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Author | Thread Statistics | Show CCP posts - 10 post(s) |
![]() Gun Kata ![]() ![]() ![]() |
Posted - 2005.01.10 13:24:00 -
[271] How about an indy that can dock/join to another indy to increase total cargo space for hauling large items? "I have seen everything now." "Yeah? Have you seen a man eat his own head?" |
Gun Kata F.R.E.E. Explorer EVE Animal Control ![]() ![]() ![]() |
Posted - 2005.01.10 13:24:00 -
[272] How about an indy that can dock/join to another indy to increase total cargo space for hauling large items? "Psychos do not explode when sunlight hits them, I don't give a f*** how crazy they are." |
![]() Jim Steele ![]() ![]() ![]() |
Posted - 2005.01.10 14:05:00 -
[273]50 days? what have you been smoking. Its taking me 18 to learn level 5 for iteron 5's Death to the Galante |
Jim Steele Confederation of Red Moon Ascendant Frontier ![]() ![]() ![]() |
Posted - 2005.01.10 14:05:00 -
[274]50 days? what have you been smoking. Its taking me 18 to learn level 5 for iteron 5's Author of "The Apoc Guide" |
![]() Jim Steele ![]() ![]() ![]() |
Posted - 2005.01.10 14:06:00 -
[275] Edited by: Jim Steele on 10/01/2005 14:07:13 How about a hauler capable of fitting a covert ops cloak Death to the Galante |
Jim Steele Confederation of Red Moon Ascendant Frontier ![]() ![]() ![]() |
Posted - 2005.01.10 14:06:00 -
[276] Edited by: Jim Steele on 10/01/2005 14:07:13 How about a hauler capable of fitting a covert ops cloak Author of "The Apoc Guide" |
![]() Dupree ![]() ![]() ![]() |
Posted - 2005.01.10 20:03:00 -
[277] Ok this would require a new line of stuff but would add a great deal to current game play..... one for each race....... scavanger class indys reason... to clean up all that junk in space. special ability: able to fit debris havesting arrays. skills: indy 5, scrap metal rep. 4, refining 5 cargo: equal to current but, (able to compress debis to fit 1.5x amount) speed: slower than current ones slots: 2 high, 5 med, 2 low, 0/1 turret/missile just a ruff idea, but harvester array would fit like a smart bomb, meaning not a turret type, but a focused short range pulse. not too sure about that one???? The things we do in life echo in eternity. "Maximus Decimus Murideus" |
Dupree Caldari Excell Industries ![]() ![]() ![]() |
Posted - 2005.01.10 20:03:00 -
[278] Ok this would require a new line of stuff but would add a great deal to current game play..... one for each race....... scavanger class indys reason... to clean up all that junk in space. special ability: able to fit debris havesting arrays. skills: indy 5, scrap metal rep. 4, refining 5 cargo: equal to current but, (able to compress debis to fit 1.5x amount) speed: slower than current ones slots: 2 high, 5 med, 2 low, 0/1 turret/missile just a ruff idea, but harvester array would fit like a smart bomb, meaning not a turret type, but a focused short range pulse. not too sure about that one???? The things we do in life echo in eternity. "Maximus Decimus Murideus" |
![]() DUFFMANX ![]() ![]() ![]() |
Posted - 2005.01.11 01:41:00 -
[279]
The ammo carriers cloaking ability would make it difficult unless at a ss. If it gets bumped by accident or cos of lenght of time to come to a full standstill would make it vunerable. Maybe have ability to cloak if doin 10m/s or under, but a nice idea. As for the frig carrier thats just sweet. It would make an excellent deployable for ceptors and assaults. Maybe the pilots should be allowed to be carried inside also so when deployed they can goto work. (\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination. |
DUFFMANX Alcatraz Inc. Tactical Narcotics Team ![]() ![]() ![]() |
Posted - 2005.01.11 01:41:00 -
[280]
The ammo carriers cloaking ability would make it difficult unless at a ss. If it gets bumped by accident or cos of lenght of time to come to a full standstill would make it vunerable. Maybe have ability to cloak if doin 10m/s or under, but a nice idea. As for the frig carrier thats just sweet. It would make an excellent deployable for ceptors and assaults. Maybe the pilots should be allowed to be carried inside also so when deployed they can goto work.
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![]() Zaintiraris ![]() ![]() ![]() |
Posted - 2005.01.11 04:06:00 -
[281] Trojan Badger -Reasoning: Works as is, but could use specialization. Use this badger to make an enemy attack, then snare them, like a stationary tackler -Special ability: Much increased shield booster % and/or increased propulsion jamming range -Skills: Caldari Industrial 4, Electronic Warfare 4, Propulsion Jamming 5 -Cargo: Very low, 500-1000m3 -Speed: Same as Badger Mk 2 -Slots: No high, 8 medium, a couple of low I think this would be a good thing. Get a corp that is mining hardcore, and let them leave behind one trojan badger in a field when the rest dispurse. If a pirate comes in and tries to attack it, it can tackle that pirate and let the rest of the people come back to smack it. ---
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Zaintiraris Caldari Archon Industries ![]() ![]() ![]() |
Posted - 2005.01.11 04:06:00 -
[282] Trojan Badger -Reasoning: Works as is, but could use specialization. Use this badger to make an enemy attack, then snare them, like a stationary tackler -Special ability: Much increased shield booster % and/or increased propulsion jamming range -Skills: Caldari Industrial 4, Electronic Warfare 4, Propulsion Jamming 5 -Cargo: Very low, 500-1000m3 -Speed: Same as Badger Mk 2 -Slots: No high, 8 medium, a couple of low I think this would be a good thing. Get a corp that is mining hardcore, and let them leave behind one trojan badger in a field when the rest dispurse. If a pirate comes in and tries to attack it, it can tackle that pirate and let the rest of the people come back to smack it. ---
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![]() Crayathan ![]() ![]() ![]() |
Posted - 2005.01.11 14:21:00 -
[283] Blockade Runner Maybe no more m3 than normal Tech 2 indy skill 5% to shield resistence per lvl 10% to shield hit points per lvl Indy skill 5% more cargo space per lvl 10% to velocity extra mid slots AND jump drive ability (limited) Even though I walk through the valley of the shadow of death, I fear no evil |
Crayathan Gallente Contraband Inc. Mercenary Coalition ![]() ![]() ![]() |
Posted - 2005.01.11 14:21:00 -
[284] Blockade Runner Maybe no more m3 than normal Tech 2 indy skill 5% to shield resistence per lvl 10% to shield hit points per lvl Indy skill 5% more cargo space per lvl 10% to velocity extra mid slots AND jump drive ability (limited) Even though I walk through the valley of the shadow of death, I fear no evil |
![]() Hygelac ![]() ![]() ![]() |
Posted - 2005.01.11 16:01:00 -
[285] I've borrowed heavily from historical uses: Q-Ship - Reasoning: A decoy ship, especially an armed ship disguised as a merchant ship to entice pirate attack, then hold them there until the support can arrive. - Special ability: Bonus to EW strength and Special Warp Disruption Unit that can only be used on a limited basis - Skills: Electronic Warfare 5, Engine Disruption 5 - Cargo: Virtually Non - Speed: Same as Indy - Slots: 1 high, 6 Mid, 3 low Re-supply Freighter - Reasoning: A resupply/refuel ship. Especially designed to carry arms and munitions for deepspace fleet support - Special ability: Bonus to Carrying Charges/Ammo/Drones/Missiles etc. Plus ability to install drones in space! - Skills: Weapons Upgrades 5, Drone Interfacing 5 (I'm struggling here) - Cargo: Same as Indy - Speed: Same as Indy - Slots: Same as Indy Clipper Ship - Reasoning: A fast ship designed to deliver good quickly over great distances. - Special ability: Warps at 20au, Boost to effectiveness of MWD/AB - Skills: Navigation Lvl 5, Warp lvl5, MWD lvl5 - Cargo: Greatly reduced, 2000m3 base perhaps? - Speed: Greatly increased, 300m/s base - Slots: 2 high, 3 mid, 3 low Liberty Ship - Reasoning: A kind of do-it-youself hauler. It cannot be built only assembled out of components which do not use a huge amount of cargo space. Would allow pilots to get to 0.0 systems in a cruiser, extract the components out of their hold then assemble them there on the spot. - Special ability: Prefabricated construction makes them quick and cheap, perhaps you wouldn’t even need a station to assemble one! - Speacial disadvantage: When in warp there is a small percentage that the ship will breakapart, say 3%/AU warped!!! - Skills: Starship Construction 5, Engineering 5, Hull Upgrades 5 - Cargo: Average - Speed: Average - Slots: None! Blockade Runner - Reasoning: Pirates are rife and in these dangerous times you need a ship capable of getting away from trouble whilst keeping your supply lines in tact. - Special ability: Signature Radius advantage (like Intys) gives a greatly increased lock-on time, 50% resistance to webbing, 50% increase in effectiveness of warpcore stabilizers. Greater hull and armour values. - Skills: Industrial 5, Electronic Warfare 5, Engine Disruption 5 - Cargo: Average - Speed: Average - Slots: 3 high, 4 mid, 5 low Tugboat - Reasoning: Moving ships around the eve universe has to be the most painful task in the game. This is a special 'tug' class of ship that is capable of moving 2-3 ships at a time, but not storing them in cargo, by using field technology to pull the ships. But this is the best bit, if a pirate destroys the tugs, the ships stay in tact! - Special ability: Special 'Tractor beam' style module use. - Skills: Industrial 5, Spaceship Command 5, Tug Skill 3 - Cargo: VERY low, cruiser lvl - Speed: VERL slow, we're talking 50m/s - Slots: 3 high (tow module?), 2 mid, 2 low Ore Ship - Reasoning: Carebears love to mine, this ship specializes in storing raw mineral ore efficiently. - Special ability: Increased ability to store ore, say -10% per level - Skills: Industrial 5, Astrogeology5, Science 5, Mining 5 - Cargo: Same as Mammoth - Speed: Slow, 90m/s - Slots: 2 High, 4 Mid, 4 low |
Hygelac Body Count Inc. Mercenary Coalition ![]() ![]() ![]() |
Posted - 2005.01.11 16:01:00 -
[286] I've borrowed heavily from historical uses: Q-Ship - Reasoning: A decoy ship, especially an armed ship disguised as a merchant ship to entice pirate attack, then hold them there until the support can arrive. - Special ability: Bonus to EW strength and Special Warp Disruption Unit that can only be used on a limited basis - Skills: Electronic Warfare 5, Engine Disruption 5 - Cargo: Virtually Non - Speed: Same as Indy - Slots: 1 high, 6 Mid, 3 low Re-supply Freighter - Reasoning: A resupply/refuel ship. Especially designed to carry arms and munitions for deepspace fleet support - Special ability: Bonus to Carrying Charges/Ammo/Drones/Missiles etc. Plus ability to install drones in space! - Skills: Weapons Upgrades 5, Drone Interfacing 5 (I'm struggling here) - Cargo: Same as Indy - Speed: Same as Indy - Slots: Same as Indy Clipper Ship - Reasoning: A fast ship designed to deliver good quickly over great distances. - Special ability: Warps at 20au, Boost to effectiveness of MWD/AB - Skills: Navigation Lvl 5, Warp lvl5, MWD lvl5 - Cargo: Greatly reduced, 2000m3 base perhaps? - Speed: Greatly increased, 300m/s base - Slots: 2 high, 3 mid, 3 low Liberty Ship - Reasoning: A kind of do-it-youself hauler. It cannot be built only assembled out of components which do not use a huge amount of cargo space. Would allow pilots to get to 0.0 systems in a cruiser, extract the components out of their hold then assemble them there on the spot. - Special ability: Prefabricated construction makes them quick and cheap, perhaps you wouldn’t even need a station to assemble one! - Speacial disadvantage: When in warp there is a small percentage that the ship will breakapart, say 3%/AU warped!!! - Skills: Starship Construction 5, Engineering 5, Hull Upgrades 5 - Cargo: Average - Speed: Average - Slots: None! Blockade Runner - Reasoning: Pirates are rife and in these dangerous times you need a ship capable of getting away from trouble whilst keeping your supply lines in tact. - Special ability: Signature Radius advantage (like Intys) gives a greatly increased lock-on time, 50% resistance to webbing, 50% increase in effectiveness of warpcore stabilizers. Greater hull and armour values. - Skills: Industrial 5, Electronic Warfare 5, Engine Disruption 5 - Cargo: Average - Speed: Average - Slots: 3 high, 4 mid, 5 low Tugboat - Reasoning: Moving ships around the eve universe has to be the most painful task in the game. This is a special 'tug' class of ship that is capable of moving 2-3 ships at a time, but not storing them in cargo, by using field technology to pull the ships. But this is the best bit, if a pirate destroys the tugs, the ships stay in tact! - Special ability: Special 'Tractor beam' style module use. - Skills: Industrial 5, Spaceship Command 5, Tug Skill 3 - Cargo: VERY low, cruiser lvl - Speed: VERL slow, we're talking 50m/s - Slots: 3 high (tow module?), 2 mid, 2 low Ore Ship - Reasoning: Carebears love to mine, this ship specializes in storing raw mineral ore efficiently. - Special ability: Increased ability to store ore, say -10% per level - Skills: Industrial 5, Astrogeology5, Science 5, Mining 5 - Cargo: Same as Mammoth - Speed: Slow, 90m/s - Slots: 2 High, 4 Mid, 4 low --- Veni Vidi Castratavi Illegitimos |
![]() Germain ![]() ![]() ![]() |
Posted - 2005.01.11 16:39:00 -
[287] Tech 2 inty. use mainly for smugaling - more mid slots and low slots then normal and new med slot module for countering customs scaning. well they scan you with some thing, that can go to the heart of your ship. hiden compartment swould only work if customs boarded your ship. but they use uber scanner of some kind. some EM module to stop or reduce efficancy of scans - increase with skill lvl for that module (lvl 4 eletronics and lvl 4 electronic weapons and connectins as well to lvl 3 and indy lvl5) new skill could be call called 'Covert/advanced Indi'. |
Germain Minmatar DaIaRo Corp ![]() ![]() ![]() |
Posted - 2005.01.11 16:39:00 -
[288] Tech 2 inty. use mainly for smugaling - more mid slots and low slots then normal and new med slot module for countering customs scaning. well they scan you with some thing, that can go to the heart of your ship. hiden compartment swould only work if customs boarded your ship. but they use uber scanner of some kind. some EM module to stop or reduce efficancy of scans - increase with skill lvl for that module (lvl 4 eletronics and lvl 4 electronic weapons and connectins as well to lvl 3 and indy lvl5) new skill could be call called 'Covert/advanced Indi'. |
![]() Dawnstar ![]() ![]() ![]() |
Posted - 2005.01.12 00:41:00 -
[289]
If I understood correctly, the freighters were strictly for station to station transport. A configurable cargo hold which grants a carrying bonus for different types of items, such as ammo, drones, starbase modules, or even ships might be entirely appropriate for some sort of resupply ship brought along for deep space operations, where a freighter can't drop things off. A lot of the various thoughts for indies seem to be to give it a carrying bonus for some type of item. Using the configurable stuff you're planning for freighters might also work for tech 2 indies (freighters would still be a better choice for station to station tasks). Another type I haven't seen mentioned would be a construction industrial whose primary purpose is hauling around and deploying starbase pieces. Give it some sort of bonus to hauling starbase stuff around and deploying them. I also would favor a Q-Ship of some sort. The problem here is the models. This type of operation might be better accomplished with some sort of cloaking module which makes your ship look like a different type however. Hmmm I think I'll go post that thought over in the appropriate area. -D Proposal for Overhauling Manufacturing. |
Dawnstar Gallente Kiroshi Group ![]() ![]() ![]() |
Posted - 2005.01.12 00:41:00 -
[290]
If I understood correctly, the freighters were strictly for station to station transport. A configurable cargo hold which grants a carrying bonus for different types of items, such as ammo, drones, starbase modules, or even ships might be entirely appropriate for some sort of resupply ship brought along for deep space operations, where a freighter can't drop things off. A lot of the various thoughts for indies seem to be to give it a carrying bonus for some type of item. Using the configurable stuff you're planning for freighters might also work for tech 2 indies (freighters would still be a better choice for station to station tasks). Another type I haven't seen mentioned would be a construction industrial whose primary purpose is hauling around and deploying starbase pieces. Give it some sort of bonus to hauling starbase stuff around and deploying them. I also would favor a Q-Ship of some sort. The problem here is the models. This type of operation might be better accomplished with some sort of cloaking module which makes your ship look like a different type however. Hmmm I think I'll go post that thought over in the appropriate area. -D |
![]() Temerlyn ![]() ![]() ![]() |
Posted - 2005.01.12 01:48:00 -
[291] this is a radical concept that i hope gets looked at in the future. Prolly post kali or something but would be coolness to the extreem. Firstly i saw a hauler that was dedicated to hauling ships so my idea extends from this. a massive fleet carrier that allows ships (that are assembled) to be inside it and launch from it. It has very little in the way of defensive abilities except designed to take alot of crap. With this you add a cloning storage ship that can store a certain amount of paid for clones. So what happens is a fleet brings the reinforcements with them, so when you die you can go to a clone on the cloning ship then use one of the carrier ships 'ships' and enter the fight again. This would allow for more extended campaigns in deep space against enemies, especially if there with uber pos. my 2 cents |
Temerlyn Minmatar STK Scientific Ascendant Frontier ![]() ![]() ![]() |
Posted - 2005.01.12 01:48:00 -
[292] this is a radical concept that i hope gets looked at in the future. Prolly post kali or something but would be coolness to the extreem. Firstly i saw a hauler that was dedicated to hauling ships so my idea extends from this. a massive fleet carrier that allows ships (that are assembled) to be inside it and launch from it. It has very little in the way of defensive abilities except designed to take alot of crap. With this you add a cloning storage ship that can store a certain amount of paid for clones. So what happens is a fleet brings the reinforcements with them, so when you die you can go to a clone on the cloning ship then use one of the carrier ships 'ships' and enter the fight again. This would allow for more extended campaigns in deep space against enemies, especially if there with uber pos. my 2 cents |
![]() Ramius Monteagne ![]() ![]() ![]() |
Posted - 2005.01.12 02:35:00 -
[293] Q-Ship Reason : SURPRISE. Special Ability : Additional Damage from first volley (not expecting it). Some EW or Holding bonus. Skills : Racial Industrial 5, Weapon Upgrades 5, Gunnery 5 (or Missile Launcher Operations 5 for Caldari) Cargo : 10% of Original Speed : Same as Base Slots : As existing Other changes : Adjust Powergrid and CPU to allow the fitting of 1 Battleship class weapon, the rest are frigate class. Increase Armour and Shield as per Racial Prefs to be similar to a low end Cruiser, or alternately increase one of them to be equal to a High end Cruiser (shield fo Caldari, Armour for Amarr pick for others). You have modified a ship that is not designed for this so you can pick one or the other for the upgrade. Explaination : Q-Ships where all based on surprise and packing a large amount of damage into the first volley. With this design you are able to take out a frigate, you could take a low end cruiser of you get lucky and would get owned by the rest. If the victum survives the first volley then you better hope that your support is on it's way. AS for smuggler ships I think that it should be more Module and skill based, which will allow people to pick any ship they like to reconfigure to be a smuggler ship. As for bigger better Hualers, I think that is wht Frieghters are for and can wait for that. I like the idea of supply ships, especially the Drone supply ships, but not mobile repair stations (we have logistics ships for that). Ramius Monteagne Forge Region Commander Celestial Horizon Corporation A battle plan lasts until the first enemy engagement. |
Ramius Monteagne Caldari Celestial Horizon Corp. Ascendant Frontier ![]() ![]() ![]() |
Posted - 2005.01.12 02:35:00 -
[294] Q-Ship Reason : SURPRISE. Special Ability : Additional Damage from first volley (not expecting it). Some EW or Holding bonus. Skills : Racial Industrial 5, Weapon Upgrades 5, Gunnery 5 (or Missile Launcher Operations 5 for Caldari) Cargo : 10% of Original Speed : Same as Base Slots : As existing Other changes : Adjust Powergrid and CPU to allow the fitting of 1 Battleship class weapon, the rest are frigate class. Increase Armour and Shield as per Racial Prefs to be similar to a low end Cruiser, or alternately increase one of them to be equal to a High end Cruiser (shield fo Caldari, Armour for Amarr pick for others). You have modified a ship that is not designed for this so you can pick one or the other for the upgrade. Explaination : Q-Ships where all based on surprise and packing a large amount of damage into the first volley. With this design you are able to take out a frigate, you could take a low end cruiser of you get lucky and would get owned by the rest. If the victum survives the first volley then you better hope that your support is on it's way. AS for smuggler ships I think that it should be more Module and skill based, which will allow people to pick any ship they like to reconfigure to be a smuggler ship. As for bigger better Hualers, I think that is wht Frieghters are for and can wait for that. I like the idea of supply ships, especially the Drone supply ships, but not mobile repair stations (we have logistics ships for that). Ramius Monteagne ASCN Diplomat Celestial Horizon Corporation A battle plan lasts until the first enemy engagement. |
![]() Uglious ![]() ![]() ![]() |
Posted - 2005.01.12 06:00:00 -
[295] Not going to go through 9 pages of suggestions on this, so I'll just throw mine in trying to be creative enough not to cause too much duplication: Tug Boat: Allows you to haul ONE object of any reasonable size (read anything smaller than a station container), with a speed depending on the mass/size of the object. This can include hauling other ships around, including BS's. Useful for moving ships from station to station, setting up spare ships near a combat zone, etc. No bonus, just the special ability to haul out ships from the hanger and "deploy" them into space for other players to take control over. Also useful to bring ships into a combat zone for pod pilots to refit into or hauling ships found in space back to station. Combat Reloader: heavily armored indy with smaller than typical cargo size and improved speed to provide ammo in fleet warfare (taking POS anybody). Bonus of 10%/level to armor/shield resistances and a flat bonus of having two mwd/ab's with a 10% mass reduction per level (to boost their speeds when hauling in war zones). smuggler (saw enough of these on the first page to not talk about them) Cargo Barge: Indy that "docks" with another ship and enhances that ships cargo capacity while joined. Very little propulsion on it's own (enough to undock), it relies on the partner ship's engines or a tug to move it around and likewise slow's down the partner ship's speed based on mass vs. propulsion. Useful for mining ops to prevent ore stealing and to enhance ammo supply for LONG engagements (taking POS). Mobile Refinery: Allows one to refine (at low effeciency) ore to minerals in space. Req: Mining 5, astro 5, indy 5, etc. Bonus, starting at 10% refining effeciency, 5% effeciency per level, also starting at 500m3/m refining (this reasonable), +25% refining rate per level. VERY slow, need to be hauled by a tug into position. |
Uglious ![]() ![]() ![]() |
Posted - 2005.01.12 06:00:00 -
[296] Not going to go through 9 pages of suggestions on this, so I'll just throw mine in trying to be creative enough not to cause too much duplication: Tug Boat: Allows you to haul ONE object of any reasonable size (read anything smaller than a station container), with a speed depending on the mass/size of the object. This can include hauling other ships around, including BS's. Useful for moving ships from station to station, setting up spare ships near a combat zone, etc. No bonus, just the special ability to haul out ships from the hanger and "deploy" them into space for other players to take control over. Also useful to bring ships into a combat zone for pod pilots to refit into or hauling ships found in space back to station. Combat Reloader: heavily armored indy with smaller than typical cargo size and improved speed to provide ammo in fleet warfare (taking POS anybody). Bonus of 10%/level to armor/shield resistances and a flat bonus of having two mwd/ab's with a 10% mass reduction per level (to boost their speeds when hauling in war zones). smuggler (saw enough of these on the first page to not talk about them) Cargo Barge: Indy that "docks" with another ship and enhances that ships cargo capacity while joined. Very little propulsion on it's own (enough to undock), it relies on the partner ship's engines or a tug to move it around and likewise slow's down the partner ship's speed based on mass vs. propulsion. Useful for mining ops to prevent ore stealing and to enhance ammo supply for LONG engagements (taking POS). Mobile Refinery: Allows one to refine (at low effeciency) ore to minerals in space. Req: Mining 5, astro 5, indy 5, etc. Bonus, starting at 10% refining effeciency, 5% effeciency per level, also starting at 500m3/m refining (this reasonable), +25% refining rate per level. VERY slow, need to be hauled by a tug into position. |
![]() Xthril Ranger ![]() ![]() ![]() |
Posted - 2005.01.12 10:28:00 -
[297] Fleet logistics: This is a support ship for large fleet campaigns in 0.0. Its role is to support the fleet off the battlefield and pick up loot if the fleet controls the battlefield in the end. - Able to use large hull and armor repairers at reduced fitting and energy cost - Can load drones into drone bays of other ships. - Got decent armour/shield - Able to refit other ships? Smugglers: This is covered already. All I would like to add is that this is pirate faction modified ships. There will be a lot of trouble when the public discovers that some respectable research companies have supplied the pirate factions with specially modified blueprints. ![]() |
Xthril Ranger hirr Morsus Mihi ![]() ![]() ![]() |
Posted - 2005.01.12 10:28:00 -
[298] Fleet logistics: This is a support ship for large fleet campaigns in 0.0. Its role is to support the fleet off the battlefield and pick up loot if the fleet controls the battlefield in the end. - Able to use large hull and armor repairers at reduced fitting and energy cost - Can load drones into drone bays of other ships. - Got decent armour/shield - Able to refit other ships? Smugglers: This is covered already. All I would like to add is that this is pirate faction modified ships. There will be a lot of trouble when the public discovers that some respectable research companies have supplied the pirate factions with specially modified blueprints. ![]() you'll never jump alone |
![]() Rakir Thorshavn ![]() ![]() ![]() |
Posted - 2005.01.12 10:37:00 -
[299] Edited by: Rakir Thorshavn on 12/01/2005 11:04:19 Scientific Vessel (caldari or gallente) Special ship used for space data gathering (ok ok i'm a Star Trek fan) - Special ability: +10% to probes flight time, +10% scanners range, built-in cargo, ship and ore scanners, can fit special modules that record and store probe data, creating a permanent corp-accessible (from offices?) data base, much better sensors than standard indy. - Skills: science 4, indy 5, signature analysis 3, survey 3, astrometrics 5 - Cargo: less than standard, cause of increased electronic and life support bays - speed: faster than standard, decreased amount of energy needed for warping - slots: similar to current, but with less med slots (used by built-in scanners) Slavery Saboteur (Minmatar) Minmatar stealth indy used to exfiltrate set free slaves from Amarr territory. - Special: -5% signature (reduced radar cross section), +5% resistance to scrambling and webbing, can use decoy/chaff/flares launchers to create false targets when intercepted (either a % chance of locking a decoy instead of the ship or having the clutter slowing down a lot lock time) - skills: indy 5, electronic warfare 5 - cargo: half standard indy (anyway i wont benefit too much armor, as space is used by Radar Absorbent Materials) - speed: slower than standard (to reduce signature against heat-seeking sensors) - slots: two missile slots, maybe more mid, less low. - other: no active sensors, requires fitting a passive targeter Amarrian Tax Collector Bestower used by Imperial Revenue Service to collect taxes in the Empire. - Special Ability: IFF-based EW suit that allow customs scanning, but blocks players' cargo scanners, +5% afterburner speed bonus, -5% mass, +10% defender missiles RoF. - skills: indy 5, ab 4, acceleration control 4, evasive manouvering 4. - Cargo: less than standard, increased armor resistance (not hit points to avoid mass increasing). - Speed: faster than standard - Slots: more low, less med, 1 high. |
Rakir Thorshavn Caldari Sukuuvestaa Corporation ![]() ![]() ![]() |
Posted - 2005.01.12 10:37:00 -
[300] Edited by: Rakir Thorshavn on 12/01/2005 11:04:19 Scientific Vessel (caldari or gallente) Special ship used for space data gathering (ok ok i'm a Star Trek fan) - Special ability: +10% to probes flight time, +10% scanners range, built-in cargo, ship and ore scanners, can fit special modules that record and store probe data, creating a permanent corp-accessible (from offices?) data base, much better sensors than standard indy. - Skills: science 4, indy 5, signature analysis 3, survey 3, astrometrics 5 - Cargo: less than standard, cause of increased electronic and life support bays - speed: faster than standard, decreased amount of energy needed for warping - slots: similar to current, but with less med slots (used by built-in scanners) Slavery Saboteur (Minmatar) Minmatar stealth indy used to exfiltrate set free slaves from Amarr territory. - Special: -5% signature (reduced radar cross section), +5% resistance to scrambling and webbing, can use decoy/chaff/flares launchers to create false targets when intercepted (either a % chance of locking a decoy instead of the ship or having the clutter slowing down a lot lock time) - skills: indy 5, electronic warfare 5 - cargo: half standard indy (anyway i wont benefit too much armor, as space is used by Radar Absorbent Materials) - speed: slower than standard (to reduce signature against heat-seeking sensors) - slots: two missile slots, maybe more mid, less low. - other: no active sensors, requires fitting a passive targeter Amarrian Tax Collector Bestower used by Imperial Revenue Service to collect taxes in the Empire. - Special Ability: IFF-based EW suit that allow customs scanning, but blocks players' cargo scanners, +5% afterburner speed bonus, -5% mass, +10% defender missiles RoF. - skills: indy 5, ab 4, acceleration control 4, evasive manouvering 4. - Cargo: less than standard, increased armor resistance (not hit points to avoid mass increasing). - Speed: faster than standard - Slots: more low, less med, 1 high. |
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