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Cracken
Cracken

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Posted - 2005.01.06 23:48:00 - [61]

Edited by: *****en on 07/01/2005 04:32:24
Surprise Hauler

*looks like it's tech 1 counterpart*
-5 or 6 hi's (only 2 missle slots)
-6 mids
-5 lows

Pg 110
Cpu 1000

Shield:
200

Shield resists:
0% em
70% explosive
40% kinectic
15% thermal

Armor:
1200

Armor resists:
65% em
70% thermal
65% kinectic
20% explosive

19% pg reduction for smart bombs per skill level in energy pulse weapons

10% reduction in sig readius per level

-6 mids allows for electronic warfare capability or speed mod.

- High resists too increase survivability.

- the surpirise is the fact that it can fit 2x heavy missle launchers or use 3 sb's

- lows can be used for cargo expanders or armor resistance
boosters

Skill prerequites:
Race indy lvl 5
Energy pulse weapons lvl 5
Signature reduction lvl 1

Designed for use in hi threat zones such as 0.0 space or when corporations are at war.

Cracken
Cracken
Gallente

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Posted - 2005.01.06 23:48:00 - [62]

Edited by: *****en on 07/01/2005 04:32:24
Surprise Hauler

*looks like it's tech 1 counterpart*
-5 or 6 hi's (only 2 missle slots)
-6 mids
-5 lows

Pg 110
Cpu 1000

Shield:
200

Shield resists:
0% em
70% explosive
40% kinectic
15% thermal

Armor:
1200

Armor resists:
65% em
70% thermal
65% kinectic
20% explosive

19% pg reduction for smart bombs per skill level in energy pulse weapons

10% reduction in sig readius per level

-6 mids allows for electronic warfare capability or speed mod.

- High resists too increase survivability.

- the surpirise is the fact that it can fit 2x heavy missle launchers or use 3 sb's

- lows can be used for cargo expanders or armor resistance
boosters

Skill prerequites:
Race indy lvl 5
Energy pulse weapons lvl 5
Signature reduction lvl 1

Designed for use in hi threat zones such as 0.0 space or when corporations are at war.

Damocles Ician
Damocles Ician

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Posted - 2005.01.06 23:52:00 - [63]

I think the "smuggler" class of ships can be justified simply - The overcharged powercore that this ship uses to achieve faster warp speeds causes interference to scanning and locking. A higher skill level leeds to getting more power out of the reactor. Of course, the reactor is more heavily armoured to prevent leakage!
In stats:-
Bonus = +10% warp speed and nav speed per level
Bonus = sig radius like a frigate (longer for customs to lock onto you?)
Bonus = doubled armour, very resistant to one particular type (racial selected through what type of reactor unit)
Slap = Scan resolution seriously reduced (your own interference to deal with!)
-------------
Damocles Ician
Damocles Ician
Gallente
The Scope

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Posted - 2005.01.06 23:52:00 - [64]

I think the "smuggler" class of ships can be justified simply - The overcharged powercore that this ship uses to achieve faster warp speeds causes interference to scanning and locking. A higher skill level leeds to getting more power out of the reactor. Of course, the reactor is more heavily armoured to prevent leakage!
In stats:-
Bonus = +10% warp speed and nav speed per level
Bonus = sig radius like a frigate (longer for customs to lock onto you?)
Bonus = doubled armour, very resistant to one particular type (racial selected through what type of reactor unit)
Slap = Scan resolution seriously reduced (your own interference to deal with!)
Gilgamoth
Gilgamoth

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Posted - 2005.01.07 00:06:00 - [65]

Edited by: Gilgamoth on 07/01/2005 00:08:32
I like the idea of a Covert Ops and/or Courier Indy

Covert Ops
- Reasoning: Ammo resupply in war zone/ Contraband movement through empire.
- Special ability: Ability to use Cloak
- Skills: Indy 5 + Covert Ops skills
- Cargo: Much less than an standard indy (1500 - 2000 m3)
- Speed: Faster than an indy
- Slots: 2x Hi Slots (for Defender Launchers or Smartbombs) only, others to balance.

Courier
- Reasoning: Fast indy, yet small for moving small amounts over a great distance at speed. Similar to above, but without the ability to cloak
- Special ability: +5% velocity & +5% Agility per "Elite Indy" Level
- Skills: Indy 5 + Navigation 5 + Elite Industrial
- Cargo: Much less than an standard indy (1500 - 2000 m3)
- Speed: Faster than an indy
- Slots: 2x Hi Slots (for Defender Launchers or Smartbombs) only, others to balance.

I also like the idea of the mobile refinery/factory/lab modules to fit into current industrials. Possible size ~10000m3

Regards,

Gil


-oOo-
Captain Gilgamoth
Head of Research & Development - Hadean Drive Yards

Gilgamoth
Gilgamoth
Imperium Technologies
Firmus Ixion

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Posted - 2005.01.07 00:06:00 - [66]

Edited by: Gilgamoth on 07/01/2005 00:08:32
I like the idea of a Covert Ops and/or Courier Indy

Covert Ops
- Reasoning: Ammo resupply in war zone/ Contraband movement through empire.
- Special ability: Ability to use Cloak
- Skills: Indy 5 + Covert Ops skills
- Cargo: Much less than an standard indy (1500 - 2000 m3)
- Speed: Faster than an indy
- Slots: 2x Hi Slots (for Defender Launchers or Smartbombs) only, others to balance.

Courier
- Reasoning: Fast indy, yet small for moving small amounts over a great distance at speed. Similar to above, but without the ability to cloak
- Special ability: +5% velocity & +5% Agility per "Elite Indy" Level
- Skills: Indy 5 + Navigation 5 + Elite Industrial
- Cargo: Much less than an standard indy (1500 - 2000 m3)
- Speed: Faster than an indy
- Slots: 2x Hi Slots (for Defender Launchers or Smartbombs) only, others to balance.

I also like the idea of the mobile refinery/factory/lab modules to fit into current industrials. Possible size ~10000m3

Regards,

Gil


Future Falcon EVE Tools - Project Leader.
IonHammer
IonHammer

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Posted - 2005.01.07 00:22:00 - [67]

I would like to see a T2 indy that allows u to atttach bulky items to the hi slots and basically have a 1-5 k cargo space.

This would mean I could attack 8 gaints to the indy and set it up for running and defense without worrying about cargo expanders in the low slots. Also be able to atttach pos items on the high slot rails would also be very useful for moving pos bits around.

Maybe even being able to plug ships into these slots so you can haul ships.




IonHammer
IonHammer
Minmatar
Black Avatar
Firmus Ixion

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Posted - 2005.01.07 00:22:00 - [68]

I would like to see a T2 indy that allows u to atttach bulky items to the hi slots and basically have a 1-5 k cargo space.

This would mean I could attack 8 gaints to the indy and set it up for running and defense without worrying about cargo expanders in the low slots. Also be able to atttach pos items on the high slot rails would also be very useful for moving pos bits around.

Maybe even being able to plug ships into these slots so you can haul ships.





If thats your real life i'm very jealous - Petwraith
Saerid
Saerid

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Posted - 2005.01.07 00:24:00 - [69]

Originally by: RollinDutchMasters
Edited by: RollinDutchMasters on 06/01/2005 23:09:41
Heavy Cargo Transport
-Special Ability: Warp to within (15-2.5*(Skill Lvl))k of object. Cannot warp to bookmarks.



Now there's something that'd be worth it's weight in gold, wouldn't just make the ship good, it'd make it convenient(!).Never enough items which are actually comfortable to use. Big change to the current indys which are a bit of a pain in the arse to use.

Heavy Freighter:
- Cannot pick up loot from cans(if you gotta give them some disadvantage). Would make it pure station to station freight express.
- Warp to Within 15-2.5*skill level k of object
- More agility
- Something or the other. Basically big freight hauler with fast times into and out of warp and through gates. Give it a big huge sig radius though.

Ore Lugger:
- Insystem loot pickup specialist.
- Fast , Lower cargo space
- Enough powergrid for MWD


Saerid
Saerid
Amarr
FinFleet
Lotka Volterra

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Posted - 2005.01.07 00:24:00 - [70]

Originally by: RollinDutchMasters
Edited by: RollinDutchMasters on 06/01/2005 23:09:41
Heavy Cargo Transport
-Special Ability: Warp to within (15-2.5*(Skill Lvl))k of object. Cannot warp to bookmarks.



Now there's something that'd be worth it's weight in gold, wouldn't just make the ship good, it'd make it convenient(!).Never enough items which are actually comfortable to use. Big change to the current indys which are a bit of a pain in the arse to use.

Heavy Freighter:
- Cannot pick up loot from cans(if you gotta give them some disadvantage). Would make it pure station to station freight express.
- Warp to Within 15-2.5*skill level k of object
- More agility
- Something or the other. Basically big freight hauler with fast times into and out of warp and through gates. Give it a big huge sig radius though.

Ore Lugger:
- Insystem loot pickup specialist.
- Fast , Lower cargo space
- Enough powergrid for MWD


Shadar Ishaan
Shadar Ishaan

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Posted - 2005.01.07 00:26:00 - [71]

I third the idea to have a refining indy for mining ops.
---------------


Item Trading Post
Shadar Ishaan
Shadar Ishaan
Caldari
Gang of Four

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Posted - 2005.01.07 00:26:00 - [72]

I third the idea to have a refining indy for mining ops.
----------
Cissy
Cissy

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Posted - 2005.01.07 01:34:00 - [73]

erm erhh 25%cargo and speed racial bonus, elite indy skil 5% cargo and speed per elite indy lv...trow in some extra slots and im extrmely hapy puppy

ya ya i know i dont have a biger imagination...but rely thats al i want from the elite indys..and yes anything less then industrial l5 as preq is gona upset me biggy time...

Cissy out
____________________________________________
your logic is flawed, therfor you are flawd
Cissy
Cissy
Gallente
Aliastra

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Posted - 2005.01.07 01:34:00 - [74]

erm erhh 25%cargo and speed racial bonus, elite indy skil 5% cargo and speed per elite indy lv...trow in some extra slots and im extrmely hapy puppy

ya ya i know i dont have a biger imagination...but rely thats al i want from the elite indys..and yes anything less then industrial l5 as preq is gona upset me biggy time...

Cissy out
____________________________________________
your logic is flawed, therfor you are flawd
Ali Bobba
Ali Bobba

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Posted - 2005.01.07 02:51:00 - [75]

Originally by: Face Lifter
Heavy Industrial ships:
- 30% more base cargo
- 3rd ship bonus: 5% more cargo
- 4th ship bonus: 5% to agility
- same low slot loadout as t1 version, but extra med slot
- agility and size of battleship, requires 100mn AB
- same base speed
- 20% more hp with t2 resistances
- enough grid to fit 100mn AB
- Skills: Heavy Industrial lvl 1, requires race Industrial V, Space Ship Command V

Overview: The main purpose is to have a ship that can carry about twice as much as t1 indy and also an indy that is tougher to kill. The cost of t2 ships will justify such benefits.

Smuggling: please don't create "smuggler" ships. That's silly, because if everyone knows what a smuggler ship looks like, then it kinda defeats the purpose. And if Customs people are programmed to ignore "smuggler" ships, it just makes them look stupid.

I think the proper approach to smuggling would be thru introduction of special "containers", much like regular and secure cans, perhaps "smuggler cans". These would have some special ability of being invisible to cargo scanners, thus everything inside them also being invisible. Skill suggestions:

- Smuggler Agent Skill: allows player to put +1 "zero sig can" in ship cargo per level. Prereq: Sig Analysis 5

- Minicontainer Hiding Skill: allows player to access "mini zero sig can", with 50 cargo space. Reduces the risk of detection by 4% per level (for mini-cans only). Prereq: Smuggler Agent lvl 1.

- Medium Container Hiding Skill: use of "zero sig cans" with 250 cargo. Reduces the risk of detection by 4% per level (for medium cans only). Prereq: Minicontainer Hiding lvl 3

- Large Container Hiding Skill: use of "zero sig cans" with 1250 cargo. Reduces the risk of detection by 4% per level (for large cans only). Prereq: Medium Container Hiding lvl 3

the smuggler containers or "zero signature containers" would have inherent property of 21% detection rate.
So with skills that reduces to:
lvl 1 = 17%
lvl 2 = 13%
lvl 3 = 9%
lvl 4 = 5%
lvl 5 = 1%

this is for every can, so with 5 cans in cargo, risk is 5 times greater. And Customs scan at every gate.


Aye, what he said. The smuggling-specialized ships would certainly irk customs officials. What if Ford made and marketed a car specifically to people trying to smuggle drugs accross US borders? Would that go over well? yeah, not sure it would. What it needs to be for smugglers is a module (specific type of cloaking device? perhaps a scan interference device, or the cans Face Lifter mentioned) rather than a ship.
Ali Bobba
Ali Bobba
Minmatar
STK Scientific
Ascendant Frontier

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Posted - 2005.01.07 02:51:00 - [76]

Originally by: Face Lifter
Heavy Industrial ships:
- 30% more base cargo
- 3rd ship bonus: 5% more cargo
- 4th ship bonus: 5% to agility
- same low slot loadout as t1 version, but extra med slot
- agility and size of battleship, requires 100mn AB
- same base speed
- 20% more hp with t2 resistances
- enough grid to fit 100mn AB
- Skills: Heavy Industrial lvl 1, requires race Industrial V, Space Ship Command V

Overview: The main purpose is to have a ship that can carry about twice as much as t1 indy and also an indy that is tougher to kill. The cost of t2 ships will justify such benefits.

Smuggling: please don't create "smuggler" ships. That's silly, because if everyone knows what a smuggler ship looks like, then it kinda defeats the purpose. And if Customs people are programmed to ignore "smuggler" ships, it just makes them look stupid.

I think the proper approach to smuggling would be thru introduction of special "containers", much like regular and secure cans, perhaps "smuggler cans". These would have some special ability of being invisible to cargo scanners, thus everything inside them also being invisible. Skill suggestions:

- Smuggler Agent Skill: allows player to put +1 "zero sig can" in ship cargo per level. Prereq: Sig Analysis 5

- Minicontainer Hiding Skill: allows player to access "mini zero sig can", with 50 cargo space. Reduces the risk of detection by 4% per level (for mini-cans only). Prereq: Smuggler Agent lvl 1.

- Medium Container Hiding Skill: use of "zero sig cans" with 250 cargo. Reduces the risk of detection by 4% per level (for medium cans only). Prereq: Minicontainer Hiding lvl 3

- Large Container Hiding Skill: use of "zero sig cans" with 1250 cargo. Reduces the risk of detection by 4% per level (for large cans only). Prereq: Medium Container Hiding lvl 3

the smuggler containers or "zero signature containers" would have inherent property of 21% detection rate.
So with skills that reduces to:
lvl 1 = 17%
lvl 2 = 13%
lvl 3 = 9%
lvl 4 = 5%
lvl 5 = 1%

this is for every can, so with 5 cans in cargo, risk is 5 times greater. And Customs scan at every gate.


Aye, what he said. The smuggling-specialized ships would certainly irk customs officials. What if Ford made and marketed a car specifically to people trying to smuggle drugs accross US borders? Would that go over well? yeah, not sure it would. What it needs to be for smugglers is a module (specific type of cloaking device? perhaps a scan interference device, or the cans Face Lifter mentioned) rather than a ship.
Dau Imperius
Dau Imperius

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Posted - 2005.01.07 03:09:00 - [77]

Edited by: Dau Imperius on 07/01/2005 03:48:36
Well Oveur,

If you ever remember the Bestowers orignal little 'biography on the ship, there's note of a special enchanced version used by the Emperor for the treasury. Perhaps this could have been the prototype tech II for we Amarr?
For RP and story sake, let's say the Emperor now uses a tech II version of a frieghter after Khanid scientists got a hold of the blueprints for the tech II Industrial. Now both the Khanid Kingdom and the Empire have versions of this (much like current Amarr tech II ships), after the blueprint was made public for general consumption to keep the Khanids from gaining the upperhand.
Anyways, some ideas to build upon:

Imperial Treasury Bestower

Khanid name: Collector class
1 Missle slot extra
Replaces one low slot for a medium slot
Enhanced speed
Better shielding and electronics overall.


Amarr name: Treasurer class
Bonus to smuggling. (after all the Emperor family would have had some things they'd like to keep hidden form view)
Increased armor overall
Replaces one other slot for one low.
Enhanced speed

Oh and by the way, I'm also extemely pleased at the mention of a Frieghter class (as well as tech II version later). Love new ship designs. ugh
Dau Imperius
Dau Imperius
Amarr

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Posted - 2005.01.07 03:09:00 - [78]

Edited by: Dau Imperius on 07/01/2005 03:48:36
Well Oveur,

If you ever remember the Bestowers orignal little 'biography on the ship, there's note of a special enchanced version used by the Emperor for the treasury. Perhaps this could have been the prototype tech II for we Amarr?
For RP and story sake, let's say the Emperor now uses a tech II version of a frieghter after Khanid scientists got a hold of the blueprints for the tech II Industrial. Now both the Khanid Kingdom and the Empire have versions of this (much like current Amarr tech II ships), after the blueprint was made public for general consumption to keep the Khanids from gaining the upperhand.
Anyways, some ideas to build upon:

Imperial Treasury Bestower

Khanid name: Collector class
1 Missle slot extra
Replaces one low slot for a medium slot
Enhanced speed
Better shielding and electronics overall.


Amarr name: Treasurer class
Bonus to smuggling. (after all the Emperor family would have had some things they'd like to keep hidden form view)
Increased armor overall
Replaces one other slot for one low.
Enhanced speed

Oh and by the way, I'm also extemely pleased at the mention of a Frieghter class (as well as tech II version later). Love new ship designs. ugh
Zyrla Bladestorm
Zyrla Bladestorm

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Posted - 2005.01.07 04:07:00 - [79]

Industrial Demolitions Craft
- Reasoning : be nice to have an Industrial Ship that did something vaguely Industrial
- Special Ability : able to fit Fusion Cutter/similar devices
- Skills : Demolitions, Indy 5 and Surgical Strike 5 pre-reqs
- Cargo : small/minimal
- Speed : not very quick
- Slots : one high slot (cutter) Possibly a second and a launcher slot. few mid slots, good number of low slots
- Defences : stronger armour (deflecting any ahem "debris" :P)

Fusion Cutter Example :
Fitting : 3000 cpu, 1 pg (Only on demolitions ships)
Range : 1000m optimal, no falloff
Tracking : 0.00001 (targets must be pretty much stationary)
Damage : extremely heavy, just thermal would make RP sense, but probably not balanced
cap use : none/minimal (ship given over to the equipment for running it)



Support Industrial
- Reasoning : a "handy" industrial for those situations where you dont neccessarily need huge cargo (picking up loot, carrying ammo and generally helping out friendlys near combat)
- Special Ability : -15%/level volume for ammo and charges(which lets face it use most of the space, for this use)
- Skills : Ordnance logistics, Indy 5 and Mechanic 5 pre-reqs (or perhaps add in weapon upgrades at 4 as well)
- Cargo : perhaps half that of a normal Industrial
- Speed : faster than normal indys
- Slots : Lots of low slotw, good number of mid slots, few highs, few missiles (defensive or transfer/repair untis) cruiser or near battlecruiser level PG + Cpu so it can be configured well and/or defend itself somewhat.


.
-----
Apologys for any rambling that may have just occurred.


Zyrla Bladestorm
Zyrla Bladestorm
Minmatar
Foundation
R0ADKILL

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Posted - 2005.01.07 04:07:00 - [80]

Industrial Demolitions Craft
- Reasoning : be nice to have an Industrial Ship that did something vaguely Industrial
- Special Ability : able to fit Fusion Cutter/similar devices
- Skills : Demolitions, Indy 5 and Surgical Strike 5 pre-reqs
- Cargo : small/minimal
- Speed : not very quick
- Slots : one high slot (cutter) Possibly a second and a launcher slot. few mid slots, good number of low slots
- Defences : stronger armour (deflecting any ahem "debris" :P)

Fusion Cutter Example :
Fitting : 3000 cpu, 1 pg (Only on demolitions ships)
Range : 1000m optimal, no falloff
Tracking : 0.00001 (targets must be pretty much stationary)
Damage : extremely heavy, just thermal would make RP sense, but probably not balanced
cap use : none/minimal (ship given over to the equipment for running it)



Support Industrial
- Reasoning : a "handy" industrial for those situations where you dont neccessarily need huge cargo (picking up loot, carrying ammo and generally helping out friendlys near combat)
- Special Ability : -15%/level volume for ammo and charges(which lets face it use most of the space, for this use)
- Skills : Ordnance logistics, Indy 5 and Mechanic 5 pre-reqs (or perhaps add in weapon upgrades at 4 as well)
- Cargo : perhaps half that of a normal Industrial
- Speed : faster than normal indys
- Slots : Lots of low slotw, good number of mid slots, few highs, few missiles (defensive or transfer/repair untis) cruiser or near battlecruiser level PG + Cpu so it can be configured well and/or defend itself somewhat.


.
-----
It's great being Minmatar, ain't it?
Apologies for any rambling that may have just occurred.


Maya Rkell
Maya Rkell

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Posted - 2005.01.07 04:55:00 - [81]

Edited by: Maya Rkell on 07/01/2005 05:04:39
Edited by: Maya Rkell on 07/01/2005 05:01:39
Freighters can only load/unload at stations I believe.

And "smuggler" indys...

Should look IDENTICAL to the smallest racial indy. You cannot tell the difference. Period. Unless you're flying it.

TWO holds. One 1/2 the basic size, that's your "standard" hold which can be scanned.
The other 1/5 the size and the "smuggler" hold.

Yep, small volume, but...

Oh, and:

"Scanner" indies

They have 90% reduction in scan probe usage, and a special launcher (one each) which can hold say 15 probes. And a good third off their cargo size. (just a knock at the current scan system, not a serious suggestion :P)

"As far as I can tell, It doesn't matter who you are, If you can believe there's something worth fighting for " - Garbage, "Parade"
Maya Rkell
Maya Rkell
Forsaken Empire

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Posted - 2005.01.07 04:55:00 - [82]

Edited by: Maya Rkell on 07/01/2005 05:04:39
Edited by: Maya Rkell on 07/01/2005 05:01:39
Freighters can only load/unload at stations I believe.

And "smuggler" indys...

Should look IDENTICAL to the smallest racial indy. You cannot tell the difference. Period. Unless you're flying it.

TWO holds. One 1/2 the basic size, that's your "standard" hold which can be scanned.
The other 1/5 the size and the "smuggler" hold.

Yep, small volume, but...

Oh, and:

"Scanner" indies

They have 90% reduction in scan probe usage, and a special launcher (one each) which can hold say 15 probes. And a good third off their cargo size. (just a knock at the current scan system, not a serious suggestion :P)

//Maya
Rattman
Rattman

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Posted - 2005.01.07 05:01:00 - [83]

Q ships
Industials with some warship capability but with

ability to defend other industrials or ambush frigates (something like the curret battlebadgers and bestowers)

appear as t1 industrial in both graphics and info (maybe hard to do)

assault frigate/destroyer 4,

extremely limited cargo capability

same speed as standard indy

additonal turret and some bays for small/medium weapons, higher signal resolution



I would thing they should have the firepower of a frigate or destroyer



All opinions, rambling or not, expressed here are my own and not that of my corp or alliance
Rattman
Rattman

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Posted - 2005.01.07 05:01:00 - [84]

Q ships
Industials with some warship capability but with

ability to defend other industrials or ambush frigates (something like the curret battlebadgers and bestowers)

appear as t1 industrial in both graphics and info (maybe hard to do)

assault frigate/destroyer 4,

extremely limited cargo capability

same speed as standard indy

additonal turret and some bays for small/medium weapons, higher signal resolution



I would thing they should have the firepower of a frigate or destroyer


---------------------------------------------------
I am not a complete idiot, some parts are missing
ProphetGuru
ProphetGuru

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Posted - 2005.01.07 05:56:00 - [85]

gate crashers...... boring.

Ideas. Don't do skills/stats, but I good with ideas.

Fleet indy-area of effect warp scrambler and webber. decent area too, like 30km med armor, nothing to powerful. Drop one of those into the middle of a fleet battle..... /me shivers Would need balance on length of field emission and cooldown before reuse etc.

(Eve needs some decent AOE stuff...... yes I been playin wow :) )

Bait indy... emits a 20 km cloaking field for all gang members. low low armor. Not unlimited cloak ofc.... maybe frigs only, or in 15sec bursts only etc.

Troop transport- get one up close to a ship/station and watch the ship fall apart from the inside.

Loot indy- something that can loot cans from a distance, smaller cargohold ofc.

Biomass collection indy- built in corpse strokers!!!111 (sorry just kidding on that one)


Evolution..... Just when you thought you were winning.


ProphetGuru
ProphetGuru
Gallente
Evolution
Band of Brothers

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Posted - 2005.01.07 05:56:00 - [86]

gate crashers...... boring.

Ideas. Don't do skills/stats, but I good with ideas.

Fleet indy-area of effect warp scrambler and webber. decent area too, like 30km med armor, nothing to powerful. Drop one of those into the middle of a fleet battle..... /me shivers Would need balance on length of field emission and cooldown before reuse etc.

(Eve needs some decent AOE stuff...... yes I been playin wow :) )

Bait indy... emits a 20 km cloaking field for all gang members. low low armor. Not unlimited cloak ofc.... maybe frigs only, or in 15sec bursts only etc.

Troop transport- get one up close to a ship/station and watch the ship fall apart from the inside.

Loot indy- something that can loot cans from a distance, smaller cargohold ofc.

Biomass collection indy- built in corpse strokers!!!111 (sorry just kidding on that one)



[CLS] Bawldeux IV- start posting all kinds of crap about BoB members, insulting their families,friends,anything that will **** them off.
Amthrianius
Amthrianius

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 07:45:00 - [87]

Tackler:

Ship Type: Elite Shuttle

hi-slots - 0
Med-slots - 3/4
low slots - 0

Base speed: 800m/s
Weight VERY LIGHT
So Speed with MWD: 6-7km/s

Req skills: Frigate 4
Adv skills: Nav 5, Spacecommand 5

Cost: 3milish

---------------

Amthrianius
Amthrianius
Destructive Influence
Band of Brothers

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 07:45:00 - [88]

Tackler:

Ship Type: Elite Shuttle

hi-slots - 0
Med-slots - 3/4
low slots - 0

Base speed: 800m/s
Weight VERY LIGHT
So Speed with MWD: 6-7km/s

Req skills: Frigate 4
Adv skills: Nav 5, Spacecommand 5

Cost: 3milish

Originally by: ASCN Member
Mr Testy > mabee next year i can meet some bob at fanfest and beat them up
Shadolust
Shadolust

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 07:54:00 - [89]

Ice Hauler

-Reasoning: Efficient ice hauler for large scale ops
-Special ability: -5% Volume for ice only per level
-Skills: Elite Indy 4
-Cargo: 2500m3
-Speed: 80 m/s base + 5% per level of Elite Indy
-Slots: 2 hi no turret/missile, 4 mid, 5 low


Shadolust
Shadolust
Minmatar
Interstellar eXodus
R0ADKILL

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 07:54:00 - [90]

Ice Hauler

-Reasoning: Efficient ice hauler for large scale ops
-Special ability: -5% Volume for ice only per level
-Skills: Elite Indy 4
-Cargo: 2500m3
-Speed: 80 m/s base + 5% per level of Elite Indy
-Slots: 2 hi no turret/missile, 4 mid, 5 low


   
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