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Carter Burke
Carter Burke

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Posted - 2005.01.07 18:05:00 - [1]

Hauler
- Reasoning: Because mine goes to eleven.
- Special ability: Bigger cargo hold (yeah, I know, Freighters deal with this).
- Skills: Indy 5, Industry 5, "Cargo Organization" to give 10% add'l cargo hold per level similar to how "small xyz specialization" gives a bonus to weapons that require it.
- Cargo: About double or triple standard indy
- Speed: Roughly same speed
- Slots: Similar to current indies of its race.

Courier (some cruisers already qualify informally for this role)
- Reasoning: Fast delivery of important goods.
- Special ability: Very fast standstill-to-warp, 12AU/S warp speed, etc.
- Skills: Indy 5 and Navigation 5
- Cargo: About 1/4 standard
- Speed: Approx double indy
- Slots: No high slots, a couple mids, medium number of lows

Ore Truck (hauler might take this role already)
- Reasoning: Because you can never have too much ore.
- Special ability: Carries 15% more cargo per level of Advanced Refining if all cargo is ore
- Skills: Indy 5 and Refining 5, Advanced Refining has impact as above
- Cargo: Same as standard indy, balloons as described for appropriate cargo
- Speed: about 25% of an indy
- Slots: Same as normal.

Q-ship
- Reasoning: Same reasons we had 'em in WW2 - surprise for pirates and enemies. This ship is the "wolf in sheep's clothing".
- Special ability: Weapon bonuses, appears to scanners as a standard indy
- Skills: Indy 5 and Cruiser 4 of appropriate race
- Cargo: Much less than an standard indy (like 25%)
- Speed: Faster than an indy (slightly less than average cruiser)
- Slots: Similar to weapon-heavy Tier-2 cruiser of same race, drone bay as well

Forward Operations Vessel
- Reasoning: Mobile repair/restocking facility - non-combat version of the logistics cruiser, intended to operate in-system or next door, out of the fight.
- Special ability: Able to utilize remote repair/shield boost/hull repair modules within its CPU/PG limits
- Skills: Indy 5 and skills as needed for modules
- Cargo: Much less than an standard indy (25% or so)
- Speed: Same as standard
- Slots: Lots of high slots, three or four mids, two or three lows.

I'm still thinking, might come up with more later.

CB
Carter Burke
Carter Burke

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 18:05:00 - [2]

Hauler
- Reasoning: Because mine goes to eleven.
- Special ability: Bigger cargo hold (yeah, I know, Freighters deal with this).
- Skills: Indy 5, Industry 5, "Cargo Organization" to give 10% add'l cargo hold per level similar to how "small xyz specialization" gives a bonus to weapons that require it.
- Cargo: About double or triple standard indy
- Speed: Roughly same speed
- Slots: Similar to current indies of its race.

Courier (some cruisers already qualify informally for this role)
- Reasoning: Fast delivery of important goods.
- Special ability: Very fast standstill-to-warp, 12AU/S warp speed, etc.
- Skills: Indy 5 and Navigation 5
- Cargo: About 1/4 standard
- Speed: Approx double indy
- Slots: No high slots, a couple mids, medium number of lows

Ore Truck (hauler might take this role already)
- Reasoning: Because you can never have too much ore.
- Special ability: Carries 15% more cargo per level of Advanced Refining if all cargo is ore
- Skills: Indy 5 and Refining 5, Advanced Refining has impact as above
- Cargo: Same as standard indy, balloons as described for appropriate cargo
- Speed: about 25% of an indy
- Slots: Same as normal.

Q-ship
- Reasoning: Same reasons we had 'em in WW2 - surprise for pirates and enemies. This ship is the "wolf in sheep's clothing".
- Special ability: Weapon bonuses, appears to scanners as a standard indy
- Skills: Indy 5 and Cruiser 4 of appropriate race
- Cargo: Much less than an standard indy (like 25%)
- Speed: Faster than an indy (slightly less than average cruiser)
- Slots: Similar to weapon-heavy Tier-2 cruiser of same race, drone bay as well

Forward Operations Vessel
- Reasoning: Mobile repair/restocking facility - non-combat version of the logistics cruiser, intended to operate in-system or next door, out of the fight.
- Special ability: Able to utilize remote repair/shield boost/hull repair modules within its CPU/PG limits
- Skills: Indy 5 and skills as needed for modules
- Cargo: Much less than an standard indy (25% or so)
- Speed: Same as standard
- Slots: Lots of high slots, three or four mids, two or three lows.

I'm still thinking, might come up with more later.

CB
Carter Burke
Carter Burke

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.28 14:29:00 - [3]

Originally by: Pagefault
Express Indy:

Reasoning: Very fast travelling Indy, but very vulnerable to attacks
Special Ability: Can fit Leap Drive
Attributes: Same as TL1

Leap Drive:
- Makes exactly 15km Leap in about 30 sec
- You cannot maneuver with this thing active, nor go to warp or jump a gate
- If you recieve any damage with a Leap Drive active, your main computer overloads and needs 3 minutes to restart, time to watch your ship blow up. Happy smartbombing.



Hmm...I do that now with an ItV, all lows with standard Nanofiber and one Y-S8 in mids ).

CB
Carter Burke
Carter Burke

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.28 14:29:00 - [4]

Originally by: Pagefault
Express Indy:

Reasoning: Very fast travelling Indy, but very vulnerable to attacks
Special Ability: Can fit Leap Drive
Attributes: Same as TL1

Leap Drive:
- Makes exactly 15km Leap in about 30 sec
- You cannot maneuver with this thing active, nor go to warp or jump a gate
- If you recieve any damage with a Leap Drive active, your main computer overloads and needs 3 minutes to restart, time to watch your ship blow up. Happy smartbombing.



Hmm...I do that now with an ItV, all lows with standard Nanofiber and one Y-S8 in mids ).

CB
   
 
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