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| Author | Thread Statistics | Show CCP posts - 10 post(s) | 
|  Zucker Artson       | Posted - 2005.01.20 12:52:00 -
          [391] I'm using the stats of the SiSi server as of now. I think you should take a look at the blockade runner again. See the following blob of text why. Any blockade without instajumps will get you killed, or boxed in, so speed is almost useless. It can be usefull if you manage to get trapped in a warp bubble, but I'm ignoring it in the comparison. I'm using WCS as a basic defence, feel free to setup as you like, the math should stay the same. Using the gallente ships in the example, expanded cargo I's for the first number, and Local Hulls with Giant Secure Cans for the number between (). Also including the old Mk5, cause if you want to run a cheap ship you better not go for the (15M?) uninsurable elite ships. It will die sooner though cause it lacks the nice resist and armour bonuses. Blockade running is a a weigh-off between cargo and safety. Low cargo/high defence means lots of runs, lots of opportunities to get caught, low risk to get killed when they do, and low loss if you do get killed. High cargo/low defence means few runs, few opportunities to get caught, high risk to get killed when they do, big loss if you do get killed. - High/Low blockade runner means +2 warp core strenght and 6.161 (9.561) cargo. - High/Low deep space hauler means +2 warp core strenght and 12.117 (20.945) cargo. - High/Low iteron mk5 means +2 warp core strenght and 12.322 (20.023) cargo. - Low/High blockade runner means +5 warp core strenght and 3.750 (4.650) cargo. - Low/High deep space hauler means +5 warp core strenght and 7.375 (9.765) cargo. - Low/High iteron mk5 means +5 warp core strenght and 7.500 (9.300) cargo. So, whichever strategy you prefer, a blockade runner is always inferior in cargo space to the deep space hauler/Mk5, meaning you have to make twice the number of trips and run twice the amount of risk. None of the bonuses the runner has (speed, resists etc) make up for this. | 
| Zucker Artson       | Posted - 2005.01.20 12:52:00 -
          [392] I'm using the stats of the SiSi server as of now. I think you should take a look at the blockade runner again. See the following blob of text why. Any blockade without instajumps will get you killed, or boxed in, so speed is almost useless. It can be usefull if you manage to get trapped in a warp bubble, but I'm ignoring it in the comparison. I'm using WCS as a basic defence, feel free to setup as you like, the math should stay the same. Using the gallente ships in the example, expanded cargo I's for the first number, and Local Hulls with Giant Secure Cans for the number between (). Also including the old Mk5, cause if you want to run a cheap ship you better not go for the (15M?) uninsurable elite ships. It will die sooner though cause it lacks the nice resist and armour bonuses. Blockade running is a a weigh-off between cargo and safety. Low cargo/high defence means lots of runs, lots of opportunities to get caught, low risk to get killed when they do, and low loss if you do get killed. High cargo/low defence means few runs, few opportunities to get caught, high risk to get killed when they do, big loss if you do get killed. - High/Low blockade runner means +2 warp core strenght and 6.161 (9.561) cargo. - High/Low deep space hauler means +2 warp core strenght and 12.117 (20.945) cargo. - High/Low iteron mk5 means +2 warp core strenght and 12.322 (20.023) cargo. - Low/High blockade runner means +5 warp core strenght and 3.750 (4.650) cargo. - Low/High deep space hauler means +5 warp core strenght and 7.375 (9.765) cargo. - Low/High iteron mk5 means +5 warp core strenght and 7.500 (9.300) cargo. So, whichever strategy you prefer, a blockade runner is always inferior in cargo space to the deep space hauler/Mk5, meaning you have to make twice the number of trips and run twice the amount of risk. None of the bonuses the runner has (speed, resists etc) make up for this. | 
|  Marcus Aurelius       | Posted - 2005.01.20 14:46:00 -
          [393] Edited by: Marcus Aurelius on 20/01/2005 14:46:56 drone transporter: cargohold: 500m2 base dronebay: 50.000m2, but drones cannot be launched from this ship. high : 0 med: 3 low: 3 skills: drones 5 industrial 5 navigation 5 drone transport 1 (gives 5% bonus to dronespace per level) | 
| Marcus Aurelius Colossus Security Services       | Posted - 2005.01.20 14:46:00 -
          [394] Edited by: Marcus Aurelius on 20/01/2005 14:46:56 drone transporter: cargohold: 500m2 base dronebay: 50.000m2, but drones cannot be launched from this ship. high : 0 med: 3 low: 3 skills: drones 5 industrial 5 navigation 5 drone transport 1 (gives 5% bonus to dronespace per level) | 
|  Elemmakil       | Posted - 2005.01.21 01:56:00 -
          [395] 
 Useless.. too much training time, too specific use. | 
| Elemmakil       | Posted - 2005.01.21 01:56:00 -
          [396] 
 Useless.. too much training time, too specific use. | 
|  Hera III       | Posted - 2005.01.21 16:47:00 -
          [397] *SPACE TUG* Well, here's an Idea... taken from the game Homeworld, -(FIRST OFF I HATE ORE THIEF's) as there are already cans floating around in space, -(AND NO I AM NOT A ORE THIEF) Make a ship class that uses tractor beams to move items in space. -(unfortunately this would probably assist ore thief's) Now imagine using the large cans that are anchorable instead of cargo expanders, and instead of hauling them into a cargo hold.... simply move the can around from a station to station or, anchoring them. This ship class could also be used specifically for setting up POS's. | 
| Hera III Amarr Frog Morton Industries Origin Alliance       | Posted - 2005.01.21 16:47:00 -
          [398] *SPACE TUG* Well, here's an Idea... taken from the game Homeworld, -(FIRST OFF I HATE ORE THIEF's) as there are already cans floating around in space, -(AND NO I AM NOT A ORE THIEF) Make a ship class that uses tractor beams to move items in space. -(unfortunately this would probably assist ore thief's) Now imagine using the large cans that are anchorable instead of cargo expanders, and instead of hauling them into a cargo hold.... simply move the can around from a station to station or, anchoring them. This ship class could also be used specifically for setting up POS's. | 
|  gbowman       | Posted - 2005.01.21 16:55:00 -
          [399] Edited by: gbowman on 21/01/2005 17:17:07 Call me odd if you like, but I think at least one of the skills needed for successful smuggling, (as well as a Smuggling skill, d'oh!) should be Social related...think about it. Smuggling is as much as about social manipulation as anything else: not looking guilty, "oh no, Officer, nothing in MY hold..." or even "These are not the drugs you're looking for..." *wave*  Navigation 5? Why? Yes you want to go fast, fine, but we're talking about a freighter, not a fighter. More practically, Mechanic 5, for maintaining a shoddy exterior, but a smooth engine...? Indy 5 is practical: you're using all the little bits of the ship for hiding stuff in, you'll want to know your ship inside and out... Final thought: any chance of a scan jamming module? Something that can be fitted to a lot slot to obstruct custom's scans? ECM skills then add to your chances... My two cents, anyway *edit: oops, may have missed the thread's point here...still, leaving it up, because I still think this should be considered versus some of the "required" skills ppl are quoting...* | 
| gbowman       | Posted - 2005.01.21 16:55:00 -
          [400] Edited by: gbowman on 21/01/2005 17:17:07 Call me odd if you like, but I think at least one of the skills needed for successful smuggling, (as well as a Smuggling skill, d'oh!) should be Social related...think about it. Smuggling is as much as about social manipulation as anything else: not looking guilty, "oh no, Officer, nothing in MY hold..." or even "These are not the drugs you're looking for..." *wave*  Navigation 5? Why? Yes you want to go fast, fine, but we're talking about a freighter, not a fighter. More practically, Mechanic 5, for maintaining a shoddy exterior, but a smooth engine...? Indy 5 is practical: you're using all the little bits of the ship for hiding stuff in, you'll want to know your ship inside and out... Final thought: any chance of a scan jamming module? Something that can be fitted to a lot slot to obstruct custom's scans? ECM skills then add to your chances... My two cents, anyway *edit: oops, may have missed the thread's point here...still, leaving it up, because I still think this should be considered versus some of the "required" skills ppl are quoting...* | 
|  Illystin De'Vir       | Posted - 2005.01.21 18:56:00 -
          [401] Edited by: Illystin De'Vir on 21/01/2005 19:02:13 Tec2 Indy. - Reasoning: Because I've maxed all my Skills for carebearing and I'm still not good enough for the carebear2000« - Special ability: (same as base) +20%/Indy ship lvl Mining Laser Yield. - Skills: Indy 5, Adv Indy Skill, Mining lvl 5 prereq - Cargo: Higher then Base Ship - Speed: Faster than an indy - Slots: +1 Turret, +1 Med, +1 Lowslot. - Attributes: 500-1,500km3 Drone Bay. Increased Armor, PG, CPU. (I can picture something along the lines of one of the serpentis NPC haulers you find in Mining ops.) By doing this, you give more mining/afk power to those who do that for a living, better hauling power, for those who would enjoy that, and more combat options for people looking to set up traps vs. terrorists errr Indy gankers. ---- | 
| Illystin De'Vir Minmatar Resurrection R i s e       | Posted - 2005.01.21 18:56:00 -
          [402] Edited by: Illystin De'Vir on 21/01/2005 19:02:13 Tec2 Indy. - Reasoning: Because I've maxed all my Skills for carebearing and I'm still not good enough for the carebear2000« - Special ability: (same as base) +20%/Indy ship lvl Mining Laser Yield. - Skills: Indy 5, Adv Indy Skill, Mining lvl 5 prereq - Cargo: Higher then Base Ship - Speed: Faster than an indy - Slots: +1 Turret, +1 Med, +1 Lowslot. - Attributes: 500-1,500km3 Drone Bay. Increased Armor, PG, CPU. (I can picture something along the lines of one of the serpentis NPC haulers you find in Mining ops.) By doing this, you give more mining/afk power to those who do that for a living, better hauling power, for those who would enjoy that, and more combat options for people looking to set up traps vs. terrorists errr Indy gankers. ---- - Resurrection is now accepting applications from mature and self-sufficient individuals looking to be reborn | 
|  Mercade       | Posted - 2005.01.21 23:16:00 -
          [403] Perhaps Oveur would like us to talk about what they have up for T2 indies on Singularity instead of further ideas. Adapt what it is they already have made and went up 2 days ago I believe. | 
| Mercade Coerce Inc Blood Raiders Alliance       | Posted - 2005.01.21 23:16:00 -
          [404] Perhaps Oveur would like us to talk about what they have up for T2 indies on Singularity instead of further ideas. Adapt what it is they already have made and went up 2 days ago I believe. 
 | 
|  Pottsey       | Posted - 2005.01.22 16:48:00 -
          [405] The Viator I like itĘs a pretty nice ship. The Occator on the other hand needs more work, its meant to be a tough Indi but its weaker then a normal indi due less slots and it has less cargo space. It has more shields but the shield recharge is twice as long meaning the hitpoints per second are not that much better. It has 3 less mid slots and 1 less high slot. Due to the lack of mid slots you have to amour tank taking away from the cargo space which it already has less off. A Mk5 with a passive or active shield tank would get just as many hitpoints back per second, have more shield hitpoints and more cargo space. A lot of us Mk5 cargo pilots donĘt even have amour tank skills. We shield tank and fit cargo expanders into the low slots so we can take more cargo. So please make it so the new cargo ships can shield tank. Either take off the amour tank bonus or add a shield and amour tank bonus. Also double the shield recharge rate so itĘs as good as a normal indi. I donĘt see why a T2 ship would have less shield recharge, less high slots, less mid slots, less turret slots, less cargo space, less CPU and less speed. Less Cargo space I could live with if the advantages where better. Gallente defensive innovation comes from unexpected source. | 
| Pottsey Gallente Enheduanni Foundation       | Posted - 2005.01.22 16:48:00 -
          [406] The Viator I like itĘs a pretty nice ship. The Occator on the other hand needs more work, its meant to be a tough Indi but its weaker then a normal indi due less slots and it has less cargo space. It has more shields but the shield recharge is twice as long meaning the hitpoints per second are not that much better. It has 3 less mid slots and 1 less high slot. Due to the lack of mid slots you have to amour tank taking away from the cargo space which it already has less off. A Mk5 with a passive or active shield tank would get just as many hitpoints back per second, have more shield hitpoints and more cargo space. A lot of us Mk5 cargo pilots donĘt even have amour tank skills. We shield tank and fit cargo expanders into the low slots so we can take more cargo. So please make it so the new cargo ships can shield tank. Either take off the amour tank bonus or add a shield and amour tank bonus. Also double the shield recharge rate so itĘs as good as a normal indi. I donĘt see why a T2 ship would have less shield recharge, less high slots, less mid slots, less turret slots, less cargo space, less CPU and less speed. Less Cargo space I could live with if the advantages where better. Passive shield tanking guide click here | 
|  Kayscha       | Posted - 2005.01.22 19:05:00 -
          [407] I hope I'm not reiterating something someone else has already brought up, but after 4 pages of suggestions my eyes started to tire while my mind came up with funny ideas for indies. Since the definition of 'indy' is rather ambiguous, I just consider them to be miscellaneous non-combat vessels. Her we go: mobile loot depot r: a guarded place to stash large amounts loot out of everyone's view for a while sa: can expand its cargo hold 10fold but cannot warp or jump while hold is expanded (maybe this is a special module that expands when active) sk: indy 5, hull upgrades 5 c: similar to base ship sp: very slow when expanded sl: extra low slot multi purpose vessel r: ship that excels in its versatility above all else sa: regular cap, lots of powergrid and cpu sk: indy 5, energy managment 5, mechanics 5 c: quarter that of base ship sp: slightly slower than base ship sl: 1h, 4-6m, 8l deep space explorer r: science ship that explores the reaches of space, gathering research points for its lab and thus eventually bpcs and bpos by scanning asteroids, moons and planets as well as pois (each for different areas of research). Scanning the same object twice doesn't do anything, and the amount gained from an object depends on its rarity and the time that has passed since they were last scanned by anybody. sa: requires constant cargo of scientists, produces research points, large cpu sk: lab op 3, astrogeo 4, astromet 4, reserach 5, indy 5 c: half of base ship sp: similar to base ship sl: 1h + 1miner, 6m, 6l I also wholeheartedly support many of the other ideas proposed here, especially passenger transport and specialty cargo transport. Smugglers and fire barges ('kamikaze' indies with a cargohold full of tnt) are very nice, too, but I'd prefer to see this solved through modules, such as 'hidden compartments' for one and 'critical reactor destabilizer' for the other (each with their corresponding skills). The latter would activate the ship's selfdestruct and leave the pilot some 30 seconds or so to get in his capsule and out of harm's way. Furthermore, a module that disguises a ship's type at first glance (unless ship scanned, that is) might be nice too, especially for those 'traps'. | 
| Kayscha       | Posted - 2005.01.22 19:05:00 -
          [408] I hope I'm not reiterating something someone else has already brought up, but after 4 pages of suggestions my eyes started to tire while my mind came up with funny ideas for indies. Since the definition of 'indy' is rather ambiguous, I just consider them to be miscellaneous non-combat vessels. Her we go: mobile loot depot r: a guarded place to stash large amounts loot out of everyone's view for a while sa: can expand its cargo hold 10fold but cannot warp or jump while hold is expanded (maybe this is a special module that expands when active) sk: indy 5, hull upgrades 5 c: similar to base ship sp: very slow when expanded sl: extra low slot multi purpose vessel r: ship that excels in its versatility above all else sa: regular cap, lots of powergrid and cpu sk: indy 5, energy managment 5, mechanics 5 c: quarter that of base ship sp: slightly slower than base ship sl: 1h, 4-6m, 8l deep space explorer r: science ship that explores the reaches of space, gathering research points for its lab and thus eventually bpcs and bpos by scanning asteroids, moons and planets as well as pois (each for different areas of research). Scanning the same object twice doesn't do anything, and the amount gained from an object depends on its rarity and the time that has passed since they were last scanned by anybody. sa: requires constant cargo of scientists, produces research points, large cpu sk: lab op 3, astrogeo 4, astromet 4, reserach 5, indy 5 c: half of base ship sp: similar to base ship sl: 1h + 1miner, 6m, 6l I also wholeheartedly support many of the other ideas proposed here, especially passenger transport and specialty cargo transport. Smugglers and fire barges ('kamikaze' indies with a cargohold full of tnt) are very nice, too, but I'd prefer to see this solved through modules, such as 'hidden compartments' for one and 'critical reactor destabilizer' for the other (each with their corresponding skills). The latter would activate the ship's selfdestruct and leave the pilot some 30 seconds or so to get in his capsule and out of harm's way. Furthermore, a module that disguises a ship's type at first glance (unless ship scanned, that is) might be nice too, especially for those 'traps'. | 
|  Miri Tirzan       | Posted - 2005.01.23 00:14:00 -
          [409] I have to admit, I dont see why tech 2 industrials are being looked at. Since Beta, Alpha even, the function of the industrial has changed from something that was suppost to be able to be a mobile factory or mobile refiner, or several other things to being a freighter. That is why all the industrials all have hugh CPU when they really dont need it. If you want to introduce fleet support ships, those would be mods of the logistics ships. If you want hugh cargo capibility then get one of the new Freighters (100k m3) and if you wanted a smuggler, then get the right modules to put on any ship to hide contraband. If there is really going to be a tech 2 industrial, then I would want to see one with little or no cargo bay. I would like to see both the shields, armor, and speed increased. The ship should not have that hugh a skill requirement. What I would want to see would be a collection of special pods (modules) that could do several things: refiner pod - a real mobile refinery factory pod - linited build capibility drone pod - fully functional drone bay salvage pod - salvage drones and some cargo space (restrict the drones) combat pod (offenisve) - mounts racial combat weapons (you would just click to fire) combat pod (defensive) - mounts racial combat weapons, auto fires defenders, shoots drones, etc.. troop pod - Carries troops ore pod - Carries Ore That would be a worth while T2 industrial. That way you would never know what you faced until you scanned it. svetlana - "whining gets you stuff. that is why humans got to the top of the food chain and all the other animals got nerfed." | 
| Miri Tirzan Caldari Reikoku Band of Brothers       | Posted - 2005.01.23 00:14:00 -
          [410] I have to admit, I dont see why tech 2 industrials are being looked at. Since Beta, Alpha even, the function of the industrial has changed from something that was suppost to be able to be a mobile factory or mobile refiner, or several other things to being a freighter. That is why all the industrials all have hugh CPU when they really dont need it. If you want to introduce fleet support ships, those would be mods of the logistics ships. If you want hugh cargo capibility then get one of the new Freighters (100k m3) and if you wanted a smuggler, then get the right modules to put on any ship to hide contraband. If there is really going to be a tech 2 industrial, then I would want to see one with little or no cargo bay. I would like to see both the shields, armor, and speed increased. The ship should not have that hugh a skill requirement. What I would want to see would be a collection of special pods (modules) that could do several things: refiner pod - a real mobile refinery factory pod - linited build capibility drone pod - fully functional drone bay salvage pod - salvage drones and some cargo space (restrict the drones) combat pod (offenisve) - mounts racial combat weapons (you would just click to fire) combat pod (defensive) - mounts racial combat weapons, auto fires defenders, shoots drones, etc.. troop pod - Carries troops ore pod - Carries Ore That would be a worth while T2 industrial. That way you would never know what you faced until you scanned it. svetlana - "whining gets you stuff. that is why humans got to the top of the food chain and all the other animals got nerfed." | 
|  Glarion Garnier       | Posted - 2005.01.23 09:34:00 -
          [411] yep I did not read All comments on this thread  a new Class number 1: race specific support industrials - for combat zone usage note!! * means can only fit rocket or standard missile launcher And i'm not totally sure about the logistics skill requirement Gallente Support Industrial During Gallente Caldari war it became imperative that strong hauler was required for hauling in the required drones & ammunition to the Batle field. So Gallente Federation started a design copetition and the winner was Creodron. special ability: 1. 50m3 more drone space per Gallente Support Industrial skill 2. 5% to all armor resistances per Gallente support Industrial skill lvl or 10% more armorhitpoints per lvl or both high slots = 2 (1 missile launcher slot*, 1 utility slot) med slots = 4 low slots = 5 or 6 -cargo hold 4000 m3 -drone space 50m3 -speed 135 m/S -armor hitpoints 920 (resistances 50 EM, 10 exp, 50% kinetic, 40% thermal) -shield 350 (normal resistances) -targetting ( sensor strenght 6, targetting speed 50-85% faster than normal indy) -powergrid ?? -cpu ? skill requirements: Gallente Support Industial skill at lvl 1 (rank 6) preregs: -Gallente Industrial 5 -Industry 5 -Logistics lvl 2 -Spaceship command 4 ________________________________________________________________________________ Caldari Support Industiral special ability: 5% to missile launcher speed per lvl 5% to sield resistances per lvl or 10% to shield hit points per lvl or both high slots = 3 (2 missile launcher slots*, 1 utility slot) med slots = 5 low slots = 3 or 4 -Cargo hold 3750m3 -drone space 0 -speed 138m/s -armor hitpoints 700 (normal reistances) -shield 600 (10% em, 50% exp, 40% kinetic 50% thermal) -targetting ( sensor strenght 7, targetting speed 50-85% faster than normal indy) -powergrid ?? -cpu ? skill requirements: Caldari Support Industial skill at lvl 1 (rank 6) preregs: -Caldari Industrial 5 -Industry 5 -Logistics lvl 2 -Spaceship command 4 _________________________________________________________________________________ Amarr Support Industrial special ability: 5% to armor resistances per lvl 20% to small nosferatu range + effiency per lvl high slots = 2 (1 missile launcher slot*, 1 utility slots) med slots = 3 low slots = 6 or 7 -Cargo hold 3000 m3 -drone space 50m3 -speed 132m/s -armor hitpoints 1000 (50% em, 30% exp, 30% kinetic 40% thermal) -shield 200 (normal reistances) -targetting ( sensor strenght 6, targetting speed 50-85% faster than normal indy) -powergrid ?? -cpu ? skill requirements: Caldari Support Industial skill at lvl 1 (rank 6) preregs: -Caldari Industrial 5 -Industry lvl 5 -Logistics lvl 2 -Spaceship command 4 ___________________________________________________________________________________ Minmatar Support Industrial special ability: 10% to shield recharge rate per lvl 5% to missile launcher rate of fire per lvl or 5% to ship speed per lvl high slots 2 (1 missile launcher slot*, 1 utility slots) med slots 4 low slots 5 or 6 -Cargo hold 3550 m3 -drone space 50m3 -speed 140m/s -armor hitpoints 750 (normal resistances) -shield 550 (55% Em 25% exp, 30% kinetic, 40% thermal) -targetting ( sensor strenght 6, targetting speed 50-85% faster than normal indy) -powergrid ?? -cpu ? skill requirements: Minmatar Support Industial skill at lvl 1 (rank 6) preregs: -Minmatar Industrial 5 -Industry 5 -Logistics lvl 2 -Spaceship command 3 A smugling class hauler with speed as one speciality sounds nice as well. | 
| Glarion Garnier Solar Wind       | Posted - 2005.01.23 09:34:00 -
          [412] yep I did not read All comments on this thread  a new Class number 1: race specific support industrials - for combat zone usage note!! * means can only fit rocket or standard missile launcher And i'm not totally sure about the logistics skill requirement Gallente Support Industrial During Gallente Caldari war it became imperative that strong hauler was required for hauling in the required drones & ammunition to the Batle field. So Gallente Federation started a design copetition and the winner was Creodron. special ability: 1. 50m3 more drone space per Gallente Support Industrial skill 2. 5% to all armor resistances per Gallente support Industrial skill lvl or 10% more armorhitpoints per lvl or both high slots = 2 (1 missile launcher slot*, 1 utility slot) med slots = 4 low slots = 5 or 6 -cargo hold 4000 m3 -drone space 50m3 -speed 135 m/S -armor hitpoints 920 (resistances 50 EM, 10 exp, 50% kinetic, 40% thermal) -shield 350 (normal resistances) -targetting ( sensor strenght 6, targetting speed 50-85% faster than normal indy) -powergrid ?? -cpu ? skill requirements: Gallente Support Industial skill at lvl 1 (rank 6) preregs: -Gallente Industrial 5 -Industry 5 -Logistics lvl 2 -Spaceship command 4 ________________________________________________________________________________ Caldari Support Industiral special ability: 5% to missile launcher speed per lvl 5% to sield resistances per lvl or 10% to shield hit points per lvl or both high slots = 3 (2 missile launcher slots*, 1 utility slot) med slots = 5 low slots = 3 or 4 -Cargo hold 3750m3 -drone space 0 -speed 138m/s -armor hitpoints 700 (normal reistances) -shield 600 (10% em, 50% exp, 40% kinetic 50% thermal) -targetting ( sensor strenght 7, targetting speed 50-85% faster than normal indy) -powergrid ?? -cpu ? skill requirements: Caldari Support Industial skill at lvl 1 (rank 6) preregs: -Caldari Industrial 5 -Industry 5 -Logistics lvl 2 -Spaceship command 4 _________________________________________________________________________________ Amarr Support Industrial special ability: 5% to armor resistances per lvl 20% to small nosferatu range + effiency per lvl high slots = 2 (1 missile launcher slot*, 1 utility slots) med slots = 3 low slots = 6 or 7 -Cargo hold 3000 m3 -drone space 50m3 -speed 132m/s -armor hitpoints 1000 (50% em, 30% exp, 30% kinetic 40% thermal) -shield 200 (normal reistances) -targetting ( sensor strenght 6, targetting speed 50-85% faster than normal indy) -powergrid ?? -cpu ? skill requirements: Caldari Support Industial skill at lvl 1 (rank 6) preregs: -Caldari Industrial 5 -Industry lvl 5 -Logistics lvl 2 -Spaceship command 4 ___________________________________________________________________________________ Minmatar Support Industrial special ability: 10% to shield recharge rate per lvl 5% to missile launcher rate of fire per lvl or 5% to ship speed per lvl high slots 2 (1 missile launcher slot*, 1 utility slots) med slots 4 low slots 5 or 6 -Cargo hold 3550 m3 -drone space 50m3 -speed 140m/s -armor hitpoints 750 (normal resistances) -shield 550 (55% Em 25% exp, 30% kinetic, 40% thermal) -targetting ( sensor strenght 6, targetting speed 50-85% faster than normal indy) -powergrid ?? -cpu ? skill requirements: Minmatar Support Industial skill at lvl 1 (rank 6) preregs: -Minmatar Industrial 5 -Industry 5 -Logistics lvl 2 -Spaceship command 3 A smugling class hauler with speed as one speciality sounds nice as well. | 
|  Kayscha       | Posted - 2005.01.23 11:37:00 -
          [413] Another idea for a weird design just hit me: blockade breaker r: this design does not out-run its foes but out-sit them instead. sacrifices everything else for defense (armour or shiled, depending on race), allowing it enough time to warp from all but the strongest opposition. sa: +20% armor +20% shields sk: indy 5, remote armor/tactical shield 5 (depending on race) ca: 1/4 of base ship armor/shields: 10 times that of base ship, with high resistances all over warp scramble: -3 sp: half of base ship; warp speed 1/4 of base ship sl: 0h, 4m, 6l or 0h, 6m, 4l (depending on race) | 
| Kayscha       | Posted - 2005.01.23 11:37:00 -
          [414] Another idea for a weird design just hit me: blockade breaker r: this design does not out-run its foes but out-sit them instead. sacrifices everything else for defense (armour or shiled, depending on race), allowing it enough time to warp from all but the strongest opposition. sa: +20% armor +20% shields sk: indy 5, remote armor/tactical shield 5 (depending on race) ca: 1/4 of base ship armor/shields: 10 times that of base ship, with high resistances all over warp scramble: -3 sp: half of base ship; warp speed 1/4 of base ship sl: 0h, 4m, 6l or 0h, 6m, 4l (depending on race) | 
|  Lallante       | Posted - 2005.01.23 16:02:00 -
          [415] Edited by: Lallante on 23/01/2005 16:03:46 POS Support Indy Take a normal indy base armor shield structure - Needs support indy 1 and (Race) Indy 5, Hull Upgrades 4 and Anchoring 4 -top speed of 90m/s, VERY unmaneuvrable (30secs to get into warp) -Cargo, 5000 - 0 high, 1 med, 0low - Main skill bonus : 15% less cargoneed for POS structure or fuel per level of Normal Race Indy Skill - Secondary (Race) bonus: 2% (additional) reduced (RACE) Isotope cargo need per level of Support Indy FRONTLINE support Indy Normal indy with EXCEPTIONALLY low targetting signiture radius -5% sig radius per level of Frontline indy skill +5% speed per level of normal indy skill Slots : 2 high (2 missle),2 med, 2 low. Cargo 5000 Base Speed around 300, but very unmaneuvrable. Lall - THE Vocal Minority - ShinRa | 
| Lallante Shinra Lotka Volterra       | Posted - 2005.01.23 16:02:00 -
          [416] Edited by: Lallante on 23/01/2005 16:03:46 POS Support Indy Take a normal indy base armor shield structure - Needs support indy 1 and (Race) Indy 5, Hull Upgrades 4 and Anchoring 4 -top speed of 90m/s, VERY unmaneuvrable (30secs to get into warp) -Cargo, 5000 - 0 high, 1 med, 0low - Main skill bonus : 15% less cargoneed for POS structure or fuel per level of Normal Race Indy Skill - Secondary (Race) bonus: 2% (additional) reduced (RACE) Isotope cargo need per level of Support Indy FRONTLINE support Indy Normal indy with EXCEPTIONALLY low targetting signiture radius -5% sig radius per level of Frontline indy skill +5% speed per level of normal indy skill Slots : 2 high (2 missle),2 med, 2 low. Cargo 5000 Base Speed around 300, but very unmaneuvrable. Lall - THE Vocal Minority - ShinRa | 
|  Sliinky       | Posted - 2005.01.24 16:20:00 -
          [417] Ship Name Gargantua Hull class Mammoth Purpose: Agent running Reasoning: Have you seeen the hauler missions??! Special Ability: Cargo Hold increase 150% per level Skills: Transport Manager lvl1, indy 5, spaceship commaand 5, Hull upgardes 5 Cargo: Base 10,000 Speed: 110m/s Slots: 3 High, 5 Med and 7 Low This would take care of those hauler missions nicely | 
| Sliinky       | Posted - 2005.01.24 16:20:00 -
          [418] Ship Name Gargantua Hull class Mammoth Purpose: Agent running Reasoning: Have you seeen the hauler missions??! Special Ability: Cargo Hold increase 150% per level Skills: Transport Manager lvl1, indy 5, spaceship commaand 5, Hull upgardes 5 Cargo: Base 10,000 Speed: 110m/s Slots: 3 High, 5 Med and 7 Low This would take care of those hauler missions nicely | 
|  Xantia Blade       | Posted - 2005.01.24 21:39:00 -
          [419] Blockade Runner - Reasoning: When it absolutely has to get there! - Special ability: 10% Agility per level, 5% velocity per level - Skills: Smuggling Lv5, Evasive Manuovering Lv5, Navigation Lv4, Industrial Lv4 - Cargo: Very Small - Speed: Very Fast - Slots: Very Few | 
| Xantia Blade Caldari       | Posted - 2005.01.24 21:39:00 -
          [420] Blockade Runner - Reasoning: When it absolutely has to get there! - Special ability: 10% Agility per level, 5% velocity per level - Skills: Smuggling Lv5, Evasive Manuovering Lv5, Navigation Lv4, Industrial Lv4 - Cargo: Very Small - Speed: Very Fast - Slots: Very Few | 
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