|
| Author | Thread Statistics | Show CCP posts - 10 post(s) |
![]() Holi |
Posted - 2005.01.08 11:48:00 -
[1] I'm sure some/all of my ideas have been suggested, but anyway... The Smuggler-Indy idea is nice (altough I would like if there would be other, skill and module based, T1 methods for smuggling and not just "either don't smuggle or get a T2 smuggling ship"). Anyway, my toughts on the smuggler ships: - Use the modell of the lvl1 indies (Wreathe, Bestower, Badger MK I, Iteron MK I) - Use texture/coloring/design of the appropriate pirate factions (Thukkers/Blood raiders/Guristas/Serpentis) - RP reason for the pirate faction look: well, pirates sure do smuggling, so it's natural that they would be the first ones to develop smuggling ships - The pre-req skills Oveur posted seem reasonable - The ships shouldn't get cargo boost/lvl - They should get speed boost/lvl and when you get to lvl5 in smuggling (don't make it a high-rank skill, the other pre-req skills are already high ranked enough imho) you should be immune to customs (I generally hate total immunity, but since customs work by a brute-force principle, this is the only good way to do it atm - 1 highslot (utility) - 3 midslots - 3 lowslots - ~2000m3 base cargo - Should be possible to fit a 10mn AB II - Little racial bounses to speed(Minmatar), shield resists(Caldari), armor resists(Amarr) and cargo(Gallente) - just a bit, so they aren't exactly the same Battlefield cargo ships: - They should be a stange breed, able to fit frigatte sized closerange guns and/or launchers (3 highslots total), but CPU shouldn't be enough to fit more than 1 Miner II, so they won't become afk mining ships (maybe a fitting malus for Miners?) - Bonuses should include defense bonuses (afterburner speed bonus, shield/armor resistance bonus, shield recharge bonus), the shield and armor ammount should be around equal, and it should be more then the T1 variants. - Should use lvl2 Industrial ship models with Faction Navy textures/colors/design - These ships should be able to fend off some frigattes on their own and stand a fair chance of running away from a cruiser Ship towing industrial: - Uses 'best' industial's modell (Mammoth, Bestower, Badger II, Iteron V) - Special ability: cargo need reduction for ships, so you can pack some frigattes (maybe even a few cruisers with the right cargo modules and lvl5 in Ship towing). It might be tough to ballance it so lower levels of the skills aren't useless, and that higher levels aren't too powerfull. - The ships should be possible to be ferried in an assembled & fitted state and they should be launchable in-space. - Ideal for corp/alliance operations, be it mining ops or resupply of military operation. Getting ammo to the troops is not a problem atm, but getting ships and possibly fast to the frontline is much more trouble, and imho one of the reasons why long lasting (read: 8+ hours without pause) battles don't occur to often atm. Too much hassle needed for ship logistics (ammo logistics is fine as it is), imho. -- Holi [ md5 checksum calculator ] |
Holi Minmatar Simplexion Ltd. |
Posted - 2005.01.08 11:48:00 -
[2] I'm sure some/all of my ideas have been suggested, but anyway... The Smuggler-Indy idea is nice (altough I would like if there would be other, skill and module based, T1 methods for smuggling and not just "either don't smuggle or get a T2 smuggling ship"). Anyway, my toughts on the smuggler ships: - Use the modell of the lvl1 indies (Wreathe, Bestower, Badger MK I, Iteron MK I) - Use texture/coloring/design of the appropriate pirate factions (Thukkers/Blood raiders/Guristas/Serpentis) - RP reason for the pirate faction look: well, pirates sure do smuggling, so it's natural that they would be the first ones to develop smuggling ships - The pre-req skills Oveur posted seem reasonable - The ships shouldn't get cargo boost/lvl - They should get speed boost/lvl and when you get to lvl5 in smuggling (don't make it a high-rank skill, the other pre-req skills are already high ranked enough imho) you should be immune to customs (I generally hate total immunity, but since customs work by a brute-force principle, this is the only good way to do it atm - 1 highslot (utility) - 3 midslots - 3 lowslots - ~2000m3 base cargo - Should be possible to fit a 10mn AB II - Little racial bounses to speed(Minmatar), shield resists(Caldari), armor resists(Amarr) and cargo(Gallente) - just a bit, so they aren't exactly the same Battlefield cargo ships: - They should be a stange breed, able to fit frigatte sized closerange guns and/or launchers (3 highslots total), but CPU shouldn't be enough to fit more than 1 Miner II, so they won't become afk mining ships (maybe a fitting malus for Miners?) - Bonuses should include defense bonuses (afterburner speed bonus, shield/armor resistance bonus, shield recharge bonus), the shield and armor ammount should be around equal, and it should be more then the T1 variants. - Should use lvl2 Industrial ship models with Faction Navy textures/colors/design - These ships should be able to fend off some frigattes on their own and stand a fair chance of running away from a cruiser Ship towing industrial: - Uses 'best' industial's modell (Mammoth, Bestower, Badger II, Iteron V) - Special ability: cargo need reduction for ships, so you can pack some frigattes (maybe even a few cruisers with the right cargo modules and lvl5 in Ship towing). It might be tough to ballance it so lower levels of the skills aren't useless, and that higher levels aren't too powerfull. - The ships should be possible to be ferried in an assembled & fitted state and they should be launchable in-space. - Ideal for corp/alliance operations, be it mining ops or resupply of military operation. Getting ammo to the troops is not a problem atm, but getting ships and possibly fast to the frontline is much more trouble, and imho one of the reasons why long lasting (read: 8+ hours without pause) battles don't occur to often atm. Too much hassle needed for ship logistics (ammo logistics is fine as it is), imho. -- Holi [ md5 checksum calculator ] |
| Copyright © 2006-2025, Chribba - OMG Labs. All Rights Reserved. - perf 0,08s, ref 20251105/2025 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. |