier, the TL2 Industrials will not have any turret slots, but can have missile slots.

pretty please limit those launchers to fofs and defenders Smile
   
 
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