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Oveur
Oveur

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Posted - 2005.01.06 18:04:00 - [1]

I wanted to gather some info on your expectations before we start final testing on them. I would like to see posts on a special ability or two (which would really be the role), skill requirements (and what the skill affects) and slot/hp configuration.

It can also be simple, example:

Smuggler
- Reasoning: Cause the chicks dig smugglers, especially if they have a ship to show with hidden compartments.
- Special ability: Resistance to customs scanning
- Skills: Smuggling, Indy 5 and Signature Analysis 5 prereq
- Cargo: Much less than an standard indy
- Speed: Faster than an indy
- Slots: Similar to current indies of its race.

I'll delete anything else than suggestions formatted like that to keep this on topic and clean. To hint you in the direction we are going, they won't have larger native cargoholds than current indies, since they have far more armor - so pretty much the same or a bit less.

They will under no circumstances have turret slots, can have a missile slot or two. They will be able to extend their cargohold more than current indies with more low slots - so the bigger cargohold is optional at the cost of speede etc. If you know anything about indies, you know how much an extra low slot or two does for your indy.

The reason for the TL2 indies aren't like huge versions of the current ones is that this will be filled by the new Freighter ship class (as in new models, horns, front and tail lights with the fluffy dice and Type-R sticker for those extra 2m/s). They will have cargoholds closer to and above 100K M3 Wink (and thats just the TL1 version)

Edit: If you also have an interest in Starbases, check out this post in the Idea Lab.

Edit: Like I said, I'll delete anything else from this thread. Feel free to talk about other topics in other threads.
_____________________________
I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol.
Terradoct
Terradoct

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Posted - 2005.01.06 18:14:00 - [2]

Edited by: Terradoct on 06/01/2005 18:14:49
Supply depot and refitting ships in space like ship maintance array of Star base, expl - fitting 1 module or removing it from ship to indys cargo requer 1 minut or so.
Tarm
Tarm

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Posted - 2005.01.06 18:22:00 - [3]

Edited by: Tarm on 06/01/2005 18:53:43
Battle Bestower AKA "Minnie-Whooper":
5 High slots - 0 turrets 0 launchers
4 midslots
6 lowslots

+5% Smartbomb damage against Minnies per Battle Industrial level
-20% Powergrid usage for Smartbombs per Battle Industrial level

Special: Smartbombs fit on this vessel damage only war enemies that are Minmatar. Ship looks exactly the same as the tech 1 version.

*Edit: Didn't mean for this to be a 'troll'. I'm just trying to inject some humor into the subject. Wink

-------------------
Fikia
Fikia

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Posted - 2005.01.06 18:23:00 - [4]

1st Day Hauler (I don't know of a good name for this :b)
- Reasoning: FedEx/UPS style delivery speed
- Special Ability: Speed bonuses, Mass Reduction, and/or ability to easily fit a MWD w/o using low slots for Micro Power Aux's
- Skills: Navigational level 5 skills (Navigation, AB or High Speed Manu 5)
- Cargo: Less than current indies.
- Speed: A lot faster or at least gains more benifit from ab/mwd via mass
- Slots: Similar to current indies
Shimatu
Shimatu

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Posted - 2005.01.06 18:33:00 - [5]

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
Dred 'Morte
Dred 'Morte

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Posted - 2005.01.06 18:47:00 - [6]

Trolls... Rolling Eyes, Oveur, your smuggling industrial idea is great. i mean, really, its the answer for all these stupid agent offers, and it adds the smuggler profession to the game.
Hakera
Hakera

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Posted - 2005.01.06 18:49:00 - [7]

smuggler, lower cargo hold, bonus to smuggling chance, fast indy with lower sig radius
the carrier: carries repackaged ships around or pos structures
the armoured merchant - med cargo, more defensive hp, more defenses


Dumbledore - Eve-I.com
Na'Axin
Na'Axin

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Posted - 2005.01.06 18:51:00 - [8]

smuggler: IMMUNITY to customs

for the rest I don't care

(\_/)
(O.o)
(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination.
flummox
flummox

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Posted - 2005.01.06 19:02:00 - [9]

not sure what you mean about not having any turret slots. does that mean the current ones will come off? or just no more than the one already on? i'll assume you mean "no more then current" for now.

GateCrasher:

Reason: equipment needs to get to it's destinatation. a professional hauler is only worth it if he can deliver the stuff.

Special Ability: resistence to jamming, scrambling, webbing. not sure how to do this. maybe double or multiply based on skills the effects of onboard ECM and ECCM modules, and reduce the effectiveness of hostile ECM/ECCM/Jamming modules. for instance:
* - 50% to warp core stabilization. making a regualar 1 strength WCS into a 1.5. the WCS II's would give a 3 value.
* - -25% to hostile ECM modules
* - maybe some kind of fitting bonus

Skills: Indy 5, electronic warfare 5, maybe tie this in with the BlackOps skillset?

Cargo: less than standard indy. it's not how much you bring, it's whether you can make it or not.

Speed: Slightly faster (just because indies are slow). i don't think speed would be the focus point of this. sure, some added speed, but nothing crazy. extra slots will allow for users to make a really fast one if they want to.

Slots:
3 High slots - 1 turret, 1 missle, 1 blank
7 or 8 Midslots - you have to allow for a ton of midslots to make this an effective ECCM machine or have enought shields and such.
6, 7, or 8 lowslots - a reduced base cargo will offset this becoming a 45,000m3 behemoth. basically, a T2 indy should be able to come close to the regular indy cargo size, but at the cost of using expanders. if that is what someone wants to do with this ship. otherwise, they can properly fit the lowslots with WCS and all the rest.

This is just a crazy idea brought on by the greasy tacos i had for lunch... Neutral

there is a fine, but dissasterous line between a fart and a shart. i suggest you make sure which side you want to be on...
Magunus
Magunus

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Posted - 2005.01.06 19:02:00 - [10]

Blockade runner
- Reasoning: Fast small hauler for blockade running or loot collecting.
- Special ability: +20% velocity per level, maybe some scavenger drone ability also
- Skills: Indy 5 Navigation 5 (or Drones 5 if scavengers) prereq
- Cargo: eh. Maybe 5k?
- Speed: Say 250 or so? A LOT Faster than an indy (and able to use MWD)
- Slots: Say 1 high (or 2 if they use something like a high slot tractor beam to get stuff out of cans at a much longer range), 4 mid, 3 low for speed mods.
- Drones: Maybe something like -25% per level to scavenger drone size so it can use those, but not much else. Say it could handle 10 scavengers but only 2 hammerheads at level 5.
- Combat: Defenses similar to cruiser for that race to survive a bit longer in combat. Somewhere between cruiser and frigate for sig radius.

Good for blockade running or loot collecting. Could also easily be used as a ammo supply ship.

Geez. Anybody wondering if I'm bored?
---

In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-- Douglas Adams, 'The Restaurant at the End of the Universe'
Grimpak
Grimpak

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Posted - 2005.01.06 19:09:00 - [11]

T2 indy: Thugger (as someone said once).
Special ability: tow cans of any kind and size
skill req: indy5, anchoring5, mechanic5, thugger skill

not much slots, nor cargo space, same speed as normal hauler. n¦ of towing cans = to the thugger skill level. Based in the lvl1 indys pherhaps?
-------------------


Quote:
Fragm's Oversized Ego Cannon barely scratches the forums, inflicting omgnoonecares damage
Elrathias
Elrathias

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Posted - 2005.01.06 19:32:00 - [12]

seriously? indy 5? isnt that a bit too much to be reasonable? i mean, msot people arent gonna put off ~50 days just to be able to have "resistance" to customs scannings. i mean, its a rank 4 skill goddammit.

i kno that almost everyone worth their salt uses iteron MK v's, but there are also people who are just doing agnetmissions that arent going to spend that much training time on indy 5 just for the hell of it.

an alternative is making a speedy frigate version with like 600m3 cargo or so that just takes frig 5 or so.
--------------------------

MachineMk2
MachineMk2

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Posted - 2005.01.06 19:35:00 - [13]

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
Ghostfire
Ghostfire

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Posted - 2005.01.06 19:42:00 - [14]

Edited by: Ghostfire on 06/01/2005 19:48:43
Originally by: Oveur

Smuggler
- Reasoning: Cause the chicks dig smugglers, especially if they have a ship to show with hidden compartments.
- Special ability: Resistance to customs scanning
- Skills: Smuggling, Indy 5 and Signature Analysis 5 prereq
- Cargo: Much less than an standard indy
- Speed: Faster than an indy
- Slots: Similar to current indies of its race.




^^ Nice Very Happy

Suggestions:

Fleet Ammo Carrier - Reasoning: To allow fleets to set up cloaked meeting point to rearm.
- Special ability:
Remain cloaked within 500m of object providing speed = 0
Cargo Increase +10% per level, 10% Inertia per level

- Skills: Cloaking 5 Sig Analysis 5 Covert Ops 5
- Cargo: 2500 m3
- Speed: Slightly Faster than an indy .
- Slots: 1 High Slot 5 Medium 3 Low

Frigate Carrier - Reasoning: To allow fleets to bring ships with them
- Special ability:
Can carry 5 frigates +1 frig per level.
Can only carry frigates. Launched in a simular way to drones and remain inactive until boarded or scooped.

- Skills: Logistics 4 , Hull Upgrades 5 ,
- Cargo: ? not sure how this idea can be implemented.
- Speed: 100 m/s
- Slots: 3 High Slot[2 launcher] 5 Medium 1 Low
Shimatu
Shimatu

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Posted - 2005.01.06 19:42:00 - [15]

Originally by: MachineMk2
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


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
Sir Alsamus
Sir Alsamus

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Posted - 2005.01.06 19:44:00 - [16]

Edited by: Sir Alsamus on 06/01/2005 19:47:48
Edited by: Sir Alsamus on 06/01/2005 19:45:32
How about a dedicated ore hauler to work with the shiny new barges.

Reasoning, Ore takes a age to haul or requires lots of haulers when doing mining ops.
Special Ability: Ore packing. Ore can be fitted into a specially designed cargo hold each lvl increase oore hold size by 20% for example.
Skills: Indy 5, Ore packing, Mining 5, Astrogeology 5.
Cargo. Impossible to fit any thing other than ore in the hold. Hence the specially designed hold.
Speed, Slower than a normal indy, sort of mining barge speed.
Slots. Similar to current indys.
Maybe have a special ore hold expander or something similar only fit on these ships. Carnt use normal expanders.

Just a note, Not like a frieghter with a huge hold as this can only carry ores.
Check the site at http://www.sailes.co.uk/btt/
Iachrites Archveult
Iachrites Archveult

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Posted - 2005.01.06 19:45:00 - [17]

Edited by: Iachrites Archveult on 06/01/2005 19:46:26
One for each race, trying to play to racial strengths...

Survivor
Race: Amarr
Hull: Bestower
Reasoning: Armour Tanking Transport
Special ability 1: 10% Armour Repairer Bonus
Special ability 2: 5% Armour Resistances Bonus
Skills: Indy 5, Mechanic 5, Repair Systems 5 prereq
Cargo: 10-20% less than Bestower
Speed: 10% more than Bestower
Slots: 2 Hi, 3 Med, 6 Low (sacrifices a mid but gets 2 extra lows) 1 turret HP, 0 missile HP

Boar
Race: Caldari
Hull: Badger Mk II
Reasoning: Shield Tanking Transport
Special ability 1: 10% Shield Boost Bonus
Special ability 2: 5% Shield Resistances Bonus
Skills: Indy 5, Electronics 5, Shield Operations 5 prereq
Cargo: 10-20% more than Badger Mk II (note only 2 lows - expansion limited)
Speed: 5% more than Badger Mk II
Slots: 3 Hi, 7 Med, 2 Low - 1 missile HP, 0 turret HP

Fusewire
Edit: Minmatar
Hull: Hoarder
Reasoning: Cap Disrupting Transport
Special Ability 1: 10% Energy Neutralizer target cap reduction
Special Ability 2: 5% Energy Vampire energy transferred
Skills: Indy 5, Engineering 5, Energy Emission Systems 5
Cargo: 10% less than Hoarder
Speed: 5% more than Hoarder
Slots: 4 Hi, 2 Med, 2 Low - 0 Turret HP, 0 Missile HP

Veilux
Race: Gallente
Hull: Iteron Mk 3
Reasoning: Cargo Scan Resistant Ship (Cargo Scanner not Customs)
Special Ability 1: -20% Enemy Cargo Scanner Accuracy
Special Ability 2: -5% Targetting Speed Bonus (ie. faster)
Skills: Indy 5, Electronics 5, Signature Analysis 5
Cargo: 20% less than Iteron Mk 3
Speed: 25% faster than Iteron Mk3
Slots: 2 Hi, 4 Med, 4 Low - 1 Turret HP, 0 Missile HP


Iac




Pottsey
Pottsey

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Posted - 2005.01.06 19:48:00 - [18]

Edited by: Pottsey on 06/01/2005 20:06:56
Covert Op indi no weapons.

-Reasoning: helps moves ore though bloackes and I like the idea of a cloaked Covert op ship escorting a cloaked Covert Opp Indi
- Special ability: Can use Covert Opp cloak. Hard to get a target lock on due to stealth. Add that to normal Covert Op ships as well please.
- Skills:, Indy 5 and same as covert Op ships perhaps a little higher like Covert op ship lvl 3.
- Cargo: 20% less then a Iteron Mk5 due to the covert op equipment.
- Speed: same perhaps 10% faster than an indy
- Slots: Similar to current indies of its race. In fact I would make a Iteron 5 with but with two high slots no turret. Perhaps instead of extra cargo hold per level make it 5% extra speed per level.

_________________________________________________
Gallente defensive innovation comes from unexpected source.
Harisdrop
Harisdrop

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Posted - 2005.01.06 19:49:00 - [19]

- Reasoning: I invision an Agent machine. Note the social requirement. This ship should be able to take out or get out from gate npc rats since the power grid and cpu are higher. It does not need to be faster in base but you could place a 10mn mwd on it


Smuggler

- Special ability: 2% less chance per Industrial level of customs finding contraband
- Skills: Smuggling, Indy 5 and Social 5 prereq
- Cargo: Around 1500m3
- Speed: Higher power grid and CPU levels
- Slots: Similar to current indies of its race. extra high point with race influenced.
--------------------------

Garsh ma it soo cool killing people in there space thingies
Pottsey
Pottsey

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Posted - 2005.01.06 19:52:00 - [20]

Edited by: Pottsey on 06/01/2005 20:05:27
Fleet Support hauler

Basically an amour plaited hauler for war zones. Should have lots of hit points and be able to take a pounding but not tank with boosters. Perhaps low cap so you cannot run boosters for hours on end. ShouldnÆt be able to passive tank either. Though enough hitpoints so your escort's get a chance to save you if your warp scramble. No boosters mean you cannot afk mine in deep space and if someone does warp scarbble you, your dead without escorts. Slow speed means they get chance to warp scramble you so escort are needed. Loging out might be a problem.

- Reasoning: Help bring ammo and other needed resourceÆs to war zones. Escort still needed but its not going go down in 10 seconds in combat.
- Special ability: Slower and tougher then a normal indi.
- Skills:, Indy 5 unsure on rest
- Cargo: 20% less then a Iteron Mk5 due to the extra amour plating and shield equipment.
- Speed: 20% slower than an indy due to extra amour.
- Slots: Similar to current indies of its race. With 1 point defence turret.



Fleet Support hauler Version 2

Sorry cannot resist posting this next idea which is similar to above. Passive tanked Hauler. 10% boost to shield regen per level. 10% boost to shield cap per level. Natively high shield recharge and decent shield cap size. No weapons but due to the natively high recharge has a good chance of surviving being shot at giveing escorts time to respond. Perhaps make it 5% shield cap boost per level in groups. On top of Escort TacticÆs

- Reasoning: Help bring ammo and other needed resourceÆs to war zones. Escort still needed but its not going go down in 10 seconds in combat.
- Special ability: Slower and tougher then a normal indi.
- Skills:, Indy 5, Escort Tactics 5
- Cargo: 20% less then a Iteron Mk5 due to the extra shield equipment.
- Speed: 20% slower than an indy due to extra shield equipment.
- Slots: Similar to current indies of its race. With 1 point defence turret or drones for Gallant but limited to 4 max. No mining drones. Little CPU so now powerfull weapons.

_________________________________________________
Gallente defensive innovation comes from unexpected source.
MOOstradamus
MOOstradamus

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Posted - 2005.01.06 20:05:00 - [21]

FREIGHTER
  • Reasoning: ULTRA HAULING
  • Special Ability: JUMP DRIVE
  • Skills: RACE INDUSTRIAL(5), <UNKNOWN FREIGHTER SKILL>(3) & JUMP DRIVE(3)
  • Cargo: HUUUGE
  • Speed: SNAIL-ESQUE
  • Slots: DON'T CARE BUT ZERO COMBAT ABILITY


Of course for this to come into existance the mechanics of 'Jump Drives' needs to be established. The only thing I can come up with right now is that this must clearly involve time to setup & carry out as it is a 'super safe' way to travel & transport a large amount of stuff.

More to follow ...


MOOrovingian "Following & supporting EVE (since Jan 2001) is like wiping your arse with sandpaper."
Pottsey
Pottsey

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Posted - 2005.01.06 20:08:00 - [22]

Can you please make it so the freighter ship class needs the Industrial skill.
_________________________________________________
Gallente defensive innovation comes from unexpected source.
Mikelangelo
Mikelangelo

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Posted - 2005.01.06 20:09:00 - [23]

Scavenger type industrial

Reasoning: An industrial that can be used to salvage floating space junk (Minmatar would love this one).

Special ability: +1 scavenger drone control per level
Skills: Drones 5, long range targeting 5
Cargo: Somewhat on par with a Hoarder, maybe a little lower.
Speed: Slightly faster than a Hoarder or the smaller minnie Indy (forget the name).
Slots: 2-3 high slots (2 missile, 0 turret, 1 other), 4 mid lots, 3 lows.
Armor: Maybe on par with a Mammoth.

An industrial that can defend itself against low level rats, while scouring belts, abandoned sites, debris for useful tidbits of technology which can be recycled.

I envision this thing to look like a floating trash heap, something inbetween a Jawa sand crawler, a ball of yarn and a circuit board with a banana peel on top.


Mercade
Mercade

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Posted - 2005.01.06 20:15:00 - [24]

Mobile Storage Platform
Designed to pair with the high yield of the mining barges and provide a more secure in space storage system.
Similiar to a standard hauler in many aspects, with if anything less armor and slots.
Manuevers into position and deploys through a 5min self anchoring procedure. Becomes a 100km3 storage bank +20% per level tech2 industrial.
Incapable of self defense, taking much damage or moving while deployed. A piloted substitute to jet cans and also allows temporary construction platforms or space storage.

Optional also: Possibly usable with standard cloaking devices for it's only defense. Not AFK exploitable as cargo has to be exchanged via jet cans which would break 2k cloaking range. I read something smiliar to this as a module for the mining barges to allow themselves to "plant" in space for extended mining duration.
Pottsey
Pottsey

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Posted - 2005.01.06 20:17:00 - [25]

Long Range Trader


- Reasoning: Speed up hauler over long rangeÆs
- Special ability: Normal indi but can use Jump Drive or perhaps mini Jump Drive. Either jump without gate or mini jump drive means you use gates but do two jumps at once skipping 1 system out between jumps.
- Skills:, Indy 5 unsure on rest
- Cargo: 20% less then a Iteron Mk5 due to the space needed for the jump drive.
- Slots: Similar to current indies of its race. 2 high slots 1 jump drive module high slot. Perhaps make jump drive modules control how far you can jump. Better the module the further you go.

_________________________________________________
Gallente defensive innovation comes from unexpected source.
Phantom II
Phantom II

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Posted - 2005.01.06 20:19:00 - [26]

ability to move station cans and vaults maybe? if this hasent already been mentioned.


its pretty annoying not to be able to move/use the cans your agent give u.
-----------------------
Want to sell:

Tracking Link II
Dual 425mm AutoCannon II
Dual 650mm Repeating Artillery II
1200mm Artillery Cannon II
1400mm Howitzer Artillery II
MachineMk2
MachineMk2

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Posted - 2005.01.06 20:20:00 - [27]

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.
Malena
Malena

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Posted - 2005.01.06 20:21:00 - [28]

I really like the fleet carrier suggestion would have suggested it myself if it wasn't already there so please consider this my vote for that. As a side note, I would suggest a drone transport as well, something that can tractor drones into a gangmates bay (make it gang only to avoid theft) while in space. Yes, you can kick them out of a cargo bay in a can right now, but the recipient still has to dock and put them in his bay.


Lagar
Lagar

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Posted - 2005.01.06 20:53:00 - [29]

Ore hauler: (crap name but it's what i can come up with atm)

Itheron MK 5: -2 low slots -20% cargo

special ability: 10% more ore for same space per lvl. (what i mean is that the volume of each ore type, that is, at lvl 5 ALL ore types have 50% less volume taking.. so a normal itheron mk V can haul half as much with same space as the indy can)

note this is just one of my idea's, i will come with more ideas later
Thrak
Thrak

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Posted - 2005.01.06 20:58:00 - [30]

Originally by: Elrathias
seriously? indy 5? isnt that a bit too much to be reasonable? i mean, msot people arent gonna put off ~50 days just to be able to have "resistance" to customs scannings. i mean, its a rank 4 skill goddammit.
i kno that almost everyone worth their salt uses iteron MK v's, but there are also people who are just doing agnetmissions that arent going to spend that much training time on indy 5 just for the hell of it.


God forbid, you might actually have to take advantage of courier missions, and allow someone else with specialised skills to do something you cannot do for you. Interact? Me?Embarassed
   
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