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Author | Thread Statistics | Show CCP posts - 10 post(s) |
![]() Missa ![]() ![]() ![]() |
Posted - 2005.01.25 17:08:00 -
[1] T2 Indy Ideas: Transports The purpose of this ship class is to give an industrial ship which can easly equip a mwd, it stays large crusier size as far as turrets with the Transports skill properly leveled. These industrials have worse base cargo due to the addition of slots, they have hp somewhat better than their T1 counterparts but it still isn't much. They do all feature increased shield recharge over any other ship class in the game currently. I know passive recharge isn't much of a bonus, but industrials operating in remote space cannot usually afford the resources required to boost their shield much through cap use. They also feature slightly lower masses (10%amarr, 10%caldari, 15%gall, 20%minmatar) than their T1 models, and 25% better agility than the T1 Industrials. All T2 indys will require a T2 skill, lets call it: "Transports" Which requires something like: Spaceship Command V Navigation V Any Race Industrial Spaceship Command V Energy Grid Upgrades 5 ...and then all the smaller skills required for those. T2 Indys get the T1 +25% speed and +25% max cargo skill bonuses + 1 Racial Bonus + -100% mwd signature bonus per Transports level. All Transports also get a 5th bonus of a -25% chance of being scanned by a customs agent. --Amarr-- Pestlience: +25% Racial Bonus to cap. recharge rate. 230 m/s 750 cpu 200 powergrid 1500 max cap, 400 recharge 450 shield hp, 180 recharge 0em 70exp 40kin 20heat 1800 armor hp, 60em 35exp 25kin 35heat 1800 structure hp 2400 cargo 100 dronespace 75 scan resolution 60km targeting range Signature Radius: 200 4 High Slots, 1 turret 4 Mid Slots 7 Low Slots --Caldari-- Ferret: -25% Racial Bonus to MWD/AB duration per cycle. 255 m/s 1200 cpu 140 powergrid 1200 max cap, 310 recharge 1250 shield hp, 270 recharge 0em 60exp 40kin 45heat 850 armor hp, 60em 10exp 25kin 45heat 1700 structure hp 2125 cargo 100 dronespace 100 scan resolution 70km targeting range Signature Radius: 300 3 High Slots, 1 turret, 2 missle 7 Mid Slots 5 Low Slots --Gall-- Insert Gall Racial Indy Name Here: +25% Racial Bonus to MWD/AB cap use per cycle 245 m/s 950 cpu 180 powergrid 1350 max cap, 355 recharge 650 shield hp, 240 recharge 0em 60exp 50kin 20heat 1450 armor hp, 60em 35exp 25kin 35heat 2400 structure hp 2800 cargo 500 dronespace 80 scan resolution 65km targeting range Signature Radius: 270 4 High Slots, 1 turret, 1 missle 6 Mid Slots 6 Low Slots --Minmatar-- Pilferer: +25% Racial Bonus to MWD/AB Velocity. 850 cpu 175 powergrid 1300 max cap, 340 recharge 1050 shield hp, 330 recharge 25em 60exp 40kin 20heat 1100 armor hp, 75em 10exp 25kin 35heat 1500 structure hp 2400 cargo 250 dronespace 90 scan resolution 60km targeting range Signature Radius: 225 3 High Slots, 1 turret, 1 missle 6 Mid Slots 6 Low Slots --Missa New Siggy to Come Soon(tm) |
Missa Caldari Caldari Technological Division ![]() ![]() ![]() |
Posted - 2005.01.25 17:08:00 -
[2] T2 Indy Ideas: Transports The purpose of this ship class is to give an industrial ship which can easly equip a mwd, it stays large crusier size as far as turrets with the Transports skill properly leveled. These industrials have worse base cargo due to the addition of slots, they have hp somewhat better than their T1 counterparts but it still isn't much. They do all feature increased shield recharge over any other ship class in the game currently. I know passive recharge isn't much of a bonus, but industrials operating in remote space cannot usually afford the resources required to boost their shield much through cap use. They also feature slightly lower masses (10%amarr, 10%caldari, 15%gall, 20%minmatar) than their T1 models, and 25% better agility than the T1 Industrials. All T2 indys will require a T2 skill, lets call it: "Transports" Which requires something like: Spaceship Command V Navigation V Any Race Industrial Spaceship Command V Energy Grid Upgrades 5 ...and then all the smaller skills required for those. T2 Indys get the T1 +25% speed and +25% max cargo skill bonuses + 1 Racial Bonus + -100% mwd signature bonus per Transports level. All Transports also get a 5th bonus of a -25% chance of being scanned by a customs agent. --Amarr-- Pestlience: +25% Racial Bonus to cap. recharge rate. 230 m/s 750 cpu 200 powergrid 1500 max cap, 400 recharge 450 shield hp, 180 recharge 0em 70exp 40kin 20heat 1800 armor hp, 60em 35exp 25kin 35heat 1800 structure hp 2400 cargo 100 dronespace 75 scan resolution 60km targeting range Signature Radius: 200 4 High Slots, 1 turret 4 Mid Slots 7 Low Slots --Caldari-- Ferret: -25% Racial Bonus to MWD/AB duration per cycle. 255 m/s 1200 cpu 140 powergrid 1200 max cap, 310 recharge 1250 shield hp, 270 recharge 0em 60exp 40kin 45heat 850 armor hp, 60em 10exp 25kin 45heat 1700 structure hp 2125 cargo 100 dronespace 100 scan resolution 70km targeting range Signature Radius: 300 3 High Slots, 1 turret, 2 missle 7 Mid Slots 5 Low Slots --Gall-- Insert Gall Racial Indy Name Here: +25% Racial Bonus to MWD/AB cap use per cycle 245 m/s 950 cpu 180 powergrid 1350 max cap, 355 recharge 650 shield hp, 240 recharge 0em 60exp 50kin 20heat 1450 armor hp, 60em 35exp 25kin 35heat 2400 structure hp 2800 cargo 500 dronespace 80 scan resolution 65km targeting range Signature Radius: 270 4 High Slots, 1 turret, 1 missle 6 Mid Slots 6 Low Slots --Minmatar-- Pilferer: +25% Racial Bonus to MWD/AB Velocity. 850 cpu 175 powergrid 1300 max cap, 340 recharge 1050 shield hp, 330 recharge 25em 60exp 40kin 20heat 1100 armor hp, 75em 10exp 25kin 35heat 1500 structure hp 2400 cargo 250 dronespace 90 scan resolution 60km targeting range Signature Radius: 225 3 High Slots, 1 turret, 1 missle 6 Mid Slots 6 Low Slots --Missa New Siggy to Come Soon(tm) |
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