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| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 [15] 16 .. 16 :: one page | |
| Author | Thread Statistics | Show CCP posts - 10 post(s) |
![]() Woetra |
Posted - 2005.01.25 14:53:00 -
[421] Supply ship - Reasoning: Cause I keep running out of ammo when taking stations etc- Special ability: Ammo/missiles/charges take 15% less space in cargo per level of indy skill. - Skills: Hull Upgrades 5, Indy 4, and Navigation 5 prereq - Cargo: 20% of standard indy - Speed: Faster & more agile than an indy, with more HP. - Slots: 1/3/2. This would help to solve a lot of ammo issues when taking stations and running complexes. Sig Thief |
Woetra Amarr Status Pending |
Posted - 2005.01.25 14:53:00 -
[422] Supply ship - Reasoning: Cause I keep running out of ammo when taking stations etc- Special ability: Ammo/missiles/charges take 15% less space in cargo per level of indy skill. - Skills: Hull Upgrades 5, Indy 4, and Navigation 5 prereq - Cargo: 20% of standard indy - Speed: Faster & more agile than an indy, with more HP. - Slots: 1/3/2. This would help to solve a lot of ammo issues when taking stations and running complexes. Sig Thief |
![]() Feta Solamnia |
Posted - 2005.01.25 15:18:00 -
[423]
Exequror? |
Feta Solamnia |
Posted - 2005.01.25 15:18:00 -
[424]
Exequror?
|
![]() flummox |
Posted - 2005.01.25 15:41:00 -
[425] Edited by: flummox on 25/01/2005 21:25:40 Edited by: flummox on 25/01/2005 15:44:14 Sleeping Dog - Caldari This is an all out combat indy. that's right. don't wake a Sleeping Dog... 5 hi-slots - 4m/2t 4 mid-slots 3 low-slots CPU: 375 PG: 115 base cargo: 1500m3 drone bay: 2000m3 base speed: 155m3 Shield: 3000 Armor: 1500 Structure: 1750 Scan resolution: on par with cruisers Special Abilities Idiot's Notes: he he... "Cruiser Skill"... lol. oopsie! i meant, indy skill. 8) Cruiser Skill: +5% Velocity and Agility per level; +7.5% Thermal and +10% Kinetic Shield resistances per level TL2 Skill: +10% Scan Resolution; +5% Missle ROF and +10% Max Velocity Ship stuff: max 2 drones usage at a time. there is a fine, but dissasterous line between a fart and a shart. i suggest you make sure which side you want to be on... |
flummox |
Posted - 2005.01.25 15:41:00 -
[426] Edited by: flummox on 25/01/2005 21:25:40 Edited by: flummox on 25/01/2005 15:44:14 Sleeping Dog - Caldari This is an all out combat indy. that's right. don't wake a Sleeping Dog... 5 hi-slots - 4m/2t 4 mid-slots 3 low-slots CPU: 375 PG: 115 base cargo: 1500m3 drone bay: 2000m3 base speed: 155m3 Shield: 3000 Armor: 1500 Structure: 1750 Scan resolution: on par with cruisers Special Abilities Idiot's Notes: he he... "Cruiser Skill"... lol. oopsie! i meant, indy skill. 8) Cruiser Skill: +5% Velocity and Agility per level; +7.5% Thermal and +10% Kinetic Shield resistances per level TL2 Skill: +10% Scan Resolution; +5% Missle ROF and +10% Max Velocity Ship stuff: max 2 drones usage at a time. ... bring me my cheese... i love cheese... "The great state of Vermont will not apologize for its cheese!" |
![]() Missa |
Posted - 2005.01.25 17:08:00 -
[427] T2 Indy Ideas: Transports The purpose of this ship class is to give an industrial ship which can easly equip a mwd, it stays large crusier size as far as turrets with the Transports skill properly leveled. These industrials have worse base cargo due to the addition of slots, they have hp somewhat better than their T1 counterparts but it still isn't much. They do all feature increased shield recharge over any other ship class in the game currently. I know passive recharge isn't much of a bonus, but industrials operating in remote space cannot usually afford the resources required to boost their shield much through cap use. They also feature slightly lower masses (10%amarr, 10%caldari, 15%gall, 20%minmatar) than their T1 models, and 25% better agility than the T1 Industrials. All T2 indys will require a T2 skill, lets call it: "Transports" Which requires something like: Spaceship Command V Navigation V Any Race Industrial Spaceship Command V Energy Grid Upgrades 5 ...and then all the smaller skills required for those. T2 Indys get the T1 +25% speed and +25% max cargo skill bonuses + 1 Racial Bonus + -100% mwd signature bonus per Transports level. All Transports also get a 5th bonus of a -25% chance of being scanned by a customs agent. --Amarr-- Pestlience: +25% Racial Bonus to cap. recharge rate. 230 m/s 750 cpu 200 powergrid 1500 max cap, 400 recharge 450 shield hp, 180 recharge 0em 70exp 40kin 20heat 1800 armor hp, 60em 35exp 25kin 35heat 1800 structure hp 2400 cargo 100 dronespace 75 scan resolution 60km targeting range Signature Radius: 200 4 High Slots, 1 turret 4 Mid Slots 7 Low Slots --Caldari-- Ferret: -25% Racial Bonus to MWD/AB duration per cycle. 255 m/s 1200 cpu 140 powergrid 1200 max cap, 310 recharge 1250 shield hp, 270 recharge 0em 60exp 40kin 45heat 850 armor hp, 60em 10exp 25kin 45heat 1700 structure hp 2125 cargo 100 dronespace 100 scan resolution 70km targeting range Signature Radius: 300 3 High Slots, 1 turret, 2 missle 7 Mid Slots 5 Low Slots --Gall-- Insert Gall Racial Indy Name Here: +25% Racial Bonus to MWD/AB cap use per cycle 245 m/s 950 cpu 180 powergrid 1350 max cap, 355 recharge 650 shield hp, 240 recharge 0em 60exp 50kin 20heat 1450 armor hp, 60em 35exp 25kin 35heat 2400 structure hp 2800 cargo 500 dronespace 80 scan resolution 65km targeting range Signature Radius: 270 4 High Slots, 1 turret, 1 missle 6 Mid Slots 6 Low Slots --Minmatar-- Pilferer: +25% Racial Bonus to MWD/AB Velocity. 850 cpu 175 powergrid 1300 max cap, 340 recharge 1050 shield hp, 330 recharge 25em 60exp 40kin 20heat 1100 armor hp, 75em 10exp 25kin 35heat 1500 structure hp 2400 cargo 250 dronespace 90 scan resolution 60km targeting range Signature Radius: 225 3 High Slots, 1 turret, 1 missle 6 Mid Slots 6 Low Slots --Missa New Siggy to Come Soon(tm) |
Missa Caldari Caldari Technological Division |
Posted - 2005.01.25 17:08:00 -
[428] T2 Indy Ideas: Transports The purpose of this ship class is to give an industrial ship which can easly equip a mwd, it stays large crusier size as far as turrets with the Transports skill properly leveled. These industrials have worse base cargo due to the addition of slots, they have hp somewhat better than their T1 counterparts but it still isn't much. They do all feature increased shield recharge over any other ship class in the game currently. I know passive recharge isn't much of a bonus, but industrials operating in remote space cannot usually afford the resources required to boost their shield much through cap use. They also feature slightly lower masses (10%amarr, 10%caldari, 15%gall, 20%minmatar) than their T1 models, and 25% better agility than the T1 Industrials. All T2 indys will require a T2 skill, lets call it: "Transports" Which requires something like: Spaceship Command V Navigation V Any Race Industrial Spaceship Command V Energy Grid Upgrades 5 ...and then all the smaller skills required for those. T2 Indys get the T1 +25% speed and +25% max cargo skill bonuses + 1 Racial Bonus + -100% mwd signature bonus per Transports level. All Transports also get a 5th bonus of a -25% chance of being scanned by a customs agent. --Amarr-- Pestlience: +25% Racial Bonus to cap. recharge rate. 230 m/s 750 cpu 200 powergrid 1500 max cap, 400 recharge 450 shield hp, 180 recharge 0em 70exp 40kin 20heat 1800 armor hp, 60em 35exp 25kin 35heat 1800 structure hp 2400 cargo 100 dronespace 75 scan resolution 60km targeting range Signature Radius: 200 4 High Slots, 1 turret 4 Mid Slots 7 Low Slots --Caldari-- Ferret: -25% Racial Bonus to MWD/AB duration per cycle. 255 m/s 1200 cpu 140 powergrid 1200 max cap, 310 recharge 1250 shield hp, 270 recharge 0em 60exp 40kin 45heat 850 armor hp, 60em 10exp 25kin 45heat 1700 structure hp 2125 cargo 100 dronespace 100 scan resolution 70km targeting range Signature Radius: 300 3 High Slots, 1 turret, 2 missle 7 Mid Slots 5 Low Slots --Gall-- Insert Gall Racial Indy Name Here: +25% Racial Bonus to MWD/AB cap use per cycle 245 m/s 950 cpu 180 powergrid 1350 max cap, 355 recharge 650 shield hp, 240 recharge 0em 60exp 50kin 20heat 1450 armor hp, 60em 35exp 25kin 35heat 2400 structure hp 2800 cargo 500 dronespace 80 scan resolution 65km targeting range Signature Radius: 270 4 High Slots, 1 turret, 1 missle 6 Mid Slots 6 Low Slots --Minmatar-- Pilferer: +25% Racial Bonus to MWD/AB Velocity. 850 cpu 175 powergrid 1300 max cap, 340 recharge 1050 shield hp, 330 recharge 25em 60exp 40kin 20heat 1100 armor hp, 75em 10exp 25kin 35heat 1500 structure hp 2400 cargo 250 dronespace 90 scan resolution 60km targeting range Signature Radius: 225 3 High Slots, 1 turret, 1 missle 6 Mid Slots 6 Low Slots --Missa New Siggy to Come Soon(tm) |
![]() Sokudo |
Posted - 2005.01.27 17:15:00 -
[429] Courier/Smuggler ship - Finally be able to get restricted cargo into Empire and also move normal cargo quickly. - Special ability: -50% Cpu and power requirements for active-shielding cargo bay. - Skills: Smuggling, Indy 5 and Signature Analysis 5 prereq - Cargo: Around 2000 to 3000m3 - large enough to be a cargo hauler, but more than an expanded Exequror. - Speed: 250 - Slots: More mid-slots and fewer lo-slots than an Indy. NEW ITEM - Active Shielding Bay - cannot hold cargo cans and uses a mid-slot, replacing cargo space (so a 1000 m/s shielded bay would give 900 m/s capacity) but would give a reduced chance of detection, depending on type of module. Would require power and CPU - power for the cargo bay shielding and the CPU to control it. This would only need a slight re-wiring of the current system to implement. Q-Ship - Reasoning: Pirates are a continuous threat... this might make them think twice. This ship would combine the Destroyer with an Indy hull. - Special ability: Increased sensor resolution per skill level + looks like normal inty while in space (uses same model and uses normal info window for racial indy while undocked). Also increased MWD/AB speed to overcome slow normal speed and increased shields (hopefully easy enough to overlook or mistake for a shield extender). - Skills: Destroyer, Indy 5 and Signature Analysis 5 prereq - Cargo: around 1k or less. - Speed: As Indy - to prevent excess speed giving away the secret. - Slots: More Like Destroyer. This would make it a mainly anti-frigate affair. TUG - Reasoning: Cargo Cans and abandoned ships are a pain to retrieve and are sometimes a navigational hazard around bases. Hauling abandoned ship away from a base would help everyone and retrieving cans would be a lot easier. - Special ability: Ability to move cans and ships - probably through locking them and applying a tractor module... in which case this ship would get a -300% or whatever in order to fit it. The module would be short-ranged and require a lock before use. - Skills: Indy 5, Frig V, Tug (new Skill) - Cargo: 200m/s or so (for picking up loot from drop-cans). Ability to haul cans in space (unable to dock with them though, so would need Indy support). - Speed: 300 m/s - reduced while hauling cans or ships. - Slots: 1, 2 and 3 Hi-Slot variants would be possible. 1 Mid-slot (intended for AB or MWD) and 2 Lo-slots for CPU or Power upgrades or for increased armour resistance. Possible Combat version of the Tug would have more shield/armour resistance and more slots to allow the addition of combat modules. I know some of these were mentioned before, but these are my versions. |
Sokudo Gallente |
Posted - 2005.01.27 17:15:00 -
[430] Courier/Smuggler ship - Finally be able to get restricted cargo into Empire and also move normal cargo quickly. - Special ability: -50% Cpu and power requirements for active-shielding cargo bay. - Skills: Smuggling, Indy 5 and Signature Analysis 5 prereq - Cargo: Around 2000 to 3000m3 - large enough to be a cargo hauler, but more than an expanded Exequror. - Speed: 250 - Slots: More mid-slots and fewer lo-slots than an Indy. NEW ITEM - Active Shielding Bay - cannot hold cargo cans and uses a mid-slot, replacing cargo space (so a 1000 m/s shielded bay would give 900 m/s capacity) but would give a reduced chance of detection, depending on type of module. Would require power and CPU - power for the cargo bay shielding and the CPU to control it. This would only need a slight re-wiring of the current system to implement. Q-Ship - Reasoning: Pirates are a continuous threat... this might make them think twice. This ship would combine the Destroyer with an Indy hull. - Special ability: Increased sensor resolution per skill level + looks like normal inty while in space (uses same model and uses normal info window for racial indy while undocked). Also increased MWD/AB speed to overcome slow normal speed and increased shields (hopefully easy enough to overlook or mistake for a shield extender). - Skills: Destroyer, Indy 5 and Signature Analysis 5 prereq - Cargo: around 1k or less. - Speed: As Indy - to prevent excess speed giving away the secret. - Slots: More Like Destroyer. This would make it a mainly anti-frigate affair. TUG - Reasoning: Cargo Cans and abandoned ships are a pain to retrieve and are sometimes a navigational hazard around bases. Hauling abandoned ship away from a base would help everyone and retrieving cans would be a lot easier. - Special ability: Ability to move cans and ships - probably through locking them and applying a tractor module... in which case this ship would get a -300% or whatever in order to fit it. The module would be short-ranged and require a lock before use. - Skills: Indy 5, Frig V, Tug (new Skill) - Cargo: 200m/s or so (for picking up loot from drop-cans). Ability to haul cans in space (unable to dock with them though, so would need Indy support). - Speed: 300 m/s - reduced while hauling cans or ships. - Slots: 1, 2 and 3 Hi-Slot variants would be possible. 1 Mid-slot (intended for AB or MWD) and 2 Lo-slots for CPU or Power upgrades or for increased armour resistance. Possible Combat version of the Tug would have more shield/armour resistance and more slots to allow the addition of combat modules. I know some of these were mentioned before, but these are my versions. |
![]() Carter Burke |
Posted - 2005.01.28 14:29:00 -
[431]
Hmm...I do that now with an ItV, all lows with standard Nanofiber and one Y-S8 in mids ). CB |
Carter Burke |
Posted - 2005.01.28 14:29:00 -
[432]
Hmm...I do that now with an ItV, all lows with standard Nanofiber and one Y-S8 in mids ). CB |
![]() Archfish |
Posted - 2005.01.28 17:08:00 -
[433] I haven't read through whole thread... but faster warp speeds ************ "We will fly at their death cannons and clog them with wreckage" ************ |
Archfish Minmatar The Knights of Ni |
Posted - 2005.01.28 17:08:00 -
[434] I haven't read through whole thread... but faster warp speeds ************ "We will fly at their death cannons and clog them with wreckage" ************ |
![]() phaux |
Posted - 2005.02.01 04:48:00 -
[435] on the topic of smuggeling ships i dont think they should require indy lvl 5, i mean, that would take forever and would be unnecesary especially if ur looking more for of a smalller scale smuggeling instead of just annother large indy ship to fly. maybe introduce another smuggeler type (in addition to the smuggeler ship that does require indy lvl 5). Maybe a cruiser sized ship? or destroyer sizish ship that holds less than 1000m3 or something but doesnt require indy lvl 5, now maybe this ship could be more ew capable. I believe a medium sized ship with a medium sized cargo hold that can use ew to hold up its own and would have alot of ew(and maybe cloak) req/capabilites would be ideal. well, thats just what i would hope to see in eve ~phaux |
phaux |
Posted - 2005.02.01 04:48:00 -
[436] on the topic of smuggeling ships i dont think they should require indy lvl 5, i mean, that would take forever and would be unnecesary especially if ur looking more for of a smalller scale smuggeling instead of just annother large indy ship to fly. maybe introduce another smuggeler type (in addition to the smuggeler ship that does require indy lvl 5). Maybe a cruiser sized ship? or destroyer sizish ship that holds less than 1000m3 or something but doesnt require indy lvl 5, now maybe this ship could be more ew capable. I believe a medium sized ship with a medium sized cargo hold that can use ew to hold up its own and would have alot of ew(and maybe cloak) req/capabilites would be ideal. well, thats just what i would hope to see in eve ~phaux |
![]() Thyro |
Posted - 2005.02.01 20:09:00 -
[437] Edited by: Thyro on 01/02/2005 20:09:59 What I think about T2 Indies? in 2 words: THEY SUCK not enough cargo space compared with T1 ... shove T2 indies to 0.0 only coz are useless elsewhere! |
Thyro |
Posted - 2005.02.01 20:09:00 -
[438] Edited by: Thyro on 01/02/2005 20:09:59 What I think about T2 Indies? in 2 words: THEY SUCK not enough cargo space compared with T1 ... shove T2 indies to 0.0 only coz are useless elsewhere! |
![]() Cinnander |
Posted - 2005.02.01 21:25:00 -
[439] Edited by: Cinnander on 01/02/2005 21:28:13 Edited by: Cinnander on 01/02/2005 21:26:51 This chap goes with the fluid carrier; Radio-isotope transport Bonus: ability to transport highly radioactive goods and products to/from POSs (used in for example research, building components) Req skills: say Industry 5, transports 2 or 3, similar skill to fluid tankers (eg some "specialist cargo" skill?) Uses: to/from POS work, hauling radioisotopes around for trade running etc... even more a niche market than the tankers would be :s Downside: well all that radioactive stuff in your cargo means you need shielding! That means your ship is now about 3x heavier. Oh and btw all the Gamma radiation leaking out makes your signature radius like that of a small planet sized disco ball. Edit: Oh and you're gunna need some kind of cargo containers to make the most of your cargo space. And yes, they need to be shielded too. |
Cinnander Celestial Fleet |
Posted - 2005.02.01 21:25:00 -
[440] Edited by: Cinnander on 01/02/2005 21:28:13 Edited by: Cinnander on 01/02/2005 21:26:51 This chap goes with the fluid carrier; Radio-isotope transport Bonus: ability to transport highly radioactive goods and products to/from POSs (used in for example research, building components) Req skills: say Industry 5, transports 2 or 3, similar skill to fluid tankers (eg some "specialist cargo" skill?) Uses: to/from POS work, hauling radioisotopes around for trade running etc... even more a niche market than the tankers would be :s Downside: well all that radioactive stuff in your cargo means you need shielding! That means your ship is now about 3x heavier. Oh and btw all the Gamma radiation leaking out makes your signature radius like that of a small planet sized disco ball. Edit: Oh and you're gunna need some kind of cargo containers to make the most of your cargo space. And yes, they need to be shielded too. |
![]() Kayscha |
Posted - 2005.02.02 13:06:00 -
[441] Industry V as a pre-requisite for TRANSPORT ship skill? What lunacy is this?! These ships are NOT mobile factories and production is the only use for industry. Anyone care to explain that to me? Navigation V or trade V would have been halfway sensible choices. As it stands, the little extra I can carry in them in no way justifies the effort of learning the skills :( |
Kayscha |
Posted - 2005.02.02 13:06:00 -
[442] Industry V as a pre-requisite for TRANSPORT ship skill? What lunacy is this?! These ships are NOT mobile factories and production is the only use for industry. Anyone care to explain that to me? Navigation V or trade V would have been halfway sensible choices. As it stands, the little extra I can carry in them in no way justifies the effort of learning the skills :( |
![]() Jim Steele |
Posted - 2005.02.02 13:41:00 -
[443]While this is a highly constructive reply! I they are actually balanced quite well, they can now take a beating where many T1 counterparts cannot. Imagine being able to tank a BS for a number of hits allowing you to run blocades, ok if cargo space is important get an iteron V if you want to mine in o.o without player (or npc) rats wtfpwning you then get a T2 one and tank it, will give you time to get into the belts to retrieve the ore, they will also be good little things to supply the POS structures out there with fuel. I must say tho i think the other races need a "super hauler" like the iteron V Death to the Galante |
Jim Steele Confederation of Red Moon Ascendant Frontier |
Posted - 2005.02.02 13:41:00 -
[444]While this is a highly constructive reply! I they are actually balanced quite well, they can now take a beating where many T1 counterparts cannot. Imagine being able to tank a BS for a number of hits allowing you to run blocades, ok if cargo space is important get an iteron V if you want to mine in o.o without player (or npc) rats wtfpwning you then get a T2 one and tank it, will give you time to get into the belts to retrieve the ore, they will also be good little things to supply the POS structures out there with fuel. I must say tho i think the other races need a "super hauler" like the iteron V Author of "The Apoc Guide" |
![]() Jhil |
Posted - 2005.02.02 20:45:00 -
[445] The Main thing that comes to me immediately is that Amarr and Minmatar got all new blockade runners, but Caldari and Gallente got repaints. Comon CCP! Whip up two new blockade runner models for the poor frenchies and capitalists! I'll be yer friend... |
Jhil |
Posted - 2005.02.02 20:45:00 -
[446] The Main thing that comes to me immediately is that Amarr and Minmatar got all new blockade runners, but Caldari and Gallente got repaints. Comon CCP! Whip up two new blockade runner models for the poor frenchies and capitalists! I'll be yer friend... |
![]() Cinnander |
Posted - 2005.02.05 20:41:00 -
[447] With a threat like that, how can CCP refuse? "New models OR I'll be your freind" |
Cinnander Celestial Fleet |
Posted - 2005.02.05 20:41:00 -
[448] With a threat like that, how can CCP refuse? "New models OR I'll be your freind" |
![]() Selim |
Posted - 2005.02.06 08:01:00 -
[449]
No, that is the Wreathe, its always been there. |
Selim Jericho Fraction The Star Fraction |
Posted - 2005.02.06 08:01:00 -
[450]
No, that is the Wreathe, its always been there. |
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