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Dreck Morrison
Dreck Morrison

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Posted - 2005.01.14 15:53:00 - [331]

I haven't seen many ideas that make me say "damn I hope my Starship Research Agents bring home a T2 Indy BPO".

The only way they are gonna sell on the market is if they add 1 (or more) low slot(s) for another cargo expander. All the other special abilities that have been talked about may be cool or add flavor but really the market place will want an improvement on the existing indies main role - hauling lots of crap around. CCP can surprise us with the the other cool abilities. But who is gonna train up to Indy V so they can have a "Q-ship" -> get real they are gonna train Cruiser 5 first.

My only cool suggestion along this line of more cargo is to have tech 2 indy cargo hold space proportional/bonus related to the amount of structure the ship has. Will finally make a usefullness of bulkhead modules and structure adds in the game other than as refine items and crap loot drops.

Dreck Morrison
SINV R&D Director



Dreck Morrison
Dreck Morrison
Amarr
No Quarter.

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Posted - 2005.01.14 15:53:00 - [332]

I haven't seen many ideas that make me say "damn I hope my Starship Research Agents bring home a T2 Indy BPO".

The only way they are gonna sell on the market is if they add 1 (or more) low slot(s) for another cargo expander. All the other special abilities that have been talked about may be cool or add flavor but really the market place will want an improvement on the existing indies main role - hauling lots of crap around. CCP can surprise us with the the other cool abilities. But who is gonna train up to Indy V so they can have a "Q-ship" -> get real they are gonna train Cruiser 5 first.

My only cool suggestion along this line of more cargo is to have tech 2 indy cargo hold space proportional/bonus related to the amount of structure the ship has. Will finally make a usefullness of bulkhead modules and structure adds in the game other than as refine items and crap loot drops.

Dreck Morrison
SINV R&D Director



Prothos
Prothos

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Posted - 2005.01.14 16:11:00 - [333]

I agree indy 5 is a bit much. I'm a miner/agent runner and i have enough skills to train with having another that will take 20 plus days.
Prothos
Prothos
Caldari

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Posted - 2005.01.14 16:11:00 - [334]

I agree indy 5 is a bit much. I'm a miner/agent runner and i have enough skills to train with having another that will take 20 plus days.
MatStar
MatStar

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Posted - 2005.01.14 17:59:00 - [335]

Originally by: Matthew
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.


oh ok i can picture the press conference as Lai Dai announce there breakthrough in T2 indys.

Lai Dai PR Guy: Hi id like to announce our new ship design its called the smuggler and is specifically designed to transport contraband through our borders and our neighbours borders.

Caldari Navy Rep: WTF???????

get the picture?
MatStar
MatStar
Caldari Provisions

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Posted - 2005.01.14 17:59:00 - [336]

Originally by: Matthew
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.


oh ok i can picture the press conference as Lai Dai announce there breakthrough in T2 indys.

Lai Dai PR Guy: Hi id like to announce our new ship design its called the smuggler and is specifically designed to transport contraband through our borders and our neighbours borders.

Caldari Navy Rep: WTF???????

get the picture?
Tisti
Tisti

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Posted - 2005.01.14 23:41:00 - [337]

Kill the indy lv5 prereq and ad a Cloaking Lv1 prereq.. Makes more sence and its more time efficient as indy lv5 is.. extreme..

Tisti
Tisti
Destructive Influence
Band of Brothers

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Posted - 2005.01.14 23:41:00 - [338]

Kill the indy lv5 prereq and ad a Cloaking Lv1 prereq.. Makes more sence and its more time efficient as indy lv5 is.. extreme..

rowbin hod
rowbin hod

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Posted - 2005.01.15 09:50:00 - [339]

I've not read this whole thread, but i get the impression that some people want an elite ship but don't want to have to train up for it? You need friggy 5 for elite friggies, you need cruiser 5 for elite cruisers, why the hell should you not need indy 5 for an elite indy?!?! People complain about the training times. Well then maybe the elite indy is not for you! Some people will train for one if it takes them 2 months. These are the people who really want one and/or need one, so they're putting the effort in.

I think some people are gonna cry when the reqs for dreadnaughts and titans come out Very Happy
---
"Due to the European lard shortage, we are currently unable to supply this product."
rowbin hod
rowbin hod
Brutor tribe

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Posted - 2005.01.15 09:50:00 - [340]

I've not read this whole thread, but i get the impression that some people want an elite ship but don't want to have to train up for it? You need friggy 5 for elite friggies, you need cruiser 5 for elite cruisers, why the hell should you not need indy 5 for an elite indy?!?! People complain about the training times. Well then maybe the elite indy is not for you! Some people will train for one if it takes them 2 months. These are the people who really want one and/or need one, so they're putting the effort in.

I think some people are gonna cry when the reqs for dreadnaughts and titans come out Very Happy
---
"Due to the European lard shortage, we are currently unable to supply this product."
RollinDutchMasters
RollinDutchMasters

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Posted - 2005.01.15 10:02:00 - [341]

Just copy the iteron5 and give it:

-Special Ability: Warp to within (15-2.5*(Skill Lvl))k of object. Cannot warp to bookmarks.

Then skin one for each race. Problem solved. Mebbye give them some more HP or something, it doesnt really matter.
Originally by: Sochin
CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
RollinDutchMasters
RollinDutchMasters
Gallente
Ordinance Delivery Services

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Posted - 2005.01.15 10:02:00 - [342]

Just copy the iteron5 and give it:

-Special Ability: Warp to within (15-2.5*(Skill Lvl))k of object. Cannot warp to bookmarks.

Then skin one for each race. Problem solved. Mebbye give them some more HP or something, it doesnt really matter.
David McKai
David McKai

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Posted - 2005.01.15 18:27:00 - [343]

Ok,

Maybe not immunity from customs, but a greater success rate.

A secret compartment in the hold would be cool, but the more you put in it the more easily it is scanned?

A modual which makes you unidentifiabe so they can't fine you ISK?

Very hi shield so customs cant blow you up?

How's that sound?
David McKai
David McKai
Minmatar
Brutor tribe

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Posted - 2005.01.15 18:27:00 - [344]

Ok,

Maybe not immunity from customs, but a greater success rate.

A secret compartment in the hold would be cool, but the more you put in it the more easily it is scanned?

A modual which makes you unidentifiabe so they can't fine you ISK?

Very hi shield so customs cant blow you up?

How's that sound?
Cinnander
Cinnander

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Posted - 2005.01.15 22:57:00 - [345]

Edited by: Cinnander on 19/01/2005 20:50:10
Edited by: ME :D Lots of times on 15/01/2005 cos I'm bad at making my point

Some varied and random ideas;

1: Merchant Capital ship
- Allows you to make on-board buy + sell orders straight out of the cargo hold.
- You have to pay a dynamic tax (just like lab/factory rental) to CONCORD or the SCC to be able to 'moor' in their space. If you dont, goods you sell are contraband and you'll be chased around by DED. Prices sufficiently high to mean only corps that want to make the effort can afford it.
- Have to be stationary to be able to sell.
- Slower and less manuverable than the supertankers of the 20th Century on Valium.

2: Tanker
- Specialised to hold fluid goods (water, oxygen, gasseous or liquid POS requirements, ectoplasm etc)
- Special ability: say 7.5% more cargo per level when transporting fluids.
- Bit less agile (heavy liquids carry momentum)
- Dunno perhaps something like ability to 'anchor' into a POS and act as a silo for additional fuel elements etc.... IE instead of hauling to and from a silo on the POS you fly the whole silo.
- Cant open cargo in space (like the uberindies Oveur Mentioned) but can plug itself into POS and they can drain it.... opening in space would mean depressurisation and spewing millions of tonnes of possibly volatile liquid into the spacelanes... and the DED just doesn't like that, it would probably be an idea for the Onboard Firmware NOT to allow it to happen.
- Skill requirements would be Indy V, with a secondary skill at II or III such as "Superheavy Starship Navigation" or whatever... some skill global to all T2 Indies (such as the way all HAC require Weapon Upgrades)
- Would dock onto your POS at one of one of these. After a delay, and then become totally immovable until undocked.

3: Wrecker
- Simple enough: You put loot (or anything except ore) in, you get minerals out.
- Yeild dependant on Scrapmetal Processesing (5% per level or so). Maybe Another yeild bonus (5% per level) for Elite Indy skill.
- Space for a couple of Salvage Drones

4: Minmatar Miltant Converted Suicide Mammoth (or wreath, cheaper you see...)
- OK so the minmatar extremists get quite desperate from time to time.
- So they take a mammoth, fill the cargo with explosives (can you say Bane Torpedo?), find a nice big juicy Amarr station and dock.
- Then they light the fuse and make a hasty retreat (in their pods, or shuttles, or something)
- <insert delay in seconds which is bigger than 20> seconds later, kabewm. Big explosion. (see 'special abilities')
- 2 high, 2 mid, 1 low slot. Normal or slightly larger cargo (due to the fact it's been stripped down)
- Special Ability: Huge explosion when it dies. 50% bonus to Reactor-Overload (Hellstorm Bomb etc) damage per level of Elite Indy skill. 400% activation delay (so you can't suicide mining ops too easily with it without them getting the idea)
- Used exclusively with the Reactor-Overload Bomb things... too few slots to be used as an indy
- Obviously in the game can't be detonated in stations (that would just be silly)

:)

They're industrial ships... they could do more than haul stuff (read: industrial activity) ... hence the tanker(portable silo + uber fluid carryer) + wrecker idea.

><))))¦> This is fishy .. You know what to do.
Cinnander
Cinnander
Celestial Fleet

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Posted - 2005.01.15 22:57:00 - [346]

Edited by: Cinnander on 19/01/2005 20:50:10
Edited by: ME :D Lots of times on 15/01/2005 cos I'm bad at making my point

Some varied and random ideas;

1: Merchant Capital ship
- Allows you to make on-board buy + sell orders straight out of the cargo hold.
- You have to pay a dynamic tax (just like lab/factory rental) to CONCORD or the SCC to be able to 'moor' in their space. If you dont, goods you sell are contraband and you'll be chased around by DED. Prices sufficiently high to mean only corps that want to make the effort can afford it.
- Have to be stationary to be able to sell.
- Slower and less manuverable than the supertankers of the 20th Century on Valium.

2: Tanker
- Specialised to hold fluid goods (water, oxygen, gasseous or liquid POS requirements, ectoplasm etc)
- Special ability: say 7.5% more cargo per level when transporting fluids.
- Bit less agile (heavy liquids carry momentum)
- Dunno perhaps something like ability to 'anchor' into a POS and act as a silo for additional fuel elements etc.... IE instead of hauling to and from a silo on the POS you fly the whole silo.
- Cant open cargo in space (like the uberindies Oveur Mentioned) but can plug itself into POS and they can drain it.... opening in space would mean depressurisation and spewing millions of tonnes of possibly volatile liquid into the spacelanes... and the DED just doesn't like that, it would probably be an idea for the Onboard Firmware NOT to allow it to happen.
- Skill requirements would be Indy V, with a secondary skill at II or III such as "Superheavy Starship Navigation" or whatever... some skill global to all T2 Indies (such as the way all HAC require Weapon Upgrades)
- Would dock onto your POS at one of one of these. After a delay, and then become totally immovable until undocked.

3: Wrecker
- Simple enough: You put loot (or anything except ore) in, you get minerals out.
- Yeild dependant on Scrapmetal Processesing (5% per level or so). Maybe Another yeild bonus (5% per level) for Elite Indy skill.
- Space for a couple of Salvage Drones

4: Minmatar Miltant Converted Suicide Mammoth (or wreath, cheaper you see...)
- OK so the minmatar extremists get quite desperate from time to time.
- So they take a mammoth, fill the cargo with explosives (can you say Bane Torpedo?), find a nice big juicy Amarr station and dock.
- Then they light the fuse and make a hasty retreat (in their pods, or shuttles, or something)
- <insert delay in seconds which is bigger than 20> seconds later, kabewm. Big explosion. (see 'special abilities')
- 2 high, 2 mid, 1 low slot. Normal or slightly larger cargo (due to the fact it's been stripped down)
- Special Ability: Huge explosion when it dies. 50% bonus to Reactor-Overload (Hellstorm Bomb etc) damage per level of Elite Indy skill. 400% activation delay (so you can't suicide mining ops too easily with it without them getting the idea)
- Used exclusively with the Reactor-Overload Bomb things... too few slots to be used as an indy
- Obviously in the game can't be detonated in stations (that would just be silly)

:)

They're industrial ships... they could do more than haul stuff (read: industrial activity) ... hence the tanker(portable silo + uber fluid carryer) + wrecker idea.
-x-

Faction gang mods, you say?
WhiteTiger
WhiteTiger

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Posted - 2005.01.16 03:00:00 - [347]

How about the bonus are different for each race?

Give the Amarr a smuggler ship that is fast and can avoid customs.. so they can move their slaves wherever they want.

Give the Caldari a Covert Op type ship that can use the covert cloak and warp cloaked.. since they have the best electrons.

Gave the Gallente a bonus to fitting and using a mwd.. reduced grid and cap use so you can fit a mwd without using up lowslots. Also give them salvage drones that can be sent to pickup loot.

Gave the Minmatar a Q ship... the mammoth just looks like it should have guns and missiles.

WhiteTiger
WhiteTiger

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Posted - 2005.01.16 03:00:00 - [348]

How about the bonus are different for each race?

Give the Amarr a smuggler ship that is fast and can avoid customs.. so they can move their slaves wherever they want.

Give the Caldari a Covert Op type ship that can use the covert cloak and warp cloaked.. since they have the best electrons.

Gave the Gallente a bonus to fitting and using a mwd.. reduced grid and cap use so you can fit a mwd without using up lowslots. Also give them salvage drones that can be sent to pickup loot.

Gave the Minmatar a Q ship... the mammoth just looks like it should have guns and missiles.

Selim
Selim

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Posted - 2005.01.16 12:38:00 - [349]

I'm not that creative, so I can only agree with the Q ship idea.
Selim
Selim
Jericho Fraction
The Star Fraction

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Posted - 2005.01.16 12:38:00 - [350]

I'm not that creative, so I can only agree with the Q ship idea.
Tremex
Tremex

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Posted - 2005.01.16 16:30:00 - [351]

Edited by: Tremex on 16/01/2005 16:36:20
Edited by: Tremex on 16/01/2005 16:35:12
Edited by: Tremex on 16/01/2005 16:33:27
I really like the custom-proof hauler idea...
Also, I want salvage drones!


This idea could be nice:

- Reasoning: We should be able to capture big vessels. That would require marines, small arms (both illegal) and enough time. When you boarded the vessel, its shields are down and the armor is damaged. The pilot of the boarded vessel would not be killed and would just be dropped in a pod. To prevent pod kills, the weapons are damaged too, and need to be repaired before they function. The chance of succes depends of the ammount of marines and small arms you have in your cargohold along with the boarding skill level.
- Special ability: To board any ship above 70'000'000kg mass.
- Skills: Evasive maneuvring 5, Indy 4, Boarding. Each level of boarding adds 10% chance of succes (starting from 0%) and reduces of 20% the armor damage upon succes.
- Cargo: Much less than an standard indy. Cargo hold can only contain marines and small arms.
- Armor: Much less than an indy
- Speed: Faster than an indy
- Slots: Few low and high slots, but many medium slots for jamming and warp scrambling

Using a smartbomb, of course, is the best way to counter that ship...
Tremex
Tremex

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Posted - 2005.01.16 16:30:00 - [352]

Edited by: Tremex on 16/01/2005 16:36:20
Edited by: Tremex on 16/01/2005 16:35:12
Edited by: Tremex on 16/01/2005 16:33:27
I really like the custom-proof hauler idea...
Also, I want salvage drones!


This idea could be nice:

- Reasoning: We should be able to capture big vessels. That would require marines, small arms (both illegal) and enough time. When you boarded the vessel, its shields are down and the armor is damaged. The pilot of the boarded vessel would not be killed and would just be dropped in a pod. To prevent pod kills, the weapons are damaged too, and need to be repaired before they function. The chance of succes depends of the ammount of marines and small arms you have in your cargohold along with the boarding skill level.
- Special ability: To board any ship above 70'000'000kg mass.
- Skills: Evasive maneuvring 5, Indy 4, Boarding. Each level of boarding adds 10% chance of succes (starting from 0%) and reduces of 20% the armor damage upon succes.
- Cargo: Much less than an standard indy. Cargo hold can only contain marines and small arms.
- Armor: Much less than an indy
- Speed: Faster than an indy
- Slots: Few low and high slots, but many medium slots for jamming and warp scrambling

Using a smartbomb, of course, is the best way to counter that ship...
Doc Tunguska
Doc Tunguska

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Posted - 2005.01.17 01:16:00 - [353]

how about a "cargoceptor(tm)"

Small cargo hold (say a couple of k) but with insaine speed bonus per level and sig radius benefit so theyre hard to target
---
err
Doc Tunguska
Doc Tunguska
Caldari
Twilight Gambit

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Posted - 2005.01.17 01:16:00 - [354]

how about a "cargoceptor(tm)"

Small cargo hold (say a couple of k) but with insaine speed bonus per level and sig radius benefit so theyre hard to target
---
err
Sarkos
Sarkos

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Posted - 2005.01.17 06:38:00 - [355]


Covert cloaking Industrial for running blockades and smuggling.

Smaller , fast Scout to use Probes

Fleet Support ship. 2x High, non-turret slots for remote armor repair and shield transfer. 6 mid slots for cap chargers, and a good sized cargo bay for ammo.

Poor man's mining barge. 2x turret slots and 4Km3 cargo. 3 low slots for expanders.

MegaHauler: 30KM3 capacity and jump drive capable.

A portable ore refiner to add to a t2 Hauler.



Either free the slaves or we will come and get them.
Sarkos
Sarkos
Minmatar
Masuat'aa Matari
Ushra'Khan

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Posted - 2005.01.17 06:38:00 - [356]


Covert cloaking Industrial for running blockades and smuggling.

Smaller , fast Scout to use Probes

Fleet Support ship. 2x High, non-turret slots for remote armor repair and shield transfer. 6 mid slots for cap chargers, and a good sized cargo bay for ammo.

Poor man's mining barge. 2x turret slots and 4Km3 cargo. 3 low slots for expanders.

MegaHauler: 30KM3 capacity and jump drive capable.

A portable ore refiner to add to a t2 Hauler.



Either free the slaves or we will come and get them.
Matthew
Matthew

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Posted - 2005.01.17 13:21:00 - [357]

Originally by: MatStar
Lai Dai PR Guy: Hi id like to announce our new ship design its called the smuggler and is specifically designed to transport contraband through our borders and our neighbours borders.

Caldari Navy Rep: WTF???????

get the picture?


That would be a very stupid PR guy, obviously. A clever PR guy is far more likely to promote it as a "secure private hauler" - citing the benefits of hiding your high-value cargo from suicide caracals, or low-sec gate camps. That it also lets you sneak things past customs will simply be an "undocumented feature".

Sure, the customs guys may not be jumping for joy at this product, but marketed like that there's not much they could do. After all, I doubt the navy guys are very happy about us being able to buy top of the line battleships and weaponry, but they don't stop them being sold, and only punish the owners if they get caught using them illegaly.
Matthew
Matthew
Caldari
BloodStar Technologies

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Posted - 2005.01.17 13:21:00 - [358]

Originally by: MatStar
Lai Dai PR Guy: Hi id like to announce our new ship design its called the smuggler and is specifically designed to transport contraband through our borders and our neighbours borders.

Caldari Navy Rep: WTF???????

get the picture?


That would be a very stupid PR guy, obviously. A clever PR guy is far more likely to promote it as a "secure private hauler" - citing the benefits of hiding your high-value cargo from suicide caracals, or low-sec gate camps. That it also lets you sneak things past customs will simply be an "undocumented feature".

Sure, the customs guys may not be jumping for joy at this product, but marketed like that there's not much they could do. After all, I doubt the navy guys are very happy about us being able to buy top of the line battleships and weaponry, but they don't stop them being sold, and only punish the owners if they get caught using them illegaly.
-------
There is no magic Wand of Fixing, and it is not powered by forum whines.
Talos Munjab
Talos Munjab

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Posted - 2005.01.17 23:15:00 - [359]

ok the why i see it is they need to make indys less vunrable in low sec space, thus my idea is a have shield or amour resistances like that of the assult ships, also to have a drone bay that you can ONLY put combat drones in for the indys protection, thus they do not become mining barges, and then keep the current skill bonus¦s that are set for t1 indys and add more bonus¦s like they do with assult ships.

Thus they should be able to defend them selves reasonably well against npc but not aganst pvp
Talos Munjab
Talos Munjab

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Posted - 2005.01.17 23:15:00 - [360]

ok the why i see it is they need to make indys less vunrable in low sec space, thus my idea is a have shield or amour resistances like that of the assult ships, also to have a drone bay that you can ONLY put combat drones in for the indys protection, thus they do not become mining barges, and then keep the current skill bonus¦s that are set for t1 indys and add more bonus¦s like they do with assult ships.

Thus they should be able to defend them selves reasonably well against npc but not aganst pvp
   
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