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Author | Thread Statistics | Show CCP posts - 10 post(s) |
![]() Kurron ![]() ![]() ![]() |
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 Caldari The Greater Goon The OSS ![]() ![]() ![]() |
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 ![]() ![]() ![]() |
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. __________________________ http://www.nin.com/visuals/thtf_hi.html |
DREAMWORKS Gallente Kill Em All Imperium Alliance ![]() ![]() ![]() |
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. __________________________ http://www.nin.com/visuals/thtf_hi.html |
![]() DaXes Halleck ![]() ![]() ![]() |
Posted - 2005.01.07 10:15:00 -
[95]
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 ![]() ![]() ![]() |
Posted - 2005.01.07 10:15:00 -
[96]
Freighters when we start doing the Freighters. But you are pretty close to our ideas. _____________________________ I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol. |
![]() Rangar ![]() ![]() ![]() |
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 Gallente The X-Trading Company Dusk and Dawn ![]() ![]() ![]() |
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 Amarr Syncore Ascendant Frontier ![]() ![]() ![]() |
Posted - 2005.01.07 10:15:00 -
[99]
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 ![]() ![]() ![]() ![]() |
Posted - 2005.01.07 10:15:00 -
[100]
Freighters when we start doing the Freighters. But you are pretty close to our ideas. Senior Producer EVE Online |
![]() Oveur ![]() ![]() ![]() |
Posted - 2005.01.07 10:16:00 -
[101]
Carriers are also a brand spanking new Class which is planned for this year, so TL2 indies won't do that role. _____________________________ I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol. |
Oveur ![]() ![]() ![]() ![]() |
Posted - 2005.01.07 10:16:00 -
[102]
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 ![]() ![]() ![]() |
Posted - 2005.01.07 10:17:00 -
[103]
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 ![]() ![]() ![]() ![]() |
Posted - 2005.01.07 10:17:00 -
[104]
Good idea when we get them Salvage drones in. Senior Producer EVE Online |
![]() Eyeshadow ![]() ![]() ![]() |
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 Caldari Defcon Inc. ![]() ![]() ![]() |
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 ![]() ![]() ![]() |
Posted - 2005.01.07 10:21:00 -
[107]
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 ![]() ![]() ![]() ![]() |
Posted - 2005.01.07 10:21:00 -
[108]
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. Senior Producer EVE Online |
![]() Oveur ![]() ![]() ![]() |
Posted - 2005.01.07 10:22:00 -
[109]
Yes, if you paint "SMUGGLER BESTOWER" on the side of it, sure. But maybe we'll skip that part, huh? ![]() _____________________________ I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol. |
Oveur ![]() ![]() ![]() ![]() |
Posted - 2005.01.07 10:22:00 -
[110]
Yes, if you paint "SMUGGLER BESTOWER" on the side of it, sure. But maybe we'll skip that part, huh? ![]() Senior Producer EVE Online |
![]() Arud ![]() ![]() ![]() |
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 Rampage Eternal Ka-Tet ![]() ![]() ![]() |
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 ![]() ![]() ![]() |
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 ![]() more carrots to lead us on ![]() |
Arud Rampage Eternal Ka-Tet ![]() ![]() ![]() |
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 ![]() more carrots to lead us on ![]() |
![]() DigitalCommunist ![]() ![]() ![]() |
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 Evolution Band of Brothers ![]() ![]() ![]() |
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 ![]() ![]() ![]() |
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 Amarr J.H.E.N.R Pure. ![]() ![]() ![]() |
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 ![]() ![]() ![]() |
Posted - 2005.01.07 10:35:00 -
[119]
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 ![]() ![]() ![]() ![]() |
Posted - 2005.01.07 10:35:00 -
[120]
That would be a Freighter. It's slated to have a configurable cargo hold. Senior Producer EVE Online |
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