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| Author | Thread Statistics | Show CCP posts - 10 post(s) | 
|  Ris Dnalor       | Posted - 2005.01.18 01:29:00 -
          [361] Elite Industrials? Give it up, you've given all the industrial roles to the new POS anchorable platforms. The massive CPU that indies currently have is never used. They're not industrial ships, they're CARGO SHIP. If you can admit that, then you can proceed to conclude that the primary function of a cargo ship is to haul cargo. Smuggling must be done through player-trained skills & perhaps modules that could make cargo-bays more difficult to scan. A specialized smuggling ship, as others have pointed out, would be something a true smuggler would never never ever fly. Fast Couriers are a good idea, but we already have those. Just check in the market in game, look under FRIGATES. The ONLY reason I'd ever pay for an elite Cargo Ship would be to get more cargo space. Instajump Bookmarks make the vessel's speed irrellevant. I suppose elite industrials could have a m3 somewhere in between standard cargo ships & freighters, but to be honest, they're all freighters in my book. I'll be buying whatever holds the most, & if the freighter holds more, is cheaper, & takes less time to train for, then yay for me ;) -- Jump Drive Operation / Rank 5 / SP: 1280000 of 1280000 | 
| Ris Dnalor Minmatar Sebiestor tribe       | Posted - 2005.01.18 01:29:00 -
          [362] Elite Industrials? Give it up, you've given all the industrial roles to the new POS anchorable platforms. The massive CPU that indies currently have is never used. They're not industrial ships, they're CARGO SHIP. If you can admit that, then you can proceed to conclude that the primary function of a cargo ship is to haul cargo. Smuggling must be done through player-trained skills & perhaps modules that could make cargo-bays more difficult to scan. A specialized smuggling ship, as others have pointed out, would be something a true smuggler would never never ever fly. Fast Couriers are a good idea, but we already have those. Just check in the market in game, look under FRIGATES. The ONLY reason I'd ever pay for an elite Cargo Ship would be to get more cargo space. Instajump Bookmarks make the vessel's speed irrellevant. I suppose elite industrials could have a m3 somewhere in between standard cargo ships & freighters, but to be honest, they're all freighters in my book. I'll be buying whatever holds the most, & if the freighter holds more, is cheaper, & takes less time to train for, then yay for me ;) -- Talking in Circles is more dizzying than walking in them... Tralala | 
|  Ishana       | Posted - 2005.01.18 14:14:00 -
          [363] Edited by: Ishana on 18/01/2005 14:18:06 
 I totally agree with this. The only reason for me to train for a tech II indy will be because it can hold more gargo. Speed doesn't matter since I will just use bookmarks, especially when hauling ore from belts to a station. Basicly the reason I trained for my mammoth is the vast amounts of ore it can haul when I'm mining with my corp. With multiple members getting large mining barges the next couple of days it would be great to see an Industial (gargo ship) that can still keep up with my corp members in terms of hauling away ore. Anything else is just a waste of server space as far as I'm concerned. | 
| Ishana Minmatar The Black Rabbits       | Posted - 2005.01.18 14:14:00 -
          [364] Edited by: Ishana on 18/01/2005 14:18:06 
 I totally agree with this. The only reason for me to train for a tech II indy will be because it can hold more gargo. Speed doesn't matter since I will just use bookmarks, especially when hauling ore from belts to a station. Basicly the reason I trained for my mammoth is the vast amounts of ore it can haul when I'm mining with my corp. With multiple members getting large mining barges the next couple of days it would be great to see an Industial (gargo ship) that can still keep up with my corp members in terms of hauling away ore. Anything else is just a waste of server space as far as I'm concerned. _________________________________________________________ | 
|  MrMorph       | Posted - 2005.01.18 17:59:00 -
          [365] Well... 1. We shouldnt tell you, cause u sure as hell will nerf it accordingly to what we say. 2. It should have capabilities of defending itself from smaller prey like frigs. 3. Cloaking perhaps, covert ops hauler ? yes plz :) ---------------------------------------------- Trishys cookies they are ! | 
| MrMorph Amarr Alcatraz Inc. Tactical Narcotics Team       | Posted - 2005.01.18 17:59:00 -
          [366] Well... 1. We shouldnt tell you, cause u sure as hell will nerf it accordingly to what we say. 2. It should have capabilities of defending itself from smaller prey like frigs. 3. Cloaking perhaps, covert ops hauler ? yes plz :) | 
|  Steiner       | Posted - 2005.01.19 00:36:00 -
          [367] Smuggler - Reasoning: To use the lvl 1 Indies that no one uses but maybe starters that dont know better - Special ability: Resistance to customs scanning, something like the 10% on the Black market skill, maybe 5% per level and staks with the Black market skill, so with both at lvl 5 it will still have 15% chance. There is always a chance they will get you  - Skills: Smuggling, Indy 5, Black Marketing 3-5? and afterburner 5 maybe Criminal Connections 5 prereq - Cargo: Much less than an standard indy, maybe around 1000-2000m3 not less so you can use it for slave trading and some other illigal materials that take lots of space. - Speed: Faster than an indy, like 200 m/s base speed. - Slots: Similar to current indies of its race, with maybe less low slots(unless you want to implement some low slot smuggling modules) and one extra med slot for Abs. -Steiner | 
| Steiner Veto.       | Posted - 2005.01.19 00:36:00 -
          [368] Smuggler - Reasoning: To use the lvl 1 Indies that no one uses but maybe starters that dont know better - Special ability: Resistance to customs scanning, something like the 10% on the Black market skill, maybe 5% per level and staks with the Black market skill, so with both at lvl 5 it will still have 15% chance. There is always a chance they will get you  - Skills: Smuggling, Indy 5, Black Marketing 3-5? and afterburner 5 maybe Criminal Connections 5 prereq - Cargo: Much less than an standard indy, maybe around 1000-2000m3 not less so you can use it for slave trading and some other illigal materials that take lots of space. - Speed: Faster than an indy, like 200 m/s base speed. - Slots: Similar to current indies of its race, with maybe less low slots(unless you want to implement some low slot smuggling modules) and one extra med slot for Abs. -Steiner ---  | 
|  hatchette       | Posted - 2005.01.19 10:07:00 -
          [369] I totally agree.. these are not industrial ships, they are cargo ships. Mining barges could be however classified as industrial ships. | 
| hatchette Caldari Destructive Influence       | Posted - 2005.01.19 10:07:00 -
          [370] I totally agree.. these are not industrial ships, they are cargo ships. Mining barges could be however classified as industrial ships. | 
|  Ryoji Tanakama       | Posted - 2005.01.19 11:19:00 -
          [371] Personally I think that just upgrading indys wont work very well. The t2 indies should be hybrids with specialised bonuses. Class: Smuggler Slightly larger than a frig with about 1k to 1.5k cargo. 2 high slots, 2 turret 1 med 1 low 2 extra med/low depending on whether shield or armour based race. 250-300m/s +10% afterburner/mwd speed based on indy skill +16% chance to resist customs/cargo scans based on smuggker skill intended to fit frig mods reqs: 5 indy 5 frigate 5 navigation 1 smuggler+ ~ Ryoji Tanakama | 
| Ryoji Tanakama Caldari Jericho Fraction The Star Fraction       | Posted - 2005.01.19 11:19:00 -
          [372] Personally I think that just upgrading indys wont work very well. The t2 indies should be hybrids with specialised bonuses. Class: Smuggler Slightly larger than a frig with about 1k to 1.5k cargo. 2 high slots, 2 turret 1 med 1 low 2 extra med/low depending on whether shield or armour based race. 250-300m/s +10% afterburner/mwd speed based on indy skill +16% chance to resist customs/cargo scans based on smuggker skill intended to fit frig mods reqs: 5 indy 5 frigate 5 navigation 1 smuggler+ ~ Ryoji Tanakama | 
|  Ryoji Tanakama       | Posted - 2005.01.19 11:33:00 -
          [373] Class: Blockade Runner About cruiser size uses cruiser mods 150-200m/s 5k-5.5k cargo 2 high 1 launcher 2 mid 3 low +10% shield or armour hp based on indy skill some resistance to warp disruptors and webs based on blockade runner skill reqs: indy 5 cruiser5 blockade runner 1+ ~ Ryoji Tanakama | 
| Ryoji Tanakama Caldari Jericho Fraction The Star Fraction       | Posted - 2005.01.19 11:33:00 -
          [374] Class: Blockade Runner About cruiser size uses cruiser mods 150-200m/s 5k-5.5k cargo 2 high 1 launcher 2 mid 3 low +10% shield or armour hp based on indy skill some resistance to warp disruptors and webs based on blockade runner skill reqs: indy 5 cruiser5 blockade runner 1+ ~ Ryoji Tanakama | 
|  Darius Shakor       | Posted - 2005.01.19 11:42:00 -
          [375] Edited by: Darius Shakor on 19/01/2005 11:43:02 Kamikaze!!!  (Indy that can fit a special utility weapon to the high slot that fills the cargo bay and takes all fitting requirements up. The unit needs activating once you lock a POS control tower. You eject and it auto-flies towards the target. The resulting blast damages over a 20km radius, causing structural armor damage to the POS buildings. If it is destroyed by defences, the explosion is significantly lower and only stretches 5km) Slots: Hi - 1 Med - 2 Low - 1 Speed: 215m/s Shield: 700 Armour: 550 Structure: 400 (Low damage resistances for all types on armour, but normal on shields) Cargo: 1000 Special Ability: Can fit the "Suicide Bomb" unit to a high slot. (Think fitting like strip miner/ice miner to an ORE Barge. So much CPU or Power Grid it can't be mounted to a normal ship without a fitting bonus given by the skill) Can only target POS Control Towers ... Or am I being a bit too drastic?  ------ Analysis[Ceasefire]....Complete - 'Term given to the act of firing, causing the ceasation of the life it is directed at | 
| Darius Shakor Minmatar Freelance Unincorporated Ushra'Khan       | Posted - 2005.01.19 11:42:00 -
          [376] Edited by: Darius Shakor on 19/01/2005 11:43:02 Kamikaze!!!  (Indy that can fit a special utility weapon to the high slot that fills the cargo bay and takes all fitting requirements up. The unit needs activating once you lock a POS control tower. You eject and it auto-flies towards the target. The resulting blast damages over a 20km radius, causing structural armor damage to the POS buildings. If it is destroyed by defences, the explosion is significantly lower and only stretches 5km) Slots: Hi - 1 Med - 2 Low - 1 Speed: 215m/s Shield: 700 Armour: 550 Structure: 400 (Low damage resistances for all types on armour, but normal on shields) Cargo: 1000 Special Ability: Can fit the "Suicide Bomb" unit to a high slot. (Think fitting like strip miner/ice miner to an ORE Barge. So much CPU or Power Grid it can't be mounted to a normal ship without a fitting bonus given by the skill) Can only target POS Control Towers ... Or am I being a bit too drastic?  ------ Shakor Clan Information Portal http://oldforums.eveonline.com/?a=topic&threadID=3 | 
|  BrerLapin       | Posted - 2005.01.19 13:16:00 -
          [377] Youll also find that any design has redundant space. Look at the inside of your PC :D Redunant space can be utilised by pirates for said smuggling. *cough* Firefly *cough* The perversity of the Universe tends towards a maximum - O'Toole's Corollary of Finagle's Law | 
| BrerLapin Caldari Da Dark Star       | Posted - 2005.01.19 13:16:00 -
          [378] Youll also find that any design has redundant space. Look at the inside of your PC :D Redunant space can be utilised by pirates for said smuggling. *cough* Firefly *cough* 
 | 
|  Karl Borhman       | Posted - 2005.01.19 15:43:00 -
          [379] Two things I'd love to see: 
 
 Freighter Basically, I envison the Freighter as a slower version of the current industrials that holds a MASSIVE amount of cargo from point A to point B but at a snail's pace. Let's face it, taking 1.3M trit per run in a Mammoth just isn't cost effective when you need to move 4-5M units a go. I would expect a special skill - Freighter that would allow for a 5% increase in velocity and 5% increase in cargo space per level and require Indy 5, Spaceship Command 5, and Engineering 5 as pre-reqs. Slots and cargo hold, well I'll let you DEV's decide, but in general it should hold at least 1/3 more than your standard indy. To discourage use, velocity should be reduced accordingly.  Bulk Liquid Hauler. It's seemed silly to me that even though a lot of liquids are getting moved around the galaxy, we never seem to see them carried in any kind of cargo tanker. Why don't we have these in Eve? I envision the bulk liquid hauler able to get a bonus moving any liquid material such as heavy water or ozone (maybe even isotopes, sulfuric acid) for examples. Perhaps allow something like a 10% reduction in cargo volume per level when carrying any kind of liquid(s) AND a 5% per level increase in total volume carried. It should look like a Badger with big spheres strapped to it's back. Skills should be Bulk Liquid Hauler 1, Spaceship Command 5, Indy 5, Engineering 5 and Freighter 3 as secondaries. Basically, they should be much more efficient when compared to a standard indy or freighter at moving any kind of liquids and suck at hauling non-liquid cargo. Also, put some more fricken need in the game for liquids!!!! All these peeps living in spacebases and yet water, oxygen, food and rocket fuel / oil is more undervalued than cigarettes or liquor. I understand addiction is a difficult thing to kick, but it's kinda hard to boil pasta without any water or fly without fuel!!! __________________________________ Mining ... the other white meat. __________________________________ | 
| Karl Borhman Minmatar Solar Storm Axiom Empire       | Posted - 2005.01.19 15:43:00 -
          [380] Two things I'd love to see: 
 
 Freighter Basically, I envison the Freighter as a slower version of the current industrials that holds a MASSIVE amount of cargo from point A to point B but at a snail's pace. Let's face it, taking 1.3M trit per run in a Mammoth just isn't cost effective when you need to move 4-5M units a go. I would expect a special skill - Freighter that would allow for a 5% increase in velocity and 5% increase in cargo space per level and require Indy 5, Spaceship Command 5, and Engineering 5 as pre-reqs. Slots and cargo hold, well I'll let you DEV's decide, but in general it should hold at least 1/3 more than your standard indy. To discourage use, velocity should be reduced accordingly.  Bulk Liquid Hauler. It's seemed silly to me that even though a lot of liquids are getting moved around the galaxy, we never seem to see them carried in any kind of cargo tanker. Why don't we have these in Eve? I envision the bulk liquid hauler able to get a bonus moving any liquid material such as heavy water or ozone (maybe even isotopes, sulfuric acid) for examples. Perhaps allow something like a 10% reduction in cargo volume per level when carrying any kind of liquid(s) AND a 5% per level increase in total volume carried. It should look like a Badger with big spheres strapped to it's back. Skills should be Bulk Liquid Hauler 1, Spaceship Command 5, Indy 5, Engineering 5 and Freighter 3 as secondaries. Basically, they should be much more efficient when compared to a standard indy or freighter at moving any kind of liquids and suck at hauling non-liquid cargo. Also, put some more fricken need in the game for liquids!!!! All these peeps living in spacebases and yet water, oxygen, food and rocket fuel / oil is more undervalued than cigarettes or liquor. I understand addiction is a difficult thing to kick, but it's kinda hard to boil pasta without any water or fly without fuel!!! | 
|  Troublegum       | Posted - 2005.01.19 16:10:00 -
          [381] IT6 :) | 
| Troublegum Amarr FATAL REVELATIONS       | Posted - 2005.01.19 16:10:00 -
          [382] IT6 :) | 
|  GreyMana       | Posted - 2005.01.19 19:22:00 -
          [383] I don't think that Q-Ships or Blockade runner does anything in common with "industrial" ships. Smuggler should be IMHO elite frigs. Oveur also stated that building on an industrial won't happen to (also I would like industrial Ships with max. 50% refining rate and ammo building possibility). On the other hand you got the Iteron V, the only T1 ship which needs Lv. 5 to fly. So you have to make the other races industrials are worth the training time. I guess that is pretty hard to do. I would like to see freighter as T2 industrial, of course they won't come out soonÖ, but I think the skill requirements would be nearly the same as a T2 industrial. At least I can hope to come up with one nice idea: Deployment ship - Reasoning: New T2 station elements needs special kind of deployment device to deploy T2 POS elements in space. - Special ability: Can deploy advanced elements of {race} in space - Skills: {race} Industrial Lv. 5, Anchoring Lv. 5, Industry Lv. 5 - Cargo: 5000 m¦ (depends on the size of the T2 POS elements) - Speed: 110 m¦ - Slots: about 2/4/4 (race dependant) If you want to deploy a T2 Caldari POS Tower, you need Caldari Industrial Lv. 5, for Amarr Amarr Lv. 5. That might attract people to learn other industrials that Gallente to Lv. 5. A "more cargo" industrial might make the Iteron V obsolete... so no solution there  | 
| GreyMana       | Posted - 2005.01.19 19:22:00 -
          [384] I don't think that Q-Ships or Blockade runner does anything in common with "industrial" ships. Smuggler should be IMHO elite frigs. Oveur also stated that building on an industrial won't happen to (also I would like industrial Ships with max. 50% refining rate and ammo building possibility). On the other hand you got the Iteron V, the only T1 ship which needs Lv. 5 to fly. So you have to make the other races industrials are worth the training time. I guess that is pretty hard to do. I would like to see freighter as T2 industrial, of course they won't come out soonÖ, but I think the skill requirements would be nearly the same as a T2 industrial. At least I can hope to come up with one nice idea: Deployment ship - Reasoning: New T2 station elements needs special kind of deployment device to deploy T2 POS elements in space. - Special ability: Can deploy advanced elements of {race} in space - Skills: {race} Industrial Lv. 5, Anchoring Lv. 5, Industry Lv. 5 - Cargo: 5000 m¦ (depends on the size of the T2 POS elements) - Speed: 110 m¦ - Slots: about 2/4/4 (race dependant) If you want to deploy a T2 Caldari POS Tower, you need Caldari Industrial Lv. 5, for Amarr Amarr Lv. 5. That might attract people to learn other industrials that Gallente to Lv. 5. A "more cargo" industrial might make the Iteron V obsolete... so no solution there  | 
|  Cinnander       | Posted - 2005.01.19 20:40:00 -
          [385] Oh liquid haulers are a must.. however since they'd be useful as POS maintainance tools it would be cool and imo make them invaluable if they could "wire in" and "anchor" becoming effectively a silo from which liquid goods could be fed into the POS. Or even fed FROM the pos... soppose you produce a load of <insert illicit liquid> in your POS, as a result of R+D and production of less-than-legal stuff and so on and so forth (ala this). Oh, and you'd probably need something like a cargo rig (as seen in a deadspace near you) to dock it on, this would of course take time, and obviously after the docking clamps lock it would be totally immobile. You'd still be able to eject and board it, so it wouldn't mean sitting there until your cargo 'expired' doing nothing :) | 
| Cinnander Celestial Fleet       | Posted - 2005.01.19 20:40:00 -
          [386] Oh liquid haulers are a must.. however since they'd be useful as POS maintainance tools it would be cool and imo make them invaluable if they could "wire in" and "anchor" becoming effectively a silo from which liquid goods could be fed into the POS. Or even fed FROM the pos... soppose you produce a load of <insert illicit liquid> in your POS, as a result of R+D and production of less-than-legal stuff and so on and so forth (ala this). Oh, and you'd probably need something like a cargo rig (as seen in a deadspace near you) to dock it on, this would of course take time, and obviously after the docking clamps lock it would be totally immobile. You'd still be able to eject and board it, so it wouldn't mean sitting there until your cargo 'expired' doing nothing :) | 
|  Lefia       | Posted - 2005.01.19 22:10:00 -
          [387] Edited by: Lefia on 19/01/2005 22:17:45 Edited by: Lefia on 19/01/2005 22:11:36 Little John - 10,000 Base capacity - 1/1/6 Configureation 0/0 turret configuration - Skills: Industrial 5, Industry 5, Spaceship command 4 Advanced cargo freighter 1, Mechanics 3, and Navigation 3 (probably more). - Size: Would look to be about the size of your average Battleship or mining barge - Speed: Base speed of about 60 m/s - Power: Small powergrid (maybe enough to install an ab or even MWD), Small CPU (again enough to mount an ab or somethine else), Moderate capacitor - Special Ability: -100,000% volume to all repacked station containers and repackaged ships placed in the little john. - Restriction: Cannot anchor anything from the little john's cargo hold. Think tank: -Lower than average industrial Cargohold -Increadibly large CPU -Can fit with "free runtime utilization module" which uses the large CPU to generate research potential. - Thus a BPO can be installed into the runtime module, and all unused CPU will generate reasearch on that BPO whenever the ship is flown. Thus putting more modules on the ship will generate less research. - Prevents copius amounts of research because the research is limited to ship flight time, while idling in dry dock does not produce any research potential. Similarly, since only one ship can be flown at a time, it prevents multiple BPOs to be researched by one account. Originally by: hired goon ------------------------------------------------ I agree with every point and counter point that has been brought up in this and every other argument ever had. --------- | 
| Lefia Gallente CONsordium Infinate       | Posted - 2005.01.19 22:10:00 -
          [388] Edited by: Lefia on 19/01/2005 22:17:45 Edited by: Lefia on 19/01/2005 22:11:36 Little John - 10,000 Base capacity - 1/1/6 Configureation 0/0 turret configuration - Skills: Industrial 5, Industry 5, Spaceship command 4 Advanced cargo freighter 1, Mechanics 3, and Navigation 3 (probably more). - Size: Would look to be about the size of your average Battleship or mining barge - Speed: Base speed of about 60 m/s - Power: Small powergrid (maybe enough to install an ab or even MWD), Small CPU (again enough to mount an ab or somethine else), Moderate capacitor - Special Ability: -100,000% volume to all repacked station containers and repackaged ships placed in the little john. - Restriction: Cannot anchor anything from the little john's cargo hold. Think tank: -Lower than average industrial Cargohold -Increadibly large CPU -Can fit with "free runtime utilization module" which uses the large CPU to generate research potential. - Thus a BPO can be installed into the runtime module, and all unused CPU will generate reasearch on that BPO whenever the ship is flown. Thus putting more modules on the ship will generate less research. - Prevents copius amounts of research because the research is limited to ship flight time, while idling in dry dock does not produce any research potential. Similarly, since only one ship can be flown at a time, it prevents multiple BPOs to be researched by one account. 
 do | 
|  Alinea       | Posted - 2005.01.20 05:34:00 -
          [389] Edited by: Alinea on 21/01/2005 10:21:25 Edited by: Alinea on 20/01/2005 12:47:07 Special Class: Carrier Cargo Volume: about 8000 m3 normal Indy Bonus each Skill-Level Special ability: -98% to Ship Volume in Cargo or -90% with new Carrier skill, each Skillpoint 2% more (level 1 -90%, Level 5 -98%) load and unload only in stations Cargo Volume and low Slots to make able to transport one BS fully skilled Skills: Indu 5(one ship each faction), Hull Upgrades 5, SSC 5 special indu for transporting ships like a car transporter. With the raising production slot costs and the T2 special ships the manufactoring can run on different places. But sell point can be on a central position. 2nd point: the ships can be delivered in outer regions. Alinea | 
| Alinea Minmatar The X-Trading Company Dusk and Dawn       | Posted - 2005.01.20 05:34:00 -
          [390] Edited by: Alinea on 21/01/2005 10:21:25 Edited by: Alinea on 20/01/2005 12:47:07 Special Class: Carrier Cargo Volume: about 8000 m3 normal Indy Bonus each Skill-Level Special ability: -98% to Ship Volume in Cargo or -90% with new Carrier skill, each Skillpoint 2% more (level 1 -90%, Level 5 -98%) load and unload only in stations Cargo Volume and low Slots to make able to transport one BS fully skilled Skills: Indu 5(one ship each faction), Hull Upgrades 5, SSC 5 special indu for transporting ships like a car transporter. With the raising production slot costs and the T2 special ships the manufactoring can run on different places. But sell point can be on a central position. 2nd point: the ships can be delivered in outer regions. | 
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