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| Author | Thread Statistics | Show CCP posts - 10 post(s) |
![]() Tremex |
Posted - 2005.01.16 16:30:00 -
[1] Edited by: Tremex on 16/01/2005 16:36:20 Edited by: Tremex on 16/01/2005 16:35:12 Edited by: Tremex on 16/01/2005 16:33:27 I really like the custom-proof hauler idea... Also, I want salvage drones! This idea could be nice: - Reasoning: We should be able to capture big vessels. That would require marines, small arms (both illegal) and enough time. When you boarded the vessel, its shields are down and the armor is damaged. The pilot of the boarded vessel would not be killed and would just be dropped in a pod. To prevent pod kills, the weapons are damaged too, and need to be repaired before they function. The chance of succes depends of the ammount of marines and small arms you have in your cargohold along with the boarding skill level. - Special ability: To board any ship above 70'000'000kg mass. - Skills: Evasive maneuvring 5, Indy 4, Boarding. Each level of boarding adds 10% chance of succes (starting from 0%) and reduces of 20% the armor damage upon succes. - Cargo: Much less than an standard indy. Cargo hold can only contain marines and small arms. - Armor: Much less than an indy - Speed: Faster than an indy - Slots: Few low and high slots, but many medium slots for jamming and warp scrambling Using a smartbomb, of course, is the best way to counter that ship... |
Tremex |
Posted - 2005.01.16 16:30:00 -
[2] Edited by: Tremex on 16/01/2005 16:36:20 Edited by: Tremex on 16/01/2005 16:35:12 Edited by: Tremex on 16/01/2005 16:33:27 I really like the custom-proof hauler idea... Also, I want salvage drones! This idea could be nice: - Reasoning: We should be able to capture big vessels. That would require marines, small arms (both illegal) and enough time. When you boarded the vessel, its shields are down and the armor is damaged. The pilot of the boarded vessel would not be killed and would just be dropped in a pod. To prevent pod kills, the weapons are damaged too, and need to be repaired before they function. The chance of succes depends of the ammount of marines and small arms you have in your cargohold along with the boarding skill level. - Special ability: To board any ship above 70'000'000kg mass. - Skills: Evasive maneuvring 5, Indy 4, Boarding. Each level of boarding adds 10% chance of succes (starting from 0%) and reduces of 20% the armor damage upon succes. - Cargo: Much less than an standard indy. Cargo hold can only contain marines and small arms. - Armor: Much less than an indy - Speed: Faster than an indy - Slots: Few low and high slots, but many medium slots for jamming and warp scrambling Using a smartbomb, of course, is the best way to counter that ship... |
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