Monitor this thread via RSS [?]
 
Pages: 1 2 3 4 5 6 7 8 9 10 [11] 12 13 14 15 16 .. 16 :: one page
Author Thread Statistics | Show CCP posts - 10 post(s)
Dark Pony
Dark Pony

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 16:39:00 - [301]

Edited by: Dark Pony on 12/01/2005 17:00:48
Mobile Space Bar
-Reasoning: After a hard day of minin' there's only one relief; a mobile space-bar hits your belt; a good pint of ale and a laugh with your fellow miners about 'the rats that spawned on the windshield of your hauler today', or for bored pvp pirates to have a shot of their favorite drug and drift away on dreams about when they where young and still welcome in empire space
-Special: Resistance to customs scanning, +1 frigate or smaller ship dockable per elite indy lvl.
-Skills: Smuggling, Indy lvl5, Social lvl5
-Speed: Slomo
-Slots: Whateva

Just make it look like a big ad, with broken neon-signs promoting semi-nude women all arvo Cool
Dark Pony
Dark Pony
Minmatar
Brutor tribe

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 16:39:00 - [302]

Edited by: Dark Pony on 12/01/2005 17:00:48
Mobile Space Bar
-Reasoning: After a hard day of minin' there's only one relief; a mobile space-bar hits your belt; a good pint of ale and a laugh with your fellow miners about 'the rats that spawned on the windshield of your hauler today', or for bored pvp pirates to have a shot of their favorite drug and drift away on dreams about when they where young and still welcome in empire space
-Special: Resistance to customs scanning, +1 frigate or smaller ship dockable per elite indy lvl.
-Skills: Smuggling, Indy lvl5, Social lvl5
-Speed: Slomo
-Slots: Whateva

Just make it look like a big ad, with broken neon-signs promoting semi-nude women all arvo Cool
MatStar
MatStar

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 17:27:00 - [303]

imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.

T2 indys how about we have 2 for each race, one is just increased cargo and durability, the other a speed lower cargo capacity courier.

as for the ol millenium falcon its a standard cargo ship modified by some1 to have smuggling bays.

However smuggling ships designed by pirate npc corps would be fine and that fits with the RP but alas no pirate npc corp has r&d agents afaik.

possibly a smuggling module would be a better idea?

Smuggling Mod:

-Cargo -60% bulky mod uses complex layers of different materials to "hide" the real cargo
-Smuggling bonus gives 50% less chance of customs detecting contraband

Smuggling Skill:

-5% less chance per lvl of customs detecting contraband


feel free to flame/punch/kick me Smile
MatStar
MatStar
Caldari Provisions

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 17:27:00 - [304]

imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.

T2 indys how about we have 2 for each race, one is just increased cargo and durability, the other a speed lower cargo capacity courier.

as for the ol millenium falcon its a standard cargo ship modified by some1 to have smuggling bays.

However smuggling ships designed by pirate npc corps would be fine and that fits with the RP but alas no pirate npc corp has r&d agents afaik.

possibly a smuggling module would be a better idea?

Smuggling Mod:

-Cargo -60% bulky mod uses complex layers of different materials to "hide" the real cargo
-Smuggling bonus gives 50% less chance of customs detecting contraband

Smuggling Skill:

-5% less chance per lvl of customs detecting contraband


feel free to flame/punch/kick me Smile
John Blackthorn
John Blackthorn

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 22:00:00 - [305]

1k armor, 2k shields, 450 m/s base speed, 2500 cargo.

3 highs, 4 med, 3 lows.

3 missle/turret

5% resist per level to scanning your cargo (with cargo scanners)
5% resist per level to customs
1 level of warp core stab per level.

This would be a smuggling ship, cruiser sized.

John Blackthorn
John Blackthorn
Foundation
R0ADKILL

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 22:00:00 - [306]

1k armor, 2k shields, 450 m/s base speed, 2500 cargo.

3 highs, 4 med, 3 lows.

3 missle/turret

5% resist per level to scanning your cargo (with cargo scanners)
5% resist per level to customs
1 level of warp core stab per level.

This would be a smuggling ship, cruiser sized.

Pagefault
Pagefault

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 01:56:00 - [307]

Express Indy:

Reasoning: Very fast travelling Indy, but very vulnerable to attacks
Special Ability: Can fit Leap Drive
Attributes: Same as TL1

Leap Drive:
- Makes exactly 15km Leap in about 30 sec
- You cannot maneuver with this thing active, nor go to warp or jump a gate
- If you recieve any damage with a Leap Drive active, your main computer overloads and needs 3 minutes to restart, time to watch your ship blow up. Happy smartbombing.

Pagefault
Pagefault
Federation of Synthetic Persons
YouWhat

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 01:56:00 - [308]

Express Indy:

Reasoning: Very fast travelling Indy, but very vulnerable to attacks
Special Ability: Can fit Leap Drive
Attributes: Same as TL1

Leap Drive:
- Makes exactly 15km Leap in about 30 sec
- You cannot maneuver with this thing active, nor go to warp or jump a gate
- If you recieve any damage with a Leap Drive active, your main computer overloads and needs 3 minutes to restart, time to watch your ship blow up. Happy smartbombing.

Sergeant Spot
Sergeant Spot

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 03:56:00 - [309]

Originally by: MatStar
imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.


Actually, if you go back to the 1800s and earlier, some reputable ship builders did build ships for owners who intended to use them to smuggle and otherwise break laws.....

Sergeant Spot
Sergeant Spot
Black Eclipse Corp
Band of Brothers

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 03:56:00 - [310]

Originally by: MatStar
imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.


Actually, if you go back to the 1800s and earlier, some reputable ship builders did build ships for owners who intended to use them to smuggle and otherwise break laws.....

MatStar
MatStar

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 05:15:00 - [311]

Originally by: Sergeant Spot
Originally by: MatStar
imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.


Actually, if you go back to the 1800s and earlier, some reputable ship builders did build ships for owners who intended to use them to smuggle and otherwise break laws.....



and would they get away with it now? Rolling Eyes
MatStar
MatStar
Caldari Provisions

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 05:15:00 - [312]

Originally by: Sergeant Spot
Originally by: MatStar
imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.


Actually, if you go back to the 1800s and earlier, some reputable ship builders did build ships for owners who intended to use them to smuggle and otherwise break laws.....



and would they get away with it now? Rolling Eyes
Flammius
Flammius

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 11:47:00 - [313]

Lots of fancy suggestions in this thread...

Personally I would just like to see some beefed up indys (much like the assault cruisers are cruisers on steroids). So, how about indys that can haul more/or faster than the current ones, with better resists, some neat bonus and maybe some drawback (so they don't become that much of a no brainer to use). Just to keep it simple ;)

Big hauler
High: 1 (1 launcher)
Med: 2-3
Low: 6-7 (8?)
Cargo: same as current inyds
Speed: lower; and also higher mass (so you enter warp sloooow)
Bonus: cargo/armor hp/shield hp/resists/+warp core strenght
Skill req: indy 5, hull upgrades 5, mechanic 5


Fast hauler
High: 1 (1 launcher)
Med: 3
Low: 3-4
Cargo: 1000
Speed: higher (base of 200+?)
Mass: low mass
Ship bonus: speed/+warp core strenght/-sig radius/+resists = things that either make you go faster or makes you harder to catch/destroy.
Skill req: indy 5, navigation 5, evasive man 5

Some racial flavors would be nice too; better anti EW/scrabling = caldari; faster speed and lower mass = minmatar; better resists and more armor = amarr; slightly more cargo = gallente (more fragile and vurnerable than the rest; but compensatses it with more cargo).

My 0.02 isk anyway


_________________________
Scientist, manufacturer, trader

Selling
Co-processor II, Tachyon Beam Laser II, Modulated Strip Miner II
Buying
Tech 2 BPOs (check my bio ingame)
Flammius
Flammius
Amarr
Amarr Electronics

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 11:47:00 - [314]

Lots of fancy suggestions in this thread...

Personally I would just like to see some beefed up indys (much like the assault cruisers are cruisers on steroids). So, how about indys that can haul more/or faster than the current ones, with better resists, some neat bonus and maybe some drawback (so they don't become that much of a no brainer to use). Just to keep it simple ;)

Big hauler
High: 1 (1 launcher)
Med: 2-3
Low: 6-7 (8?)
Cargo: same as current inyds
Speed: lower; and also higher mass (so you enter warp sloooow)
Bonus: cargo/armor hp/shield hp/resists/+warp core strenght
Skill req: indy 5, hull upgrades 5, mechanic 5


Fast hauler
High: 1 (1 launcher)
Med: 3
Low: 3-4
Cargo: 1000
Speed: higher (base of 200+?)
Mass: low mass
Ship bonus: speed/+warp core strenght/-sig radius/+resists = things that either make you go faster or makes you harder to catch/destroy.
Skill req: indy 5, navigation 5, evasive man 5

Some racial flavors would be nice too; better anti EW/scrabling = caldari; faster speed and lower mass = minmatar; better resists and more armor = amarr; slightly more cargo = gallente (more fragile and vurnerable than the rest; but compensatses it with more cargo).

My 0.02 isk anyway


Dr Zoom
Dr Zoom

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 19:40:00 - [315]

Cloaked Indy

For 0.0 transport/smuggling
no turrets
all other attributes as today
smuggling 4, cloaking 4

Dr Zoom
Dr Zoom

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 19:40:00 - [316]

Cloaked Indy

For 0.0 transport/smuggling
no turrets
all other attributes as today
smuggling 4, cloaking 4

steini Hammer
steini Hammer

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 23:41:00 - [317]

More at least 2X the M3 du you realiseEvil or Very Mad how mutch stuff you have to move for 1 POS most of the time 30 jumps to you iceminging place or corp base in empier and 30 jumps back and the 30+ jumps in 0.0 my corp is spending more time in ther haulers than in thear miners mining for the thing respectfully yours Smile

steini Hammer
steini Hammer
Minmatar
Sebiestor tribe

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 23:41:00 - [318]

More at least 2X the M3 du you realiseEvil or Very Mad how mutch stuff you have to move for 1 POS most of the time 30 jumps to you iceminging place or corp base in empier and 30 jumps back and the 30+ jumps in 0.0 my corp is spending more time in ther haulers than in thear miners mining for the thing respectfully yours Smile

methuselah
methuselah

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 02:29:00 - [319]

I'd be happy if the amarr got a re-skinned mark 5. Rolling Eyes
methuselah
methuselah
Amarr
Viziam

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 02:29:00 - [320]

I'd be happy if the amarr got a re-skinned mark 5. Rolling Eyes
Baraak Tizhaan
Baraak Tizhaan

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 08:57:00 - [321]

May have already been mentioned, but 9 pages of suggestions is a lot to read through when pages are so slow to update. I'd like to see the following:
Space Tug:
Designed for the hauling of unassembled ships, secure cargo canisters, unassembled station vaults, unassembled station warehouses and asteroids of a given mass.
Virtually no armour, no weapons nor shields and slow - similar specs to a mining barge and speed to warp governed by mass being hauled. Ability to fit oversized ABs up to 100MN with AB perfromance governed by the tug mass plus the mass of cargo. So fitting a 10MN AB when hauling an unassembled cruiser or equivalent mass asteroid would offer same performance as using one on a scruiser.
Each level of the skill allows increases the haulable mass, starting at frigate equivalent to Apoc equivalent at the top end.
Ability to unanchor and haul one roid up to the maximum haulage mass. Anchoring skill level 5 may be needed for this and time taken to unanchor/anchor a roid should be based on 1min * (mass / 1,000,000kg) or something such like.
Secondary ability would be to enabled the haulage of and additional object for each level as long as the maximum halable mass wasn't exceeded e.g. at level 5 you could haul 5 unassembled frigates or 1 apoc.
The reason for only hauling unassembled ships is that they can be shown as a large square container, and if you're attacked and destroyedthen another tug would be needed to haul away any cargo left.
It would be neat if visually it gave you an idea of what was being hauled i.e. a visible roid when hauling a roid and different canister sizes and numbers for different numbers of ships and ship sizes, all strung out behind it.
[
Baraak Tizhaan
Baraak Tizhaan
Amarr
The Sun Burnt Ear

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 08:57:00 - [322]

May have already been mentioned, but 9 pages of suggestions is a lot to read through when pages are so slow to update. I'd like to see the following:
Space Tug:
Designed for the hauling of unassembled ships, secure cargo canisters, unassembled station vaults, unassembled station warehouses and asteroids of a given mass.
Virtually no armour, no weapons nor shields and slow - similar specs to a mining barge and speed to warp governed by mass being hauled. Ability to fit oversized ABs up to 100MN with AB perfromance governed by the tug mass plus the mass of cargo. So fitting a 10MN AB when hauling an unassembled cruiser or equivalent mass asteroid would offer same performance as using one on a scruiser.
Each level of the skill allows increases the haulable mass, starting at frigate equivalent to Apoc equivalent at the top end.
Ability to unanchor and haul one roid up to the maximum haulage mass. Anchoring skill level 5 may be needed for this and time taken to unanchor/anchor a roid should be based on 1min * (mass / 1,000,000kg) or something such like.
Secondary ability would be to enabled the haulage of and additional object for each level as long as the maximum halable mass wasn't exceeded e.g. at level 5 you could haul 5 unassembled frigates or 1 apoc.
The reason for only hauling unassembled ships is that they can be shown as a large square container, and if you're attacked and destroyedthen another tug would be needed to haul away any cargo left.
It would be neat if visually it gave you an idea of what was being hauled i.e. a visible roid when hauling a roid and different canister sizes and numbers for different numbers of ships and ship sizes, all strung out behind it.
Baraak Tizhaan
Baraak Tizhaan

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 09:16:00 - [323]

Oops just noticed Oveurs comment about formatting. So here goes.
Space Tug
Description: Hauls unassembled ships, station warehouses, station vaults and roids.
Reasoning: Its a pain being unable to move station warehouses and vaults given as agent rewards (even when unassembled - please make them moveable when unassembled, just not repackageable). It would also be good to be able to move ships which you may not be able to fly, and I've always fancied the idea of being able to haul a roid away to somewhere quiet :)
Special ability: Mass haulable increased by 350% per level. Number of items haulable by 1 per level.
Secondary bonus: Anchoring/unachoring time decreased by 20% per level.
Skills: Indy 5, Space Tug skill, Anchoring
Cargo: Mass based and item limited. Starting at 1,000,000 kg
Speed: Slower than standard and less agile. Speed to warp based on mass hauled.
Slots: 1 Mid slot only for AB
CPU/PG: Able to fit upto 100MN AB

Unachoring time for roids 1 min * (roid mass/1,000,000 kg).
Thus haulable mass would be:
Level 1 = 1,000,000kg
Level 2 = 3,500,000kg
Level 3 = 12,250,000kg
Level 4 = 42,875,000kg
Level 5 = 150,062,500kg

[
Baraak Tizhaan
Baraak Tizhaan
Amarr
The Sun Burnt Ear

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 09:16:00 - [324]

Oops just noticed Oveurs comment about formatting. So here goes.
Space Tug
Description: Hauls unassembled ships, station warehouses, station vaults and roids.
Reasoning: Its a pain being unable to move station warehouses and vaults given as agent rewards (even when unassembled - please make them moveable when unassembled, just not repackageable). It would also be good to be able to move ships which you may not be able to fly, and I've always fancied the idea of being able to haul a roid away to somewhere quiet :)
Special ability: Mass haulable increased by 350% per level. Number of items haulable by 1 per level.
Secondary bonus: Anchoring/unachoring time decreased by 20% per level.
Skills: Indy 5, Space Tug skill, Anchoring
Cargo: Mass based and item limited. Starting at 1,000,000 kg
Speed: Slower than standard and less agile. Speed to warp based on mass hauled.
Slots: 1 Mid slot only for AB
CPU/PG: Able to fit upto 100MN AB

Unachoring time for roids 1 min * (roid mass/1,000,000 kg).
Thus haulable mass would be:
Level 1 = 1,000,000kg
Level 2 = 3,500,000kg
Level 3 = 12,250,000kg
Level 4 = 42,875,000kg
Level 5 = 150,062,500kg

Succorso
Succorso

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 13:23:00 - [325]

Rescue ship(better name needed here maybe)
- Reasoning: Pods very easily destroyed and slow to ge back to empire or wherever on their own.
- Special ability: Has the ability to scoop pods into its cargo hold (WITH the permission of the pod pilot via a message prompt) after a fleet battle. Also can pick up the cans left by the destroyed ships. Indy is still not very powerful to guarantee a successful rescue, but stands a better chance than a pod. To the pod pilot in the indy, it would seem as though he was piloting the indy, but had no control, except eject.
- Skills: Rescue skill, Indy 5 prereq
- Cargo: Much less than an standard indy
- Speed: Faster than an indy
- Slots: Similar to current indies of its race.
__________________________________________________

"Courage is being scared to death, but saddling up anyway!"

Succorso
Succorso
Dirty Deeds Corp.
Axiom Empire

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 13:23:00 - [326]

Rescue ship(better name needed here maybe)
- Reasoning: Pods very easily destroyed and slow to ge back to empire or wherever on their own.
- Special ability: Has the ability to scoop pods into its cargo hold (WITH the permission of the pod pilot via a message prompt) after a fleet battle. Also can pick up the cans left by the destroyed ships. Indy is still not very powerful to guarantee a successful rescue, but stands a better chance than a pod. To the pod pilot in the indy, it would seem as though he was piloting the indy, but had no control, except eject.
- Skills: Rescue skill, Indy 5 prereq
- Cargo: Much less than an standard indy
- Speed: Faster than an indy
- Slots: Similar to current indies of its race.
__________________________________________________

"Courage is being scared to death, but saddling up anyway!"

Matthew
Matthew

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 15:00:00 - [327]

Originally by: MatStar
imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.


Actually, it would be more like ford making a car with secret compartments (assuming your smuggling plan is getting through undetected rather than blowing customs to bits).

Originally by: sergeant spot
Actually, if you go back to the 1800s and earlier, some reputable ship builders did build ships for owners who intended to use them to smuggle and otherwise break laws.....


Now, here we come to a different comparison. Here its important to note that shipbuilders of the 1800s differ from Ford Motor Company. Ford churn out masses of identical products and make money from economies of scale. Shipbuilding in the 1800's was very much a case of using bespoke designs - you ordered the ship, you pretty much had free reign on what you got them to put in it as long as you paid for it and it was physically possible. Kinda like getting some uber-mechanic to build you a custom car.

I would argue the custom car model is better than the Ford model for T2 ships - think of Ford churning out the T1 model in bulk, and the rich/skilled getting a custom model from a specialist builder.

Originally by: MatStar
and would they get away with it now? Rolling Eyes


Building a car with concealed compartments is not illegal. Heck, you could even get it armor plated and it wouldn't be illegal.

Just because something can be used to do something illegal, doesn't make that item illegal. Just because the smuggler ship has the capability to carry concealed illegal cargo, does not make the ship itself illegal. Just like the ability for a battleship to blow a customs ship apart doesn't make the battleship illegal.
Matthew
Matthew
Caldari
BloodStar Technologies

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 15:00:00 - [328]

Originally by: MatStar
imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.


Actually, it would be more like ford making a car with secret compartments (assuming your smuggling plan is getting through undetected rather than blowing customs to bits).

Originally by: sergeant spot
Actually, if you go back to the 1800s and earlier, some reputable ship builders did build ships for owners who intended to use them to smuggle and otherwise break laws.....


Now, here we come to a different comparison. Here its important to note that shipbuilders of the 1800s differ from Ford Motor Company. Ford churn out masses of identical products and make money from economies of scale. Shipbuilding in the 1800's was very much a case of using bespoke designs - you ordered the ship, you pretty much had free reign on what you got them to put in it as long as you paid for it and it was physically possible. Kinda like getting some uber-mechanic to build you a custom car.

I would argue the custom car model is better than the Ford model for T2 ships - think of Ford churning out the T1 model in bulk, and the rich/skilled getting a custom model from a specialist builder.

Originally by: MatStar
and would they get away with it now? Rolling Eyes


Building a car with concealed compartments is not illegal. Heck, you could even get it armor plated and it wouldn't be illegal.

Just because something can be used to do something illegal, doesn't make that item illegal. Just because the smuggler ship has the capability to carry concealed illegal cargo, does not make the ship itself illegal. Just like the ability for a battleship to blow a customs ship apart doesn't make the battleship illegal.
-------
There is no magic Wand of Fixing, and it is not powered by forum whines.
Shinshi Casoyako
Shinshi Casoyako

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 15:48:00 - [329]

Bulk Frieght Carrier
- Reasoning: A faster indy with less cargo space for bulk trade within regions.
- Special:
1) ability: Able to transport frigates and shuttles (1 frig per level)
2) 10% faster locking than regular indy
- Skills: Indy 5, Trade 4, and some skill conserning the special ability
- Cargo: Much less than an standard indy
- Speed: Faster than an indy
- Slots: +1 low slot (max 3), +1 Med slot (max 6), -1 High slot (min 1), turrets 0, missile points 0

* this thing is used for carrieng bulk frieght from one place to another. It should be able to carry frigates by "removing" the belly of the indy. If possible this will show in game and the ship will be considerably slower. The belly of the indy can allways be returned onto the ship at every station for free. The primairy defense is to use EW on the opponent and try to warp out. Its mainly used as transport than hauler.
Seriously Have I Not Said How I Can Assist Some One You Are Killing Online?
Shinshi Casoyako
Shinshi Casoyako

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 15:48:00 - [330]

Bulk Frieght Carrier
- Reasoning: A faster indy with less cargo space for bulk trade within regions.
- Special:
1) ability: Able to transport frigates and shuttles (1 frig per level)
2) 10% faster locking than regular indy
- Skills: Indy 5, Trade 4, and some skill conserning the special ability
- Cargo: Much less than an standard indy
- Speed: Faster than an indy
- Slots: +1 low slot (max 3), +1 Med slot (max 6), -1 High slot (min 1), turrets 0, missile points 0

* this thing is used for carrieng bulk frieght from one place to another. It should be able to carry frigates by "removing" the belly of the indy. If possible this will show in game and the ship will be considerably slower. The belly of the indy can allways be returned onto the ship at every station for free. The primairy defense is to use EW on the opponent and try to warp out. Its mainly used as transport than hauler.
.
Seriously Have I Not Said How I Can Assist Some One You Are Killing Online?
   
Pages: 1 2 3 4 5 6 7 8 9 10 [11] 12 13 14 15 16 .. 16 :: one page
First page | Previous page | Next page | Last page
 
Copyright © 2006-2025, Chribba - OMG Labs. All Rights Reserved. - perf 0,11s, ref 20250912/0615
EVE-Online™ and Eve imagery © CCP.

COPYRIGHT NOTICE
EVE Online, the EVE logo, EVE and all associated logos and designs are the intellectual property of CCP hf. All artwork, screenshots, characters, vehicles, storylines, world facts or other recognizable features of the intellectual property relating to these trademarks are likewise the intellectual property of CCP hf. EVE Online and the EVE logo are the registered trademarks of CCP hf. All rights are reserved worldwide. All other trademarks are the property of their respective owners. CCP hf. has granted permission to EVE-Search.com to use EVE Online and all associated logos and designs for promotional and information purposes on its website but does not endorse, and is not in any way affiliated with, EVE-Search.com. CCP is in no way responsible for the content on or functioning of this website, nor can it be liable for any damage arising from the use of this website.