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Kayscha
Kayscha

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Posted - 2005.01.22 19:05:00 - [1]

I hope I'm not reiterating something someone else has already brought up, but after 4 pages of suggestions my eyes started to tire while my mind came up with funny ideas for indies. Since the definition of 'indy' is rather ambiguous, I just consider them to be miscellaneous non-combat vessels. Her we go:

mobile loot depot
r: a guarded place to stash large amounts loot out of everyone's view for a while
sa: can expand its cargo hold 10fold but cannot warp or jump while hold is expanded (maybe this is a special module that expands when active)
sk: indy 5, hull upgrades 5
c: similar to base ship
sp: very slow when expanded
sl: extra low slot

multi purpose vessel
r: ship that excels in its versatility above all else
sa: regular cap, lots of powergrid and cpu
sk: indy 5, energy managment 5, mechanics 5
c: quarter that of base ship
sp: slightly slower than base ship
sl: 1h, 4-6m, 8l

deep space explorer
r: science ship that explores the reaches of space, gathering research points for its lab and thus eventually bpcs and bpos by scanning asteroids, moons and planets as well as pois (each for different areas of research). Scanning the same object twice doesn't do anything, and the amount gained from an object depends on its rarity and the time that has passed since they were last scanned by anybody.
sa: requires constant cargo of scientists, produces research points, large cpu
sk: lab op 3, astrogeo 4, astromet 4, reserach 5, indy 5
c: half of base ship
sp: similar to base ship
sl: 1h + 1miner, 6m, 6l

I also wholeheartedly support many of the other ideas proposed here, especially passenger transport and specialty cargo transport. Smugglers and fire barges ('kamikaze' indies with a cargohold full of tnt) are very nice, too, but I'd prefer to see this solved through modules, such as 'hidden compartments' for one and 'critical reactor destabilizer' for the other (each with their corresponding skills). The latter would activate the ship's selfdestruct and leave the pilot some 30 seconds or so to get in his capsule and out of harm's way. Furthermore, a module that disguises a ship's type at first glance (unless ship scanned, that is) might be nice too, especially for those 'traps'.

Kayscha
Kayscha

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.22 19:05:00 - [2]

I hope I'm not reiterating something someone else has already brought up, but after 4 pages of suggestions my eyes started to tire while my mind came up with funny ideas for indies. Since the definition of 'indy' is rather ambiguous, I just consider them to be miscellaneous non-combat vessels. Her we go:

mobile loot depot
r: a guarded place to stash large amounts loot out of everyone's view for a while
sa: can expand its cargo hold 10fold but cannot warp or jump while hold is expanded (maybe this is a special module that expands when active)
sk: indy 5, hull upgrades 5
c: similar to base ship
sp: very slow when expanded
sl: extra low slot

multi purpose vessel
r: ship that excels in its versatility above all else
sa: regular cap, lots of powergrid and cpu
sk: indy 5, energy managment 5, mechanics 5
c: quarter that of base ship
sp: slightly slower than base ship
sl: 1h, 4-6m, 8l

deep space explorer
r: science ship that explores the reaches of space, gathering research points for its lab and thus eventually bpcs and bpos by scanning asteroids, moons and planets as well as pois (each for different areas of research). Scanning the same object twice doesn't do anything, and the amount gained from an object depends on its rarity and the time that has passed since they were last scanned by anybody.
sa: requires constant cargo of scientists, produces research points, large cpu
sk: lab op 3, astrogeo 4, astromet 4, reserach 5, indy 5
c: half of base ship
sp: similar to base ship
sl: 1h + 1miner, 6m, 6l

I also wholeheartedly support many of the other ideas proposed here, especially passenger transport and specialty cargo transport. Smugglers and fire barges ('kamikaze' indies with a cargohold full of tnt) are very nice, too, but I'd prefer to see this solved through modules, such as 'hidden compartments' for one and 'critical reactor destabilizer' for the other (each with their corresponding skills). The latter would activate the ship's selfdestruct and leave the pilot some 30 seconds or so to get in his capsule and out of harm's way. Furthermore, a module that disguises a ship's type at first glance (unless ship scanned, that is) might be nice too, especially for those 'traps'.

Kayscha
Kayscha

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.23 11:37:00 - [3]

Another idea for a weird design just hit me:

blockade breaker
r: this design does not out-run its foes but out-sit them instead. sacrifices everything else for defense (armour or shiled, depending on race), allowing it enough time to warp from all but the strongest opposition.
sa: +20% armor +20% shields
sk: indy 5, remote armor/tactical shield 5 (depending on race)
ca: 1/4 of base ship
armor/shields: 10 times that of base ship, with high resistances all over
warp scramble: -3
sp: half of base ship; warp speed 1/4 of base ship
sl: 0h, 4m, 6l or 0h, 6m, 4l (depending on race)

Kayscha
Kayscha

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.23 11:37:00 - [4]

Another idea for a weird design just hit me:

blockade breaker
r: this design does not out-run its foes but out-sit them instead. sacrifices everything else for defense (armour or shiled, depending on race), allowing it enough time to warp from all but the strongest opposition.
sa: +20% armor +20% shields
sk: indy 5, remote armor/tactical shield 5 (depending on race)
ca: 1/4 of base ship
armor/shields: 10 times that of base ship, with high resistances all over
warp scramble: -3
sp: half of base ship; warp speed 1/4 of base ship
sl: 0h, 4m, 6l or 0h, 6m, 4l (depending on race)

Kayscha
Kayscha

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.02 13:06:00 - [5]

Industry V as a pre-requisite for TRANSPORT ship skill? What lunacy is this?! These ships are NOT mobile factories and production is the only use for industry. Anyone care to explain that to me?

Navigation V or trade V would have been halfway sensible choices. As it stands, the little extra I can carry in them in no way justifies the effort of learning the skills :(
Kayscha
Kayscha

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.02 13:06:00 - [6]

Industry V as a pre-requisite for TRANSPORT ship skill? What lunacy is this?! These ships are NOT mobile factories and production is the only use for industry. Anyone care to explain that to me?

Navigation V or trade V would have been halfway sensible choices. As it stands, the little extra I can carry in them in no way justifies the effort of learning the skills :(
   
 
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