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| Author | Thread Statistics | Show CCP posts - 10 post(s) |
![]() Kretta Daisul |
Posted - 2005.01.06 23:21:00 -
[1] Edited by: Kretta Daisul on 06/01/2005 23:22:49
SOOooo ... Tech II indies are basically the uber non-factory modded versions of our current vessels. And unfortunately your 'smuggler' ship would have to have the same old skin than the ship it was based on, or stick out like a sore thumb, or have some other role besides its clandestine one that Concorde would consider legit. Freighters are the Kings of the Space Lanes, but still Tech I (at least at their introduction). Hell, now I'm more excited about Freighters than elite Industrials! That being said, I'll take a ***** at this, since this is -very- similar to a 'friend' of mine's post in another thread Packet - Reasoning: Cuz the mail, small goods, gear, etc. has to go through, and you don't always commit -warships- to moving regular supplies down regular routes. - Special Ability: Higher warp multiplier when initiated by AP. - Skills: Courier, Indy 5, Navigation 5 prereq. - Cargo: 75% that of a standard indy. - Speed: Faster than an indy - Slots: Similar to an indy of its race. Flute - Reasoning: Sturdy, reliable, and easy to rig (fit) indy, and relatively cheap (for an elite indy) to build/replace. - Special ability: Improved fitting bonuses. - Skills: Indy 5, Engineering 5 Engineering 5 prereq. - Cargo: Standard indy. - Speed: Standard indy. - Slots: Additional low and midslot for its race. Personnel Transport *Like to see these as tech1 actually* - Reasoning: Gotta carry colonists, tourists, VIP's, and refuggees in something right? What, you wanna throw them in the cold hold? You beast! - Special Ability: Secondary 'cargo bays' that only accepts 'passenger' trade goods, but can carry quite a few, depending on the transport. This needs supply and demand added for bulk passengers (Flow for Tourists: High Population Centers to Resort systems for Tourists. Empire to Empire VIP's (label each passenger type with its empire or race, ie. Amarr VIP's.). Many other possibilities. Liner Skill adds +10% (round down to nearest whole number) more passengers of each class the ship can carry per level. - Skills: (if Tech 1: Industrial 3, Liner) - Skills: (if Tech 2: Industrial 5, Social 5, Liner) - Cargo: 10% of a standard indy. - Passengers: 1000 middle class (Tourists and lower). 10 high class (VIP's, CEO's, Ambassadors, etc.). - Speed: A little faster than an indy. - Slots: Similar to indies of its race BUT=> New modules: High Class Passenger Module Takes a midslot, adds 5 more High Class passengers to capacity. Middle Class Passenger Module Takes a lowslot, adds 100 more Middle Class passengers to capacity. These can be added to regular indies but require Liner skill to fit and make active, allowing regular indies to dabble in speculative passenger services. "An Eye for an Eye ... is necessary when dealing with cybernetics, unless you want to look like a borged out freak." - Kretta Daisul |
Kretta Daisul Viziam |
Posted - 2005.01.06 23:21:00 -
[2] Edited by: Kretta Daisul on 06/01/2005 23:22:49
SOOooo ... Tech II indies are basically the uber non-factory modded versions of our current vessels. And unfortunately your 'smuggler' ship would have to have the same old skin than the ship it was based on, or stick out like a sore thumb, or have some other role besides its clandestine one that Concorde would consider legit. Freighters are the Kings of the Space Lanes, but still Tech I (at least at their introduction). Hell, now I'm more excited about Freighters than elite Industrials! That being said, I'll take a ***** at this, since this is -very- similar to a 'friend' of mine's post in another thread Packet - Reasoning: Cuz the mail, small goods, gear, etc. has to go through, and you don't always commit -warships- to moving regular supplies down regular routes. - Special Ability: Higher warp multiplier when initiated by AP. - Skills: Courier, Indy 5, Navigation 5 prereq. - Cargo: 75% that of a standard indy. - Speed: Faster than an indy - Slots: Similar to an indy of its race. Flute - Reasoning: Sturdy, reliable, and easy to rig (fit) indy, and relatively cheap (for an elite indy) to build/replace. - Special ability: Improved fitting bonuses. - Skills: Indy 5, Engineering 5 Engineering 5 prereq. - Cargo: Standard indy. - Speed: Standard indy. - Slots: Additional low and midslot for its race. Personnel Transport *Like to see these as tech1 actually* - Reasoning: Gotta carry colonists, tourists, VIP's, and refuggees in something right? What, you wanna throw them in the cold hold? You beast! - Special Ability: Secondary 'cargo bays' that only accepts 'passenger' trade goods, but can carry quite a few, depending on the transport. This needs supply and demand added for bulk passengers (Flow for Tourists: High Population Centers to Resort systems for Tourists. Empire to Empire VIP's (label each passenger type with its empire or race, ie. Amarr VIP's.). Many other possibilities. Liner Skill adds +10% (round down to nearest whole number) more passengers of each class the ship can carry per level. - Skills: (if Tech 1: Industrial 3, Liner) - Skills: (if Tech 2: Industrial 5, Social 5, Liner) - Cargo: 10% of a standard indy. - Passengers: 1000 middle class (Tourists and lower). 10 high class (VIP's, CEO's, Ambassadors, etc.). - Speed: A little faster than an indy. - Slots: Similar to indies of its race BUT=> New modules: High Class Passenger Module Takes a midslot, adds 5 more High Class passengers to capacity. Middle Class Passenger Module Takes a lowslot, adds 100 more Middle Class passengers to capacity. These can be added to regular indies but require Liner skill to fit and make active, allowing regular indies to dabble in speculative passenger services. "An Eye for an Eye ... is necessary when dealing with cybernetics, unless you want to look like a borged out freak." - Kretta Daisul |
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