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MachineMk2
MachineMk2

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Posted - 2005.01.06 19:35:00 - [1]

Originally by: Shimatu
hmm, some kind of 'trap' industrial would be kinda cool actually. i mean, its already possible with current ones to set it up for taking out lone interceptors and stuff, but wouldnt it be cool to have one that shows on all scans as a badger mk II (i guess youd have to change something so its a unique ship name, so either 'mkII' or 'mk III') but in fact has say 500 cargo space, and a shedload of shields, cap, and EW capability (ie. as if the cargoholds just been filled up with power cores and shield generators and stuff...). So that once its attacked, it locks the enemy ship in place (through perhaps some extended range webbers and scramblers), then tanks like hell until reinforcements arrive.
oh, in correct format that is:
Trap (Badger mk 11)
- Reasoning: to trap ebil indy-gankers.
- Special ability: EW modules (such as webbers and scramblers) get double range (+20%/caladari industrial level)
- Skills: caldari industrial 5, EW 5 (or 4, but its tech 2 so 5 sounds right :P)
- Cargo: 500
- Speed: same as current
- Slots: 1 high, 0 turret/missile. 6 medium, 2 low.

although, thinking about it, a 'trap' module might be more suitable - low slot, only *****ble on an industrial, and gives massive powergrid, cap and shield increases at the cost of 99% cargo capacity.


oh, and that smuggler one oveur... it should carry a statutory 0.01 (or so) standing hit, for everytime customs trys to scan you - they know your a criminal, but cant prove it.



Something akin to a WWII Q-ship. :D
MachineMk2
MachineMk2

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Posted - 2005.01.06 20:20:00 - [2]

Okay...mine's a bit different than Shimatu's. :D

Caldari Q-Ship (Q-ship def: A decoy ship, especially an armed ship disguised as a merchant ship to entice submarines to surface so that they may be attacked with gunfire.). This may not be the most useful ship as getting ganked usually involves several battleships...but it'd be fun. :D

Class name: Mimic
Race: Caldari
Hull: Badger Mk II
Type: Armed Decoy
Bonus 1: 5% bonus Kinetic Missile Damage per indy skill level and 10% bonus to Missile Velocity per level.
Bonus 2: Ship scanning mask (displays a randomized indy setup if scanned). Maybe 5% resistances per level.
Skills: Indy 5, Sig Analysis 5, Covert Ops 4,
Cargo: 400m3
Slots: 4 Hi, 3 Med, 2 Low - 4 missile HP, 0 turret HP

Ideally you should be able to have 4 heavy launchers w/ enough mid/low slots to support an AB/power needs but not enough for anything more than a minimum tank.
   
 
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