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| Author | Thread Statistics | Show CCP posts - 10 post(s) |
![]() Shimatu |
Posted - 2005.01.06 18:33:00 -
[1] 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. 3-I's T2 sales can be found HERE |
![]() Shimatu |
Posted - 2005.01.06 19:42:00 -
[2]
well, sorta. but the indy itself wouldnt have any guns of its own. it would just have the ability to hold an enemy still, and stay alive, until help arrived. 3-I's T2 sales can be found HERE |
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