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Gran Danoir
Gran Danoir

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.17 12:17:00 - [451]

Originally by: Oveur
I wanted to gather some info on your expectations before we start final testing on them. I would like to see posts on a special ability or two (which would really be the role), skill requirements (and what the skill affects) and slot/hp configuration.

It can also be simple, example:

Smuggler
- Reasoning: Cause the chicks dig smugglers, especially if they have a ship to show with hidden compartments.
- Special ability: Resistance to customs scanning
- Skills: Smuggling, Indy 5 and Signature Analysis 5 prereq
- Cargo: Much less than an standard indy
- Speed: Faster than an indy
- Slots: Similar to current indies of its race.

I'll delete anything else than suggestions formatted like that to keep this on topic and clean. To hint you in the direction we are going, they won't have larger native cargoholds than current indies, since they have far more armor - so pretty much the same or a bit less.

They will under no circumstances have turret slots, can have a missile slot or two. They will be able to extend their cargohold more than current indies with more low slots - so the bigger cargohold is optional at the cost of speede etc. If you know anything about indies, you know how much an extra low slot or two does for your indy.

The reason for the TL2 indies aren't like huge versions of the current ones is that this will be filled by the new Freighter ship class (as in new models, horns, front and tail lights with the fluffy dice and Type-R sticker for those extra 2m/s). They will have cargoholds closer to and above 100K M3 Wink (and thats just the TL1 version)

Edit: If you also have an interest in Starbases, check out this post in the Idea Lab.

Edit: Like I said, I'll delete anything else from this thread. Feel free to talk about other topics in other threads.

Gran Danoir
Gran Danoir

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.17 12:17:00 - [452]

Originally by: Oveur
I wanted to gather some info on your expectations before we start final testing on them. I would like to see posts on a special ability or two (which would really be the role), skill requirements (and what the skill affects) and slot/hp configuration.

It can also be simple, example:

Smuggler
- Reasoning: Cause the chicks dig smugglers, especially if they have a ship to show with hidden compartments.
- Special ability: Resistance to customs scanning
- Skills: Smuggling, Indy 5 and Signature Analysis 5 prereq
- Cargo: Much less than an standard indy
- Speed: Faster than an indy
- Slots: Similar to current indies of its race.

I'll delete anything else than suggestions formatted like that to keep this on topic and clean. To hint you in the direction we are going, they won't have larger native cargoholds than current indies, since they have far more armor - so pretty much the same or a bit less.

They will under no circumstances have turret slots, can have a missile slot or two. They will be able to extend their cargohold more than current indies with more low slots - so the bigger cargohold is optional at the cost of speede etc. If you know anything about indies, you know how much an extra low slot or two does for your indy.

The reason for the TL2 indies aren't like huge versions of the current ones is that this will be filled by the new Freighter ship class (as in new models, horns, front and tail lights with the fluffy dice and Type-R sticker for those extra 2m/s). They will have cargoholds closer to and above 100K M3 Wink (and thats just the TL1 version)

Edit: If you also have an interest in Starbases, check out this post in the Idea Lab.

Edit: Like I said, I'll delete anything else from this thread. Feel free to talk about other topics in other threads.

Gran Danoir
Gran Danoir

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.17 12:17:00 - [453]

Originally by: Oveur
I wanted to gather some info on your expectations before we start final testing on them. I would like to see posts on a special ability or two (which would really be the role), skill requirements (and what the skill affects) and slot/hp configuration.

It can also be simple, example:

Smuggler
- Reasoning: Cause the chicks dig smugglers, especially if they have a ship to show with hidden compartments.
- Special ability: Resistance to customs scanning
- Skills: Smuggling, Indy 5 and Signature Analysis 5 prereq
- Cargo: Much less than an standard indy
- Speed: Faster than an indy
- Slots: Similar to current indies of its race.

I'll delete anything else than suggestions formatted like that to keep this on topic and clean. To hint you in the direction we are going, they won't have larger native cargoholds than current indies, since they have far more armor - so pretty much the same or a bit less.

They will under no circumstances have turret slots, can have a missile slot or two. They will be able to extend their cargohold more than current indies with more low slots - so the bigger cargohold is optional at the cost of speede etc. If you know anything about indies, you know how much an extra low slot or two does for your indy.

The reason for the TL2 indies aren't like huge versions of the current ones is that this will be filled by the new Freighter ship class (as in new models, horns, front and tail lights with the fluffy dice and Type-R sticker for those extra 2m/s). They will have cargoholds closer to and above 100K M3 Wink (and thats just the TL1 version)

Edit: If you also have an interest in Starbases, check out this post in the Idea Lab.

Edit: Like I said, I'll delete anything else from this thread. Feel free to talk about other topics in other threads.

Gran Danoir
Gran Danoir

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.17 12:17:00 - [454]

Originally by: Oveur
I wanted to gather some info on your expectations before we start final testing on them. I would like to see posts on a special ability or two (which would really be the role), skill requirements (and what the skill affects) and slot/hp configuration.

It can also be simple, example:

Smuggler
- Reasoning: Cause the chicks dig smugglers, especially if they have a ship to show with hidden compartments.
- Special ability: Resistance to customs scanning
- Skills: Smuggling, Indy 5 and Signature Analysis 5 prereq
- Cargo: Much less than an standard indy
- Speed: Faster than an indy
- Slots: Similar to current indies of its race.

I'll delete anything else than suggestions formatted like that to keep this on topic and clean. To hint you in the direction we are going, they won't have larger native cargoholds than current indies, since they have far more armor - so pretty much the same or a bit less.

They will under no circumstances have turret slots, can have a missile slot or two. They will be able to extend their cargohold more than current indies with more low slots - so the bigger cargohold is optional at the cost of speede etc. If you know anything about indies, you know how much an extra low slot or two does for your indy.

The reason for the TL2 indies aren't like huge versions of the current ones is that this will be filled by the new Freighter ship class (as in new models, horns, front and tail lights with the fluffy dice and Type-R sticker for those extra 2m/s). They will have cargoholds closer to and above 100K M3 Wink (and thats just the TL1 version)

Edit: If you also have an interest in Starbases, check out this post in the Idea Lab.

Edit: Like I said, I'll delete anything else from this thread. Feel free to talk about other topics in other threads.

Riley Medina
Riley Medina

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.17 14:24:00 - [455]

CoolA Smuggling Cargohold Module with a specialized smuggling skill for implementation on a 'regular' ship - it doesn't add any extra cargo space but fools customs scans (and other player's scans as well) by looking like 'lawful' cargo...would this not be a good module? i would like to have one to do a little spirits running, hehe
Riley Medina
Riley Medina

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.17 14:24:00 - [456]

CoolA Smuggling Cargohold Module with a specialized smuggling skill for implementation on a 'regular' ship - it doesn't add any extra cargo space but fools customs scans (and other player's scans as well) by looking like 'lawful' cargo...would this not be a good module? i would like to have one to do a little spirits running, hehe
Riley Medina
Riley Medina

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.17 14:24:00 - [457]

CoolA Smuggling Cargohold Module with a specialized smuggling skill for implementation on a 'regular' ship - it doesn't add any extra cargo space but fools customs scans (and other player's scans as well) by looking like 'lawful' cargo...would this not be a good module? i would like to have one to do a little spirits running, hehe
Riley Medina
Riley Medina

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.17 14:24:00 - [458]

CoolA Smuggling Cargohold Module with a specialized smuggling skill for implementation on a 'regular' ship - it doesn't add any extra cargo space but fools customs scans (and other player's scans as well) by looking like 'lawful' cargo...would this not be a good module? i would like to have one to do a little spirits running, hehe
Kelgen Thann
Kelgen Thann

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 15:41:00 - [459]

Edited by: Kelgen Thann on 19/03/2005 15:49:24
Edited by: Kelgen Thann on 19/03/2005 15:47:35

Skills and Ship Bonuses.

2 skills I would put on this ship brings me to the old Game Wing Comander Privateer, and the TV series Fire Fly
A Ship Skill, and a smuggling skill (very small cargo space converted per level say 1% per level) the ship needs to be a smuggler ship to smuggle well, you can only hide so much dope under your bed or in the cookie jar in a "modern" sleak ship.

maybe even a skill to talk your way out of paying a fine or Bribing a Customs agent to make the process less painful if your LUCKY enough to get a agent with a weak set of morals. the point is to have several degrees of being caught and avoiding detection

Ship Bonuses:
5% more cargo space availible for secret compartment conversion.
5% Greater chance of fooling Custom agents scanns

Those are my two prime Ideas.

Secondary:
10% bonus to custom agents scanning delay - If the ship is fast delaying the scanning will allow a person to know if they have to warp out or if they can make it to the gate

I would also have it so in a smugling ship you can tell how long you have till your cargo is caught. You shouldn't be able to stay at a gate with contraband for long, you should be in and out and on the run. Smuggling has to ALWAYS have risk. You shouldn't be able to buy a ship, buy mods and train a skill and be immune to the chance of being caught. You should alwyas have the risk of getting caught. you will also have to use speed mods, not just cargo expanders. your ship must be fast, light, agil, or filled with interfeerence moduals that generate fields that mess with sensors. NOT UBER I cna haull a million slaves easily

or else where is the fun in that :)


Now for a description of the smuggling ship let it show that ONLY parts of the smuggling ships cargo space is able to be used for smuggling. "These ships have nooks and crannies which a skilled pilot/mechanic can utilize to create seceret compartments. "a skilled engeneer can localize the magnetic interfence generated by the ships POOR design to make certain comodities dissapear to the poorly used scanner."


Basically a Smuggling ship should be an archaic design, old and poorly designed with poorly engeneered systems that can all be used to smuggle. A smuggler shouldn't have "THE latest design in smuggling technology, clean, sleak, fast, agil and looks as sexy as a supermodel wearing only sand on the beach"

Having an old ragged, ship that fits your purpose perfectly is what smuggling should be. You operate under the radar, at high risk to make large margins on a small amount of cargo.
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 15:41:00 - [460]

Edited by: Kelgen Thann on 19/03/2005 15:49:24
Edited by: Kelgen Thann on 19/03/2005 15:47:35

Skills and Ship Bonuses.

2 skills I would put on this ship brings me to the old Game Wing Comander Privateer, and the TV series Fire Fly
A Ship Skill, and a smuggling skill (very small cargo space converted per level say 1% per level) the ship needs to be a smuggler ship to smuggle well, you can only hide so much dope under your bed or in the cookie jar in a "modern" sleak ship.

maybe even a skill to talk your way out of paying a fine or Bribing a Customs agent to make the process less painful if your LUCKY enough to get a agent with a weak set of morals. the point is to have several degrees of being caught and avoiding detection

Ship Bonuses:
5% more cargo space availible for secret compartment conversion.
5% Greater chance of fooling Custom agents scanns

Those are my two prime Ideas.

Secondary:
10% bonus to custom agents scanning delay - If the ship is fast delaying the scanning will allow a person to know if they have to warp out or if they can make it to the gate

I would also have it so in a smugling ship you can tell how long you have till your cargo is caught. You shouldn't be able to stay at a gate with contraband for long, you should be in and out and on the run. Smuggling has to ALWAYS have risk. You shouldn't be able to buy a ship, buy mods and train a skill and be immune to the chance of being caught. You should alwyas have the risk of getting caught. you will also have to use speed mods, not just cargo expanders. your ship must be fast, light, agil, or filled with interfeerence moduals that generate fields that mess with sensors. NOT UBER I cna haull a million slaves easily

or else where is the fun in that :)


Now for a description of the smuggling ship let it show that ONLY parts of the smuggling ships cargo space is able to be used for smuggling. "These ships have nooks and crannies which a skilled pilot/mechanic can utilize to create seceret compartments. "a skilled engeneer can localize the magnetic interfence generated by the ships POOR design to make certain comodities dissapear to the poorly used scanner."


Basically a Smuggling ship should be an archaic design, old and poorly designed with poorly engeneered systems that can all be used to smuggle. A smuggler shouldn't have "THE latest design in smuggling technology, clean, sleak, fast, agil and looks as sexy as a supermodel wearing only sand on the beach"

Having an old ragged, ship that fits your purpose perfectly is what smuggling should be. You operate under the radar, at high risk to make large margins on a small amount of cargo.
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 15:41:00 - [461]

Edited by: Kelgen Thann on 19/03/2005 15:49:24
Edited by: Kelgen Thann on 19/03/2005 15:47:35

Skills and Ship Bonuses.

2 skills I would put on this ship brings me to the old Game Wing Comander Privateer, and the TV series Fire Fly
A Ship Skill, and a smuggling skill (very small cargo space converted per level say 1% per level) the ship needs to be a smuggler ship to smuggle well, you can only hide so much dope under your bed or in the cookie jar in a "modern" sleak ship.

maybe even a skill to talk your way out of paying a fine or Bribing a Customs agent to make the process less painful if your LUCKY enough to get a agent with a weak set of morals. the point is to have several degrees of being caught and avoiding detection

Ship Bonuses:
5% more cargo space availible for secret compartment conversion.
5% Greater chance of fooling Custom agents scanns

Those are my two prime Ideas.

Secondary:
10% bonus to custom agents scanning delay - If the ship is fast delaying the scanning will allow a person to know if they have to warp out or if they can make it to the gate

I would also have it so in a smugling ship you can tell how long you have till your cargo is caught. You shouldn't be able to stay at a gate with contraband for long, you should be in and out and on the run. Smuggling has to ALWAYS have risk. You shouldn't be able to buy a ship, buy mods and train a skill and be immune to the chance of being caught. You should alwyas have the risk of getting caught. you will also have to use speed mods, not just cargo expanders. your ship must be fast, light, agil, or filled with interfeerence moduals that generate fields that mess with sensors. NOT UBER I cna haull a million slaves easily

or else where is the fun in that :)


Now for a description of the smuggling ship let it show that ONLY parts of the smuggling ships cargo space is able to be used for smuggling. "These ships have nooks and crannies which a skilled pilot/mechanic can utilize to create seceret compartments. "a skilled engeneer can localize the magnetic interfence generated by the ships POOR design to make certain comodities dissapear to the poorly used scanner."


Basically a Smuggling ship should be an archaic design, old and poorly designed with poorly engeneered systems that can all be used to smuggle. A smuggler shouldn't have "THE latest design in smuggling technology, clean, sleak, fast, agil and looks as sexy as a supermodel wearing only sand on the beach"

Having an old ragged, ship that fits your purpose perfectly is what smuggling should be. You operate under the radar, at high risk to make large margins on a small amount of cargo.
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 15:41:00 - [462]

Edited by: Kelgen Thann on 19/03/2005 15:49:24
Edited by: Kelgen Thann on 19/03/2005 15:47:35

Skills and Ship Bonuses.

2 skills I would put on this ship brings me to the old Game Wing Comander Privateer, and the TV series Fire Fly
A Ship Skill, and a smuggling skill (very small cargo space converted per level say 1% per level) the ship needs to be a smuggler ship to smuggle well, you can only hide so much dope under your bed or in the cookie jar in a "modern" sleak ship.

maybe even a skill to talk your way out of paying a fine or Bribing a Customs agent to make the process less painful if your LUCKY enough to get a agent with a weak set of morals. the point is to have several degrees of being caught and avoiding detection

Ship Bonuses:
5% more cargo space availible for secret compartment conversion.
5% Greater chance of fooling Custom agents scanns

Those are my two prime Ideas.

Secondary:
10% bonus to custom agents scanning delay - If the ship is fast delaying the scanning will allow a person to know if they have to warp out or if they can make it to the gate

I would also have it so in a smugling ship you can tell how long you have till your cargo is caught. You shouldn't be able to stay at a gate with contraband for long, you should be in and out and on the run. Smuggling has to ALWAYS have risk. You shouldn't be able to buy a ship, buy mods and train a skill and be immune to the chance of being caught. You should alwyas have the risk of getting caught. you will also have to use speed mods, not just cargo expanders. your ship must be fast, light, agil, or filled with interfeerence moduals that generate fields that mess with sensors. NOT UBER I cna haull a million slaves easily

or else where is the fun in that :)


Now for a description of the smuggling ship let it show that ONLY parts of the smuggling ships cargo space is able to be used for smuggling. "These ships have nooks and crannies which a skilled pilot/mechanic can utilize to create seceret compartments. "a skilled engeneer can localize the magnetic interfence generated by the ships POOR design to make certain comodities dissapear to the poorly used scanner."


Basically a Smuggling ship should be an archaic design, old and poorly designed with poorly engeneered systems that can all be used to smuggle. A smuggler shouldn't have "THE latest design in smuggling technology, clean, sleak, fast, agil and looks as sexy as a supermodel wearing only sand on the beach"

Having an old ragged, ship that fits your purpose perfectly is what smuggling should be. You operate under the radar, at high risk to make large margins on a small amount of cargo.
Kelgen Thann
Kelgen Thann

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 16:05:00 - [463]

Definately Smuggling ships should be old outdated models of the cargo ships.

If there was some new fancy large smuggling vessel designed by the pirate factions, you bet the customs agents will harass that ship and strip it bare.

If you were flying an old model that is VERY common in the Civilian normal citizen of the EVE universe and there are millions of these pieces of Unrealized Valuable ships in service, it will make smuggling possible. Your ship is ignored to some degree and can slip under the radar so to speak.

Watch an episode of Fire Fly Devs!!!!! That show will make a very good Case study.

Also I would tie in a few other skills into smuggling. Smuggling should offer large Returns on small amounts of cargo. so it woudl need to be a more complicated task.

Say to get a ship bonus you need several skills, say a mechanic skill to make hull space messy without penalizing hull integrety or module Hit points, an engeneering skill to manipulate and localize ship interfeerence to hinder scanners, a ship skill to use a ship and gain the ship bonuses, a navigation skill to aid in smuggling, a shield skill to aid in scanner resistance

I would make each skill add a very small smuggling bonus, so you need to train several skills to get a significant strength in smuggling. Makes sense since smuggling would require small adjustments to avoid sending up warning flags in customs agents.

Example: You have a shield that is 50% more resistant to being scanned. C'mon. that's not a red flag??

or 50% of your cargo space can't be scanned, Custom agents know ship specs, another Red flag thrown up
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 16:05:00 - [464]

Definately Smuggling ships should be old outdated models of the cargo ships.

If there was some new fancy large smuggling vessel designed by the pirate factions, you bet the customs agents will harass that ship and strip it bare.

If you were flying an old model that is VERY common in the Civilian normal citizen of the EVE universe and there are millions of these pieces of Unrealized Valuable ships in service, it will make smuggling possible. Your ship is ignored to some degree and can slip under the radar so to speak.

Watch an episode of Fire Fly Devs!!!!! That show will make a very good Case study.

Also I would tie in a few other skills into smuggling. Smuggling should offer large Returns on small amounts of cargo. so it woudl need to be a more complicated task.

Say to get a ship bonus you need several skills, say a mechanic skill to make hull space messy without penalizing hull integrety or module Hit points, an engeneering skill to manipulate and localize ship interfeerence to hinder scanners, a ship skill to use a ship and gain the ship bonuses, a navigation skill to aid in smuggling, a shield skill to aid in scanner resistance

I would make each skill add a very small smuggling bonus, so you need to train several skills to get a significant strength in smuggling. Makes sense since smuggling would require small adjustments to avoid sending up warning flags in customs agents.

Example: You have a shield that is 50% more resistant to being scanned. C'mon. that's not a red flag??

or 50% of your cargo space can't be scanned, Custom agents know ship specs, another Red flag thrown up
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 16:05:00 - [465]

Definately Smuggling ships should be old outdated models of the cargo ships.

If there was some new fancy large smuggling vessel designed by the pirate factions, you bet the customs agents will harass that ship and strip it bare.

If you were flying an old model that is VERY common in the Civilian normal citizen of the EVE universe and there are millions of these pieces of Unrealized Valuable ships in service, it will make smuggling possible. Your ship is ignored to some degree and can slip under the radar so to speak.

Watch an episode of Fire Fly Devs!!!!! That show will make a very good Case study.

Also I would tie in a few other skills into smuggling. Smuggling should offer large Returns on small amounts of cargo. so it woudl need to be a more complicated task.

Say to get a ship bonus you need several skills, say a mechanic skill to make hull space messy without penalizing hull integrety or module Hit points, an engeneering skill to manipulate and localize ship interfeerence to hinder scanners, a ship skill to use a ship and gain the ship bonuses, a navigation skill to aid in smuggling, a shield skill to aid in scanner resistance

I would make each skill add a very small smuggling bonus, so you need to train several skills to get a significant strength in smuggling. Makes sense since smuggling would require small adjustments to avoid sending up warning flags in customs agents.

Example: You have a shield that is 50% more resistant to being scanned. C'mon. that's not a red flag??

or 50% of your cargo space can't be scanned, Custom agents know ship specs, another Red flag thrown up
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 16:05:00 - [466]

Definately Smuggling ships should be old outdated models of the cargo ships.

If there was some new fancy large smuggling vessel designed by the pirate factions, you bet the customs agents will harass that ship and strip it bare.

If you were flying an old model that is VERY common in the Civilian normal citizen of the EVE universe and there are millions of these pieces of Unrealized Valuable ships in service, it will make smuggling possible. Your ship is ignored to some degree and can slip under the radar so to speak.

Watch an episode of Fire Fly Devs!!!!! That show will make a very good Case study.

Also I would tie in a few other skills into smuggling. Smuggling should offer large Returns on small amounts of cargo. so it woudl need to be a more complicated task.

Say to get a ship bonus you need several skills, say a mechanic skill to make hull space messy without penalizing hull integrety or module Hit points, an engeneering skill to manipulate and localize ship interfeerence to hinder scanners, a ship skill to use a ship and gain the ship bonuses, a navigation skill to aid in smuggling, a shield skill to aid in scanner resistance

I would make each skill add a very small smuggling bonus, so you need to train several skills to get a significant strength in smuggling. Makes sense since smuggling would require small adjustments to avoid sending up warning flags in customs agents.

Example: You have a shield that is 50% more resistant to being scanned. C'mon. that's not a red flag??

or 50% of your cargo space can't be scanned, Custom agents know ship specs, another Red flag thrown up
Timur Altair
Timur Altair

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 03:12:00 - [467]

Originally by: WhiteTiger
How about the bonus are different for each race?


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.




You can alreday fit an mwd on a Gallante indy without using a low slot.. train some of your skills man
Timur Altair
Timur Altair

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 03:12:00 - [468]

Originally by: WhiteTiger
How about the bonus are different for each race?


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.




You can alreday fit an mwd on a Gallante indy without using a low slot.. train some of your skills man
Timur Altair
Timur Altair

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 03:12:00 - [469]

Originally by: WhiteTiger
How about the bonus are different for each race?


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.




You can alreday fit an mwd on a Gallante indy without using a low slot.. train some of your skills man
Imniskari
Imniskari
Minmatar
Queens of the Stone Age

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 03:27:00 - [470]

Let it die, man, let it die!
Imniskari
Imniskari
Minmatar
Queens of the Stone Age

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 03:27:00 - [471]

Let it die, man, let it die!
Imniskari
Imniskari
Minmatar
Queens of the Stone Age

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 03:27:00 - [472]

Let it die, man, let it die!
Gindar
Gindar
Dragonfire Intergalactic Crusaders of Krom
iPOD Alliance

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 03:32:00 - [473]

this ain't diablo 2 necroing is bad here Embarassed
Sig removed does not contain your name, email [email protected] if you have any questions - Xorus
Gindar
Gindar
Dragonfire Intergalactic Crusaders of Krom
iPOD Alliance

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 03:32:00 - [474]

this ain't diablo 2 necroing is bad here Embarassed
Sig removed does not contain your name, email [email protected] if you have any questions - Xorus
Ecnav
Ecnav
Gallente
hirr
Morsus Mihi

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Posted - 2006.12.02 04:59:00 - [475]

Edited by: Ecnav on 02/12/2006 05:01:21
Can it have a spoiler?

And Neon Lights on the side?

That would be awesome!!

On a more serious note, It would be really fun to fly around in a smuggling ship. I would finally be able to do those blasted agent missions that have me giving various (illegal) party items to people in the Gallente navyVery Happy
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I don't have a sig (yet)*
Curzon Dax
Curzon Dax
Caldari
Deep Core Mining Inc.

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 06:13:00 - [476]

I don't grind math and such enough to flesh out some statistics...but I would *REALLY* like to see a industrial with a role as a looter.

4-6 highslots, but counterbalanced with not much powergrid and CPU -- I'd like to be able to stick a couple tractor beams and a couple salvagers on an industrial and loot! Have the racial bonus be something along the lines of "5% shorter salvage time per level" of something or another.

Kaemonn
Kaemonn
Forum Moderator
Interstellar Services Department



Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 06:55:00 - [477]

There is no need to necro threads Evil or Very Mad

*performs perma death thread ceremony.*

*click*


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