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Gierling
Gierling

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Posted - 2005.01.07 18:03:00 - [1]

Personally I'd like to see Indies with bonuses carrying certain commonly used items.

All these ships would require Racial indy 4, logistics 2 or 3 and maybe another level 4 skill.

These are the fleet supply ships, since they're intended to go into combat following a fleet, you may also add small logistics bonuses to make them more desireable. Say make thier second bonus related to the logistics specialty of that race.


Such as:

Ammo supply ship:
(Minmater)

10% reduction of Volume needed for projectile or hybrid ammunition per level.

50% Efficiency and Range bonus for Tracking enhancers.

Booster Charge supply ship:
(Ammar)

20% Reduction of volume needed for Cap booster charges per level.

50% Efficiency and Range bonus for cap transfer modules.

Missille supply ship:
(Caldari)
5% Reduction of volume required for missilles per level

50% Efficiency and Range bonus for remote shield boosting.

Drone supply ship:
(Gallente)
No Cargo hold, large drone bay instead. (seeing as how you cant move drones from Cargo to dronebay in space, as no one in the 300th century has figured out the concept of the "door", so it would need to launch the drones and then others can scoop them)

30% reduction in drone volume required per level.

50% Efficiency and Range bonus for remote armour repairers.

And you could make them have 3 utility high slots.

Now along those lines I'd recommend a further couple of ideas.

Ore Transporter:

15% Reduction in the volume of raw ore per level.
10% bonus to vessell speed per level.

Isotope Transporter:

20% Reduction in the volume of Isotopes per level.
10% to all armour resistences per level.

Mineral Transporter:

10% Reduction in the volume of minerals per level.
10% to Armour hitpoints per level.

For any of these to be worthwhile the reductions would have to allow them to carry around 20k at least of thier chosen specialty.

The Fleet supply ships and the transporters have bonuses that I think will make them VERY desireable to use in thier intended functions. The secondary bonuses will serve to reinforce thier ability to carry out those functions. (The fleet supply ships will be more usefull around fleets, and the transporters are either faster or tougher to discourage suicide runs and encourage transporting through lower sec space).


Bastards we are lest Bastards we become.
Gierling
Gierling
Gallente
Celestial Fleet
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 18:03:00 - [2]

Personally I'd like to see Indies with bonuses carrying certain commonly used items.

All these ships would require Racial indy 4, logistics 2 or 3 and maybe another level 4 skill.

These are the fleet supply ships, since they're intended to go into combat following a fleet, you may also add small logistics bonuses to make them more desireable. Say make thier second bonus related to the logistics specialty of that race.


Such as:

Ammo supply ship:
(Minmater)

10% reduction of Volume needed for projectile or hybrid ammunition per level.

50% Efficiency and Range bonus for Tracking enhancers.

Booster Charge supply ship:
(Ammar)

20% Reduction of volume needed for Cap booster charges per level.

50% Efficiency and Range bonus for cap transfer modules.

Missille supply ship:
(Caldari)
5% Reduction of volume required for missilles per level

50% Efficiency and Range bonus for remote shield boosting.

Drone supply ship:
(Gallente)
No Cargo hold, large drone bay instead. (seeing as how you cant move drones from Cargo to dronebay in space, as no one in the 300th century has figured out the concept of the "door", so it would need to launch the drones and then others can scoop them)

30% reduction in drone volume required per level.

50% Efficiency and Range bonus for remote armour repairers.

And you could make them have 3 utility high slots.

Now along those lines I'd recommend a further couple of ideas.

Ore Transporter:

15% Reduction in the volume of raw ore per level.
10% bonus to vessell speed per level.

Isotope Transporter:

20% Reduction in the volume of Isotopes per level.
10% to all armour resistences per level.

Mineral Transporter:

10% Reduction in the volume of minerals per level.
10% to Armour hitpoints per level.

For any of these to be worthwhile the reductions would have to allow them to carry around 20k at least of thier chosen specialty.

The Fleet supply ships and the transporters have bonuses that I think will make them VERY desireable to use in thier intended functions. The secondary bonuses will serve to reinforce thier ability to carry out those functions. (The fleet supply ships will be more usefull around fleets, and the transporters are either faster or tougher to discourage suicide runs and encourage transporting through lower sec space).


   
 
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