|
| Author | Thread Statistics | Show CCP posts - 10 post(s) |
![]() Cinnander |
Posted - 2005.01.15 22:57:00 -
[1] Edited by: Cinnander on 19/01/2005 20:50:10 Edited by: ME :D Lots of times on 15/01/2005 cos I'm bad at making my point Some varied and random ideas; 1: Merchant Capital ship - Allows you to make on-board buy + sell orders straight out of the cargo hold. - You have to pay a dynamic tax (just like lab/factory rental) to CONCORD or the SCC to be able to 'moor' in their space. If you dont, goods you sell are contraband and you'll be chased around by DED. Prices sufficiently high to mean only corps that want to make the effort can afford it. - Have to be stationary to be able to sell. - Slower and less manuverable than the supertankers of the 20th Century on Valium. 2: Tanker - Specialised to hold fluid goods (water, oxygen, gasseous or liquid POS requirements, ectoplasm etc) - Special ability: say 7.5% more cargo per level when transporting fluids. - Bit less agile (heavy liquids carry momentum) - Dunno perhaps something like ability to 'anchor' into a POS and act as a silo for additional fuel elements etc.... IE instead of hauling to and from a silo on the POS you fly the whole silo. - Cant open cargo in space (like the uberindies Oveur Mentioned) but can plug itself into POS and they can drain it.... opening in space would mean depressurisation and spewing millions of tonnes of possibly volatile liquid into the spacelanes... and the DED just doesn't like that, it would probably be an idea for the Onboard Firmware NOT to allow it to happen. - Skill requirements would be Indy V, with a secondary skill at II or III such as "Superheavy Starship Navigation" or whatever... some skill global to all T2 Indies (such as the way all HAC require Weapon Upgrades) - Would dock onto your POS at one of one of these. After a delay, and then become totally immovable until undocked. 3: Wrecker - Simple enough: You put loot (or anything except ore) in, you get minerals out. - Yeild dependant on Scrapmetal Processesing (5% per level or so). Maybe Another yeild bonus (5% per level) for Elite Indy skill. - Space for a couple of Salvage Drones 4: Minmatar Miltant Converted Suicide Mammoth (or wreath, cheaper you see...) - OK so the minmatar extremists get quite desperate from time to time. - So they take a mammoth, fill the cargo with explosives (can you say Bane Torpedo?), find a nice big juicy Amarr station and dock. - Then they light the fuse and make a hasty retreat (in their pods, or shuttles, or something) - <insert delay in seconds which is bigger than 20> seconds later, kabewm. Big explosion. (see 'special abilities') - 2 high, 2 mid, 1 low slot. Normal or slightly larger cargo (due to the fact it's been stripped down) - Special Ability: Huge explosion when it dies. 50% bonus to Reactor-Overload (Hellstorm Bomb etc) damage per level of Elite Indy skill. 400% activation delay (so you can't suicide mining ops too easily with it without them getting the idea) - Used exclusively with the Reactor-Overload Bomb things... too few slots to be used as an indy - Obviously in the game can't be detonated in stations (that would just be silly) :) They're industrial ships... they could do more than haul stuff (read: industrial activity) ... hence the tanker(portable silo + uber fluid carryer) + wrecker idea. ><))))¦> This is fishy .. You know what to do. |
Cinnander Celestial Fleet |
Posted - 2005.01.15 22:57:00 -
[2] Edited by: Cinnander on 19/01/2005 20:50:10 Edited by: ME :D Lots of times on 15/01/2005 cos I'm bad at making my point Some varied and random ideas; 1: Merchant Capital ship - Allows you to make on-board buy + sell orders straight out of the cargo hold. - You have to pay a dynamic tax (just like lab/factory rental) to CONCORD or the SCC to be able to 'moor' in their space. If you dont, goods you sell are contraband and you'll be chased around by DED. Prices sufficiently high to mean only corps that want to make the effort can afford it. - Have to be stationary to be able to sell. - Slower and less manuverable than the supertankers of the 20th Century on Valium. 2: Tanker - Specialised to hold fluid goods (water, oxygen, gasseous or liquid POS requirements, ectoplasm etc) - Special ability: say 7.5% more cargo per level when transporting fluids. - Bit less agile (heavy liquids carry momentum) - Dunno perhaps something like ability to 'anchor' into a POS and act as a silo for additional fuel elements etc.... IE instead of hauling to and from a silo on the POS you fly the whole silo. - Cant open cargo in space (like the uberindies Oveur Mentioned) but can plug itself into POS and they can drain it.... opening in space would mean depressurisation and spewing millions of tonnes of possibly volatile liquid into the spacelanes... and the DED just doesn't like that, it would probably be an idea for the Onboard Firmware NOT to allow it to happen. - Skill requirements would be Indy V, with a secondary skill at II or III such as "Superheavy Starship Navigation" or whatever... some skill global to all T2 Indies (such as the way all HAC require Weapon Upgrades) - Would dock onto your POS at one of one of these. After a delay, and then become totally immovable until undocked. 3: Wrecker - Simple enough: You put loot (or anything except ore) in, you get minerals out. - Yeild dependant on Scrapmetal Processesing (5% per level or so). Maybe Another yeild bonus (5% per level) for Elite Indy skill. - Space for a couple of Salvage Drones 4: Minmatar Miltant Converted Suicide Mammoth (or wreath, cheaper you see...) - OK so the minmatar extremists get quite desperate from time to time. - So they take a mammoth, fill the cargo with explosives (can you say Bane Torpedo?), find a nice big juicy Amarr station and dock. - Then they light the fuse and make a hasty retreat (in their pods, or shuttles, or something) - <insert delay in seconds which is bigger than 20> seconds later, kabewm. Big explosion. (see 'special abilities') - 2 high, 2 mid, 1 low slot. Normal or slightly larger cargo (due to the fact it's been stripped down) - Special Ability: Huge explosion when it dies. 50% bonus to Reactor-Overload (Hellstorm Bomb etc) damage per level of Elite Indy skill. 400% activation delay (so you can't suicide mining ops too easily with it without them getting the idea) - Used exclusively with the Reactor-Overload Bomb things... too few slots to be used as an indy - Obviously in the game can't be detonated in stations (that would just be silly) :) They're industrial ships... they could do more than haul stuff (read: industrial activity) ... hence the tanker(portable silo + uber fluid carryer) + wrecker idea. Faction gang mods, you say? |
![]() Cinnander |
Posted - 2005.01.19 20:40:00 -
[3] Oh liquid haulers are a must.. however since they'd be useful as POS maintainance tools it would be cool and imo make them invaluable if they could "wire in" and "anchor" becoming effectively a silo from which liquid goods could be fed into the POS. Or even fed FROM the pos... soppose you produce a load of <insert illicit liquid> in your POS, as a result of R+D and production of less-than-legal stuff and so on and so forth (ala this). Oh, and you'd probably need something like a cargo rig (as seen in a deadspace near you) to dock it on, this would of course take time, and obviously after the docking clamps lock it would be totally immobile. You'd still be able to eject and board it, so it wouldn't mean sitting there until your cargo 'expired' doing nothing :) |
Cinnander Celestial Fleet |
Posted - 2005.01.19 20:40:00 -
[4] Oh liquid haulers are a must.. however since they'd be useful as POS maintainance tools it would be cool and imo make them invaluable if they could "wire in" and "anchor" becoming effectively a silo from which liquid goods could be fed into the POS. Or even fed FROM the pos... soppose you produce a load of <insert illicit liquid> in your POS, as a result of R+D and production of less-than-legal stuff and so on and so forth (ala this). Oh, and you'd probably need something like a cargo rig (as seen in a deadspace near you) to dock it on, this would of course take time, and obviously after the docking clamps lock it would be totally immobile. You'd still be able to eject and board it, so it wouldn't mean sitting there until your cargo 'expired' doing nothing :) |
![]() Cinnander |
Posted - 2005.02.01 21:25:00 -
[5] Edited by: Cinnander on 01/02/2005 21:28:13 Edited by: Cinnander on 01/02/2005 21:26:51 This chap goes with the fluid carrier; Radio-isotope transport Bonus: ability to transport highly radioactive goods and products to/from POSs (used in for example research, building components) Req skills: say Industry 5, transports 2 or 3, similar skill to fluid tankers (eg some "specialist cargo" skill?) Uses: to/from POS work, hauling radioisotopes around for trade running etc... even more a niche market than the tankers would be :s Downside: well all that radioactive stuff in your cargo means you need shielding! That means your ship is now about 3x heavier. Oh and btw all the Gamma radiation leaking out makes your signature radius like that of a small planet sized disco ball. Edit: Oh and you're gunna need some kind of cargo containers to make the most of your cargo space. And yes, they need to be shielded too. |
Cinnander Celestial Fleet |
Posted - 2005.02.01 21:25:00 -
[6] Edited by: Cinnander on 01/02/2005 21:28:13 Edited by: Cinnander on 01/02/2005 21:26:51 This chap goes with the fluid carrier; Radio-isotope transport Bonus: ability to transport highly radioactive goods and products to/from POSs (used in for example research, building components) Req skills: say Industry 5, transports 2 or 3, similar skill to fluid tankers (eg some "specialist cargo" skill?) Uses: to/from POS work, hauling radioisotopes around for trade running etc... even more a niche market than the tankers would be :s Downside: well all that radioactive stuff in your cargo means you need shielding! That means your ship is now about 3x heavier. Oh and btw all the Gamma radiation leaking out makes your signature radius like that of a small planet sized disco ball. Edit: Oh and you're gunna need some kind of cargo containers to make the most of your cargo space. And yes, they need to be shielded too. |
![]() Cinnander |
Posted - 2005.02.05 20:41:00 -
[7] With a threat like that, how can CCP refuse? "New models OR I'll be your freind" |
Cinnander Celestial Fleet |
Posted - 2005.02.05 20:41:00 -
[8] With a threat like that, how can CCP refuse? "New models OR I'll be your freind" |
| Copyright © 2006-2025, Chribba - OMG Labs. All Rights Reserved. - perf 0,08s, ref 20251115/1656 EVE-Online™ and Eve imagery © CCP. |
| COPYRIGHT NOTICE EVE Online, the EVE logo, EVE and all associated logos and designs are the intellectual property of CCP hf. All artwork, screenshots, characters, vehicles, storylines, world facts or other recognizable features of the intellectual property relating to these trademarks are likewise the intellectual property of CCP hf. EVE Online and the EVE logo are the registered trademarks of CCP hf. All rights are reserved worldwide. All other trademarks are the property of their respective owners. CCP hf. has granted permission to EVE-Search.com to use EVE Online and all associated logos and designs for promotional and information purposes on its website but does not endorse, and is not in any way affiliated with, EVE-Search.com. CCP is in no way responsible for the content on or functioning of this website, nor can it be liable for any damage arising from the use of this website. |