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Author | Thread Statistics | Show CCP posts - 10 post(s) |
![]() Dark Pony ![]() ![]() ![]() |
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 ![]() |
Dark Pony Minmatar Brutor tribe ![]() ![]() ![]() |
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 ![]() |
![]() MatStar ![]() ![]() ![]() |
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 ![]() |
MatStar Caldari Provisions ![]() ![]() ![]() |
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 ![]() |
![]() John Blackthorn ![]() ![]() ![]() |
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 Foundation R0ADKILL ![]() ![]() ![]() |
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 ![]() ![]() ![]() |
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 Federation of Synthetic Persons YouWhat ![]() ![]() ![]() |
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 ![]() ![]() ![]() |
Posted - 2005.01.13 03:56:00 -
[309]
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 Black Eclipse Corp Band of Brothers ![]() ![]() ![]() |
Posted - 2005.01.13 03:56:00 -
[310]
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 ![]() ![]() ![]() |
Posted - 2005.01.13 05:15:00 -
[311]
and would they get away with it now? ![]() |
MatStar Caldari Provisions ![]() ![]() ![]() |
Posted - 2005.01.13 05:15:00 -
[312]
and would they get away with it now? ![]() |
![]() Flammius ![]() ![]() ![]() |
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 Amarr Amarr Electronics ![]() ![]() ![]() |
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 ![]() ![]() ![]() |
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 ![]() ![]() ![]() |
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 ![]() ![]() ![]() |
Posted - 2005.01.13 23:41:00 -
[317] More at least 2X the M3 du you realise ![]() ![]() |
steini Hammer Minmatar Sebiestor tribe ![]() ![]() ![]() |
Posted - 2005.01.13 23:41:00 -
[318] More at least 2X the M3 du you realise ![]() ![]() |
![]() methuselah ![]() ![]() ![]() |
Posted - 2005.01.14 02:29:00 -
[319] I'd be happy if the amarr got a re-skinned mark 5. ![]() |
methuselah Amarr Viziam ![]() ![]() ![]() |
Posted - 2005.01.14 02:29:00 -
[320] I'd be happy if the amarr got a re-skinned mark 5. ![]() |
![]() Baraak Tizhaan ![]() ![]() ![]() |
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 Amarr The Sun Burnt Ear ![]() ![]() ![]() |
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 ![]() ![]() ![]() |
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 Amarr The Sun Burnt Ear ![]() ![]() ![]() |
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 ![]() ![]() ![]() |
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 Dirty Deeds Corp. Axiom Empire ![]() ![]() ![]() |
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 ![]() ![]() ![]() |
Posted - 2005.01.14 15:00:00 -
[327]
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).
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.
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 Caldari BloodStar Technologies ![]() ![]() ![]() |
Posted - 2005.01.14 15:00:00 -
[328]
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).
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.
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 ![]() ![]() ![]() |
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 ![]() ![]() ![]() |
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? |
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