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Kurron
Kurron

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Posted - 2005.01.07 08:09:00 - [91]

Q-Ship
- Reasoning: Because indy gankers need to get their teeth kicked in occasionally.
- Special ability: Tracking speed or web/scrambler range.
- Skills: Industrial 5, Propulsion jamming 5.
- Cargo: 1/4 of base industrial.
- Speed: Base speed x 1.5
- Slots: Probably 4 high slots, medium and low slots like base industrial.


---------------------------------------------
Deep Space Hauling Inc.
When it absolutely, positively, is too boring for you to haul. We move it all!
Kurron
Kurron
Caldari
The Greater Goon
The OSS

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Posted - 2005.01.07 08:09:00 - [92]

Q-Ship
- Reasoning: Because indy gankers need to get their teeth kicked in occasionally.
- Special ability: Tracking speed or web/scrambler range.
- Skills: Industrial 5, Propulsion jamming 5.
- Cargo: 1/4 of base industrial.
- Speed: Base speed x 1.5
- Slots: Probably 4 high slots, medium and low slots like base industrial.


---------------------------------------------
From there to here, from here to there, funny things are everywhere.
DREAMWORKS
DREAMWORKS

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Posted - 2005.01.07 08:59:00 - [93]

My responce was for real:

I expect CCP to make the bpo run only 1 batch per 1 and half day, despite an insane ammount of demand so that the item itself is sold for 50m more than its costs.
__________________________


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DREAMWORKS
DREAMWORKS
Gallente
Kill Em All
Imperium Alliance

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Posted - 2005.01.07 08:59:00 - [94]

My responce was for real:

I expect CCP to make the bpo run only 1 batch per 1 and half day, despite an insane ammount of demand so that the item itself is sold for 50m more than its costs.
__________________________


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DaXes Halleck
DaXes Halleck

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Posted - 2005.01.07 10:15:00 - [95]

Originally by: Atandros
The smuggler ship actually makes no sense; if there was such a ship on the market, anyone flying it would be subject to extra suspicion and scrutiny by customs, hence defeating its purpose.


Exactly, therefore the smuggler version of a tech II hauler should be made from a base version of the hauler but fitted with special modules and special skills for that modules. And those skills should be dependent on social skills like "fast talk" and "negiation".

The modules should not block customs cargo scanning (blocking is suspicious in itself) but fake innocent results. So some dependency on some type of electronics skills might be in order too.

The modules could lessen the chance of customs finding the contraband, the higher skills trained, the lesser the chance. But never quite reach zero chance of being found.

Oveur
Oveur

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Posted - 2005.01.07 10:15:00 - [96]

Originally by: MOOstradamus
FREIGHTER
  • Reasoning: ULTRA HAULING
  • Special Ability: JUMP DRIVE
  • Skills: RACE INDUSTRIAL(5), <UNKNOWN FREIGHTER SKILL>(3) & JUMP DRIVE(3)
  • Cargo: HUUUGE
  • Speed: SNAIL-ESQUE
  • Slots: DON'T CARE BUT ZERO COMBAT ABILITY


Of course for this to come into existance the mechanics of 'Jump Drives' needs to be established. The only thing I can come up with right now is that this must clearly involve time to setup & carry out as it is a 'super safe' way to travel & transport a large amount of stuff.

More to follow ...



Freighters when we start doing the Freighters. But you are pretty close to our ideas.
_____________________________
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Rangar
Rangar

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Posted - 2005.01.07 10:15:00 - [97]

I would like a new Tech1 ship, maybe called Iteron Mark V-B. This ship has given up the ability to load/unload cargo in space. In exchange for not needing this expensive ability (scoop mechanism, air locks and so on) it has increased cargo space, maybe plus 50% or so.
Rangar
Rangar
Gallente
The X-Trading Company
Dusk and Dawn

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Posted - 2005.01.07 10:15:00 - [98]

I would like a new Tech1 ship, maybe called Iteron Mark V-B. This ship has given up the ability to load/unload cargo in space. In exchange for not needing this expensive ability (scoop mechanism, air locks and so on) it has increased cargo space, maybe plus 50% or so.
DaXes Halleck
DaXes Halleck
Amarr
Syncore
Ascendant Frontier

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Posted - 2005.01.07 10:15:00 - [99]

Originally by: Atandros
The smuggler ship actually makes no sense; if there was such a ship on the market, anyone flying it would be subject to extra suspicion and scrutiny by customs, hence defeating its purpose.


Exactly, therefore the smuggler version of a tech II hauler should be made from a base version of the hauler but fitted with special modules and special skills for that modules. And those skills should be dependent on social skills like "fast talk" and "negiation".

The modules should not block customs cargo scanning (blocking is suspicious in itself) but fake innocent results. So some dependency on some type of electronics skills might be in order too.

The modules could lessen the chance of customs finding the contraband, the higher skills trained, the lesser the chance. But never quite reach zero chance of being found.

Oveur
Oveur



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Posted - 2005.01.07 10:15:00 - [100]

Originally by: MOOstradamus
FREIGHTER
  • Reasoning: ULTRA HAULING
  • Special Ability: JUMP DRIVE
  • Skills: RACE INDUSTRIAL(5), <UNKNOWN FREIGHTER SKILL>(3) & JUMP DRIVE(3)
  • Cargo: HUUUGE
  • Speed: SNAIL-ESQUE
  • Slots: DON'T CARE BUT ZERO COMBAT ABILITY


Of course for this to come into existance the mechanics of 'Jump Drives' needs to be established. The only thing I can come up with right now is that this must clearly involve time to setup & carry out as it is a 'super safe' way to travel & transport a large amount of stuff.

More to follow ...



Freighters when we start doing the Freighters. But you are pretty close to our ideas.

Senior Producer
EVE Online
Oveur
Oveur

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Posted - 2005.01.07 10:16:00 - [101]

Originally by: Malena
I really like the fleet carrier suggestion would have suggested it myself if it wasn't already there so please consider this my vote for that. As a side note, I would suggest a drone transport as well, something that can tractor drones into a gangmates bay (make it gang only to avoid theft) while in space. Yes, you can kick them out of a cargo bay in a can right now, but the recipient still has to dock and put them in his bay.


Carriers are also a brand spanking new Class which is planned for this year, so TL2 indies won't do that role.
_____________________________
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Oveur
Oveur



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Posted - 2005.01.07 10:16:00 - [102]

Originally by: Malena
I really like the fleet carrier suggestion would have suggested it myself if it wasn't already there so please consider this my vote for that. As a side note, I would suggest a drone transport as well, something that can tractor drones into a gangmates bay (make it gang only to avoid theft) while in space. Yes, you can kick them out of a cargo bay in a can right now, but the recipient still has to dock and put them in his bay.


Carriers are also a brand spanking new Class which is planned for this year, so TL2 indies won't do that role.

Senior Producer
EVE Online
Oveur
Oveur

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Posted - 2005.01.07 10:17:00 - [103]

Originally by: Mikelangelo
Scavenger type industrial

Reasoning: An industrial that can be used to salvage floating space junk (Minmatar would love this one).

Special ability: +1 scavenger drone control per level
Skills: Drones 5, long range targeting 5
Cargo: Somewhat on par with a Hoarder, maybe a little lower.
Speed: Slightly faster than a Hoarder or the smaller minnie Indy (forget the name).
Slots: 2-3 high slots (2 missile, 0 turret, 1 other), 4 mid lots, 3 lows.
Armor: Maybe on par with a Mammoth.

An industrial that can defend itself against low level rats, while scouring belts, abandoned sites, debris for useful tidbits of technology which can be recycled.

I envision this thing to look like a floating trash heap, something inbetween a Jawa sand crawler, a ball of yarn and a circuit board with a banana peel on top.



Good idea when we get them Salvage drones in.
_____________________________
I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol.
Oveur
Oveur



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Posted - 2005.01.07 10:17:00 - [104]

Originally by: Mikelangelo
Scavenger type industrial

Reasoning: An industrial that can be used to salvage floating space junk (Minmatar would love this one).

Special ability: +1 scavenger drone control per level
Skills: Drones 5, long range targeting 5
Cargo: Somewhat on par with a Hoarder, maybe a little lower.
Speed: Slightly faster than a Hoarder or the smaller minnie Indy (forget the name).
Slots: 2-3 high slots (2 missile, 0 turret, 1 other), 4 mid lots, 3 lows.
Armor: Maybe on par with a Mammoth.

An industrial that can defend itself against low level rats, while scouring belts, abandoned sites, debris for useful tidbits of technology which can be recycled.

I envision this thing to look like a floating trash heap, something inbetween a Jawa sand crawler, a ball of yarn and a circuit board with a banana peel on top.



Good idea when we get them Salvage drones in.

Senior Producer
EVE Online
Eyeshadow
Eyeshadow

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Posted - 2005.01.07 10:20:00 - [105]

I think a blockade running armoured indy is one of the better ideas. Anyone knows how risky it is getting minerals out and equipment into 0.0 past choke points. An armoured indy, with more speed, some sort of bonus to warp core strength, maybe a little protection would be good. Obviously at the cost of size of the cargo hold, maybe cut it down to 1.5k, 2k. Easily enuf to carry equipment in and minerals out of 0.0


Forums: Sharks - MC
Eyeshadow
Eyeshadow
Caldari
Defcon Inc.

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Posted - 2005.01.07 10:20:00 - [106]

I think a blockade running armoured indy is one of the better ideas. Anyone knows how risky it is getting minerals out and equipment into 0.0 past choke points. An armoured indy, with more speed, some sort of bonus to warp core strength, maybe a little protection would be good. Obviously at the cost of size of the cargo hold, maybe cut it down to 1.5k, 2k. Easily enuf to carry equipment in and minerals out of 0.0

Oveur
Oveur

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Posted - 2005.01.07 10:21:00 - [107]

Originally by: Seraph Demon
What do I expect? I would expect industrials to live up to their name, and for dependence on stations to be slowly eliminated from the game (starbases were a good first step in this direction), so on that note:

Mobile Factory:
Reasoning: build ammo/modules on-the-fly for mobile fleet engagements
Special Ability: +1 factory on board per skill level, +20% to cargo size per level
Penalties: 100% increase in production time for all items, 15% material inefficiency
Skills: Indy 5, Industry 5
Cargo: 1K (quite small; not alot that can be built)
Speed: Same-ol' indy speed, but must sit still when factories are running (can you say, easy target?)
Slots: Very few slots, maybe 1 high, 1 mid, and 2 low
Special Behaviour: The Mobile Factory can be used to build items whose material requirements exceed its cargo size (including ships - see ship-support platform below), by having an industrial ship with the necessary materials sidle up next to it and 'link' cargo-holds.

Mobile Refinery:
Reasoning: Refining (slowly) on-the-fly to provide rescources to mobile factories, for mobile fleet engagements
Special Ability: 18% reduction in refine time for one load per level, 16% reduction in refining inefficiency per level
Penalties: Base refining yield is 50% so with the Mobile Refinery skill at lvl5, yield would be 90%, note that the other refining skills do not affect yield
Skills: Indy 5, Refinery Efficiency 5
Cargo: Enough to carry one refinery load of any rescource in game
Speed: same as above, must sit still when refining
Slots: same as above

Mobile Ship Support Platform:
Reasoning: Allows ships to be repaired (for tritanium cost) and refitted (slowly), to provide greater flexibility for mobile fleet engagements (getting familiar now).
Special Ability: 15% reduction in repair and refit times for ships, +1 ship that can be worked on at a time
Skills: Indy 5, Mechanic 5
Cargo: 3-4K
Speed: same as above, must sit still to allow ships to dock with it
Slots: same as above
Special Behaviour: The mobile ship support platform can 'link' with the mobile factory to produce ships. For the duration of production one of the support platform's docking slots is taken up. Once the ship is completed, it is automatically assembled and then ejected away from the support platform for anyone to come and pilot.

Mobile Strategic Defense Platform:
Reasoning: allows a group of ships to establish a temporary dug-in location
Special Ability: 10% increase to force-field radius per level,
Skills: Indy 5, Shield Management 5
Cargo: 2-3K
Speed: quite slow,
Slots: same as above
Behaviour: The mobile strategic defense platform creates a force field (just like a starbase's force field) after anchoring itself (20 min), with 1-2M hit points, radius about 15km, and racial resistances just like those of the CTs. It does not provide any power or CPU(ie, you can't set up a real starbase with one of these mini CTs). It consumes strontium clathrates, at a rate of about 1 per 5 minutes. Once set up the pilot of the ship can eject, and it will still operate, if the shield is depleted, then it will go offline and unanchor itself so as to be ripe for the picking.

Clearly all of these put together create the opportunity for a group of willing pilots to set up a way-station for mining/scouting operations. In concert with the ability for ships to establish direct transfer of materials between them, a production platform could use the materials provided by several industrial ships and the use of a ship-support platform to provide new ships while in deep space.

This is what I expect industrial ships to be able to do.

The roles you suggest are still going to be reserved for the Starbases. The Strategic Defense Platform is far more a Carrier role, which are planned.
_____________________________
I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol.
Oveur
Oveur



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Posted - 2005.01.07 10:21:00 - [108]

Originally by: Seraph Demon
What do I expect? I would expect industrials to live up to their name, and for dependence on stations to be slowly eliminated from the game (starbases were a good first step in this direction), so on that note:

Mobile Factory:
Reasoning: build ammo/modules on-the-fly for mobile fleet engagements
Special Ability: +1 factory on board per skill level, +20% to cargo size per level
Penalties: 100% increase in production time for all items, 15% material inefficiency
Skills: Indy 5, Industry 5
Cargo: 1K (quite small; not alot that can be built)
Speed: Same-ol' indy speed, but must sit still when factories are running (can you say, easy target?)
Slots: Very few slots, maybe 1 high, 1 mid, and 2 low
Special Behaviour: The Mobile Factory can be used to build items whose material requirements exceed its cargo size (including ships - see ship-support platform below), by having an industrial ship with the necessary materials sidle up next to it and 'link' cargo-holds.

Mobile Refinery:
Reasoning: Refining (slowly) on-the-fly to provide rescources to mobile factories, for mobile fleet engagements
Special Ability: 18% reduction in refine time for one load per level, 16% reduction in refining inefficiency per level
Penalties: Base refining yield is 50% so with the Mobile Refinery skill at lvl5, yield would be 90%, note that the other refining skills do not affect yield
Skills: Indy 5, Refinery Efficiency 5
Cargo: Enough to carry one refinery load of any rescource in game
Speed: same as above, must sit still when refining
Slots: same as above

Mobile Ship Support Platform:
Reasoning: Allows ships to be repaired (for tritanium cost) and refitted (slowly), to provide greater flexibility for mobile fleet engagements (getting familiar now).
Special Ability: 15% reduction in repair and refit times for ships, +1 ship that can be worked on at a time
Skills: Indy 5, Mechanic 5
Cargo: 3-4K
Speed: same as above, must sit still to allow ships to dock with it
Slots: same as above
Special Behaviour: The mobile ship support platform can 'link' with the mobile factory to produce ships. For the duration of production one of the support platform's docking slots is taken up. Once the ship is completed, it is automatically assembled and then ejected away from the support platform for anyone to come and pilot.

Mobile Strategic Defense Platform:
Reasoning: allows a group of ships to establish a temporary dug-in location
Special Ability: 10% increase to force-field radius per level,
Skills: Indy 5, Shield Management 5
Cargo: 2-3K
Speed: quite slow,
Slots: same as above
Behaviour: The mobile strategic defense platform creates a force field (just like a starbase's force field) after anchoring itself (20 min), with 1-2M hit points, radius about 15km, and racial resistances just like those of the CTs. It does not provide any power or CPU(ie, you can't set up a real starbase with one of these mini CTs). It consumes strontium clathrates, at a rate of about 1 per 5 minutes. Once set up the pilot of the ship can eject, and it will still operate, if the shield is depleted, then it will go offline and unanchor itself so as to be ripe for the picking.

Clearly all of these put together create the opportunity for a group of willing pilots to set up a way-station for mining/scouting operations. In concert with the ability for ships to establish direct transfer of materials between them, a production platform could use the materials provided by several industrial ships and the use of a ship-support platform to provide new ships while in deep space.

This is what I expect industrial ships to be able to do.

The roles you suggest are still going to be reserved for the Starbases. The Strategic Defense Platform is far more a Carrier role, which are planned.

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EVE Online
Oveur
Oveur

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Posted - 2005.01.07 10:22:00 - [109]

Originally by: Atandros
The smuggler ship actually makes no sense; if there was such a ship on the market, anyone flying it would be subject to extra suspicion and scrutiny by customs, hence defeating its purpose.

Yes, if you paint "SMUGGLER BESTOWER" on the side of it, sure. But maybe we'll skip that part, huh? Laughing
_____________________________
I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol.
Oveur
Oveur



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Posted - 2005.01.07 10:22:00 - [110]

Originally by: Atandros
The smuggler ship actually makes no sense; if there was such a ship on the market, anyone flying it would be subject to extra suspicion and scrutiny by customs, hence defeating its purpose.

Yes, if you paint "SMUGGLER BESTOWER" on the side of it, sure. But maybe we'll skip that part, huh? Laughing

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EVE Online
Arud
Arud

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Posted - 2005.01.07 10:23:00 - [111]

Military Industrials
- Get same shield and armor resistance as assault ships
- Default bonus that ammo and missiles take -10% size per level of Military Industrial skill
- 50% lower cargo from t1 version
- Ability to use t2 cargo optimizers
- Rest the same
- Skills needed: Military Industrial 1 + some skills needed to fly assault ships


New modules: Cargo Optimizers
- Each type lowers the cargo space items need by 20%
- For example, Mineral Optimizer, Starbase Optimizer
- Med slot item
- Only usable on t2 indies
Arud
Arud
Rampage Eternal
Ka-Tet

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Posted - 2005.01.07 10:23:00 - [112]

Military Industrials
- Get same shield and armor resistance as assault ships
- Default bonus that ammo and missiles take -10% size per level of Military Industrial skill
- 50% lower cargo from t1 version
- Ability to use t2 cargo optimizers
- Rest the same
- Skills needed: Military Industrial 1 + some skills needed to fly assault ships


New modules: Cargo Optimizers
- Each type lowers the cargo space items need by 20%
- For example, Mineral Optimizer, Starbase Optimizer
- Med slot item
- Only usable on t2 indies
Arud
Arud

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Posted - 2005.01.07 10:26:00 - [113]

Oveur,
you mention alot of new ship classes that are being planned, any chance of a devblog sometimes soon about those Wink

more carrots to lead us onVery Happy
Arud
Arud
Rampage Eternal
Ka-Tet

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Posted - 2005.01.07 10:26:00 - [114]

Oveur,
you mention alot of new ship classes that are being planned, any chance of a devblog sometimes soon about those Wink

more carrots to lead us onVery Happy
DigitalCommunist
DigitalCommunist

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Posted - 2005.01.07 10:28:00 - [115]

Edited by: DigitalCommunist on 07/01/2005 10:30:19
just a suggestion, but if industrial ships are extended into combat support roles and then the only industrial-ish sounding thing they could do is give gang buffs.

for example:

amarrian elite industrial could anchor portable energy emitting batteries, gives anyone within 10km radius +5% capacitor recharge per emitter.. special bonus would be -90% volume and anchor time of energy emitters

similarily, gallente would add damage, caldari would increase lock range/speed, minmatar would increase tracking or ship velocity

edit: there would have to be serious limitations to how many portable emitters/sensor arrays/whatever you could carry on you and their duration would be limited
_____________________________________
Perpetually driven, your end is our beginning.
"Can I be a consultant for EVE II?" - WhiteDwarf
DigitalCommunist
DigitalCommunist
Evolution
Band of Brothers

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Posted - 2005.01.07 10:28:00 - [116]

Edited by: DigitalCommunist on 07/01/2005 10:30:19
just a suggestion, but if industrial ships are extended into combat support roles and then the only industrial-ish sounding thing they could do is give gang buffs.

for example:

amarrian elite industrial could anchor portable energy emitting batteries, gives anyone within 10km radius +5% capacitor recharge per emitter.. special bonus would be -90% volume and anchor time of energy emitters

similarily, gallente would add damage, caldari would increase lock range/speed, minmatar would increase tracking or ship velocity

edit: there would have to be serious limitations to how many portable emitters/sensor arrays/whatever you could carry on you and their duration would be limited


Purchasing Complex Fullerene Shards, contact me ingame.
Helmut 314
Helmut 314

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Posted - 2005.01.07 10:32:00 - [117]

Edited by: Helmut 314 on 07/01/2005 10:43:22
Many nice ideas here, smugglers, q-ships etc.

I would like to see the T2 indys capitalizing on their massive CPU. Maybe 2 variants per race, one Ưndustry-oriented, one military.

Military type :

2-4 turrets / launcher slots
3-5 highslots
4-8 medslots
2-6 lowslots
Base speed like a fast cruiser
2000-3000 m3 cargohold

Grid enough to fit frigate size weapons and adequate defences. Bonuses to gunnery / missiles and shield tanking or armor repair.

Purpose : Fleet ammo hauler with teeth, able to defend itself from frigate raiders but not powerful enough to be a true combat vessel.

Skills : Industrial 4, Engineering 5, Mechanic 5, Support ship 1

Industry type :

1 highslot
0 turret / launcher
2-4 medslot
8 lowslots

Base speed of 60-80
Base cargo of 25000
Heavy armor / shields
Special ability to fit an OnSite Refining Module, a mobile refining thingamajig to support mining ops far from stations. Reduced efficiency, say 60% total yield with 5/5/5 refining.
Skill reqs : Industrial level 4, Engineering 5, Mechanic 5, Support ship 1.
Onsite refining module demands : Refining 5, Industry 5, Mining 5

Purpose : The empires response to starbases and ORE conglomerate mining barges, intensive refinery arrays etc.




___________________________________

Trying is the first step of failure
- Homer J Simpson
Helmut 314
Helmut 314
Amarr
J.H.E.N.R
Pure.

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Posted - 2005.01.07 10:32:00 - [118]

Edited by: Helmut 314 on 07/01/2005 10:43:22
Many nice ideas here, smugglers, q-ships etc.

I would like to see the T2 indys capitalizing on their massive CPU. Maybe 2 variants per race, one fndustry-oriented, one military.

Military type :

2-4 turrets / launcher slots
3-5 highslots
4-8 medslots
2-6 lowslots
Base speed like a fast cruiser
2000-3000 m3 cargohold

Grid enough to fit frigate size weapons and adequate defences. Bonuses to gunnery / missiles and shield tanking or armor repair.

Purpose : Fleet ammo hauler with teeth, able to defend itself from frigate raiders but not powerful enough to be a true combat vessel.

Skills : Industrial 4, Engineering 5, Mechanic 5, Support ship 1

Industry type :

1 highslot
0 turret / launcher
2-4 medslot
8 lowslots

Base speed of 60-80
Base cargo of 25000
Heavy armor / shields
Special ability to fit an OnSite Refining Module, a mobile refining thingamajig to support mining ops far from stations. Reduced efficiency, say 60% total yield with 5/5/5 refining.
Skill reqs : Industrial level 4, Engineering 5, Mechanic 5, Support ship 1.
Onsite refining module demands : Refining 5, Industry 5, Mining 5

Purpose : The empires response to starbases and ORE conglomerate mining barges, intensive refinery arrays etc.




________________________________

Trying is the first step of failure
- Homer J Simpson
Oveur
Oveur

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Posted - 2005.01.07 10:35:00 - [119]

Originally by: Murple
I was thinking of specialist haulers that recieve size bonuses for certain types of cargo. One example would be a slaver hauler that can carry a considerable amount of slaves. It would treat them as if the took up 0.1 m3 or 0.01 m3 of volume.

That would be a Freighter. It's slated to have a configurable cargo hold.
_____________________________
I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol.
Oveur
Oveur



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Posted - 2005.01.07 10:35:00 - [120]

Originally by: Murple
I was thinking of specialist haulers that recieve size bonuses for certain types of cargo. One example would be a slaver hauler that can carry a considerable amount of slaves. It would treat them as if the took up 0.1 m3 or 0.01 m3 of volume.

That would be a Freighter. It's slated to have a configurable cargo hold.

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