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Arud
Arud

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Posted - 2005.01.07 10:36:00 - [121]

Originally by: DigitalCommunist
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

interesting idea
but I do think they could be abused somewhat


- The limit would have to be each ship can only be affected by one industrial module
- Each module can only stay online for a certain amount of time before it needed to be serviced (taken into the indy and something done with it and then launched again)
- Each racial module only affect ships fully of the same reace, partialy on others.
- Module has limited range, say base 20km and then extra 10km per level of skill.
- The bonuses the modules give should be what the races need the most. No point in boosting something that is already good enough by default.

just throwing some ideas around, but this idea has alot of potential
Oveur
Oveur

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Posted - 2005.01.07 10:36:00 - [122]

Originally by: Istvaan Shogaatsu
- More weapons. If the Caldari elite Badger doesn't have at least a turret and 2 launchers, something's wrong.


As stated earlier, the TL2 Industrials will not have any turret slots, but can have missile slots.
_____________________________
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Oveur
Oveur



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Posted - 2005.01.07 10:36:00 - [123]

Originally by: Istvaan Shogaatsu
- More weapons. If the Caldari elite Badger doesn't have at least a turret and 2 launchers, something's wrong.


As stated earlier, the TL2 Industrials will not have any turret slots, but can have missile slots.

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Arud
Arud
Rampage Eternal
Ka-Tet

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Posted - 2005.01.07 10:36:00 - [124]

Originally by: DigitalCommunist
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

interesting idea
but I do think they could be abused somewhat


- The limit would have to be each ship can only be affected by one industrial module
- Each module can only stay online for a certain amount of time before it needed to be serviced (taken into the indy and something done with it and then launched again)
- Each racial module only affect ships fully of the same reace, partialy on others.
- Module has limited range, say base 20km and then extra 10km per level of skill.
- The bonuses the modules give should be what the races need the most. No point in boosting something that is already good enough by default.

just throwing some ideas around, but this idea has alot of potential
Arud
Arud

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Posted - 2005.01.07 10:38:00 - [125]

Originally by: Oveur
Originally by: Istvaan Shogaatsu
- More weapons. If the Caldari elite Badger doesn't have at least a turret and 2 launchers, something's wrong.


As stated earlier, the TL2 Industrials will not have any turret slots, but can have missile slots.

pretty please limit those launchers to fofs and defenders Smile
Arud
Arud
Rampage Eternal
Ka-Tet

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Posted - 2005.01.07 10:38:00 - [126]

Originally by: Oveur
Originally by: Istvaan Shogaatsu
- More weapons. If the Caldari elite Badger doesn't have at least a turret and 2 launchers, something's wrong.


As stated earlier, the TL2 Industrials will not have any turret slots, but can have missile slots.

pretty please limit those launchers to fofs and defenders Smile
ZeeWolf
ZeeWolf

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Posted - 2005.01.07 11:11:00 - [127]

Originally by: Elrathias
seriously? indy 5? isnt that a bit too much to be reasonable? i mean, msot people arent gonna put off ~50 days just to be able to have "resistance" to customs scannings. i mean, its a rank 4 skill goddammit.



50 days?! Are you kidding me? Took me only 30 days to get Gal Indy 5. Mining Barge is the same rank but it only takes me 23 days to lvl 5 now.
ZeeWolf
ZeeWolf
Deep Core Mining Inc.

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Posted - 2005.01.07 11:11:00 - [128]

Originally by: Elrathias
seriously? indy 5? isnt that a bit too much to be reasonable? i mean, msot people arent gonna put off ~50 days just to be able to have "resistance" to customs scannings. i mean, its a rank 4 skill goddammit.



50 days?! Are you kidding me? Took me only 30 days to get Gal Indy 5. Mining Barge is the same rank but it only takes me 23 days to lvl 5 now.
Zyrla Bladestorm
Zyrla Bladestorm

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Posted - 2005.01.07 11:27:00 - [129]

Originally by: ZeeWolf
Originally by: Elrathias
seriously? indy 5? isnt that a bit too much to be reasonable? i mean, msot people arent gonna put off ~50 days just to be able to have "resistance" to customs scannings. i mean, its a rank 4 skill goddammit.



50 days?! Are you kidding me? Took me only 30 days to get Gal Indy 5. Mining Barge is the same rank but it only takes me 23 days to lvl 5 now.


I think it was 28 days when I did Minmatar Industrial 5 (must be getting on for 6 months ago now)
.
-----
Apologys for any rambling that may have just occurred.


Zyrla Bladestorm
Zyrla Bladestorm
Minmatar
Foundation
R0ADKILL

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Posted - 2005.01.07 11:27:00 - [130]

Originally by: ZeeWolf
Originally by: Elrathias
seriously? indy 5? isnt that a bit too much to be reasonable? i mean, msot people arent gonna put off ~50 days just to be able to have "resistance" to customs scannings. i mean, its a rank 4 skill goddammit.



50 days?! Are you kidding me? Took me only 30 days to get Gal Indy 5. Mining Barge is the same rank but it only takes me 23 days to lvl 5 now.


I think it was 28 days when I did Minmatar Industrial 5 (must be getting on for 6 months ago now)
.
-----
It's great being Minmatar, ain't it?
Apologies for any rambling that may have just occurred.


Kunming
Kunming

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Posted - 2005.01.07 11:29:00 - [131]

First of all great idea Oveur but from a logical point of view customs gotta be really low on IQ to not stop and check ur ship, I mean its a ship just for smuggling, if its around ofcourse its smuggling something!

A better idea might be adding cargo expander style modules (stealth cargo compartments) which have a % of blocking scanners (named and T2 have higher ofcourse), make a ship thats useful for couple things, not just smuggling but add a bonus per skill lvl that increases the blocking %, so it would be logical to use this ship.

Elite Industrial:
- Reasoning: Industrial with smuggling abilities that has also a increased usage in 0.0 space
- Special ability: (All old tech 1 bonuses) Bonus to blocking % on stealth compartments, bonus to agility per lvl (or whatever is responsible for quicker warp alignment) - make them able to warp away as fast as destroyers with maxed skills
- Skills: Indy lvl 5, Elite Indy lvl 1, Signature Analysis lvl 5, Evasive Manuvering Lvl 5
- Cargo: Much less than a standart indy
- Speed: Faster than an indy, more like a cruiser
- Slots: Leave them like they are but give more PG so either a lil tank or MWDs can be used

A bit off topic maybe, but the change module on ship idea is not bad at all, maybe adding this ability on support cruisers would change them from what they are (useless piece of junk that sadly some ppl wasted months of training on), and make them a useful resource in every operation.

Just my 2 cents on the matter...


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Kunming
Kunming
Amarr
adeptus gattacus
Lotka Volterra

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Posted - 2005.01.07 11:29:00 - [132]

First of all great idea Oveur but from a logical point of view customs gotta be really low on IQ to not stop and check ur ship, I mean its a ship just for smuggling, if its around ofcourse its smuggling something!

A better idea might be adding cargo expander style modules (stealth cargo compartments) which have a % of blocking scanners (named and T2 have higher ofcourse), make a ship thats useful for couple things, not just smuggling but add a bonus per skill lvl that increases the blocking %, so it would be logical to use this ship.

Elite Industrial:
- Reasoning: Industrial with smuggling abilities that has also a increased usage in 0.0 space
- Special ability: (All old tech 1 bonuses) Bonus to blocking % on stealth compartments, bonus to agility per lvl (or whatever is responsible for quicker warp alignment) - make them able to warp away as fast as destroyers with maxed skills
- Skills: Indy lvl 5, Elite Indy lvl 1, Signature Analysis lvl 5, Evasive Manuvering Lvl 5
- Cargo: Much less than a standart indy
- Speed: Faster than an indy, more like a cruiser
- Slots: Leave them like they are but give more PG so either a lil tank or MWDs can be used

A bit off topic maybe, but the change module on ship idea is not bad at all, maybe adding this ability on support cruisers would change them from what they are (useless piece of junk that sadly some ppl wasted months of training on), and make them a useful resource in every operation.

Just my 2 cents on the matter...
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KingsGambit
KingsGambit

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Posted - 2005.01.07 11:34:00 - [133]

Edited by: KingsGambit on 07/01/2005 12:09:04
Edited by: KingsGambit on 07/01/2005 11:38:21
The current Industrial ship class is already capable of transporting large cargoes, so having the T2 class offer more of the same wouldn't encourage their use relative to the training time they'll need. The indies main flaw is obviously their vulnerability in low security systems. Coupled with the idea of a T2 ship class capable of evading customs, I would love to see a T2 industrial class of ships capable of getting the cargo through, and nothing being able to stop it!

T2 Industrial ship:
Hi: 1-2 Utility slots
Mid 3-6 slots
Low: 4-6 Slots

Signature: 125m
Weight: 10,000,000kg
Cargohold: 1,000-2,000m^3
Drone Bay: 0m^3
Base speed: 200-250m/s
Powergrid/CPU: 250/500
Shield/Armour/Hull: 500/500/500 (+ Racial tweaks)

<Race> Industrial Skill Bonus: +5% velocity & cargo/lvl
Smuggler/Blockade Runner Skill Bonus (Rank 3): Base 90% chance of evading customs +2%/lvl & 20% resistance to propulsion jamming modules.

The size and speed of a cruiser, with the defenses/resistances of a Destroyer, and zero offensive capability (except a little EW perhaps Very Happy). All the standard indies cargohold has been filled with armour plate to shield it from customs and the warp drive is also shielded to make it less susceptible to jamming/webbing and immune at lvl 5. You could paint the slogan on the side of the ships "The cargo must get through!", brown uniforms not included.

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


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KingsGambit
KingsGambit
Caldari Knights

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Posted - 2005.01.07 11:34:00 - [134]

Edited by: KingsGambit on 07/01/2005 12:09:04
Edited by: KingsGambit on 07/01/2005 11:38:21
The current Industrial ship class is already capable of transporting large cargoes, so having the T2 class offer more of the same wouldn't encourage their use relative to the training time they'll need. The indies main flaw is obviously their vulnerability in low security systems. Coupled with the idea of a T2 ship class capable of evading customs, I would love to see a T2 industrial class of ships capable of getting the cargo through, and nothing being able to stop it!

T2 Industrial ship:
Hi: 1-2 Utility slots
Mid 3-6 slots
Low: 4-6 Slots

Signature: 125m
Weight: 10,000,000kg
Cargohold: 1,000-2,000m^3
Drone Bay: 0m^3
Base speed: 200-250m/s
Powergrid/CPU: 250/500
Shield/Armour/Hull: 500/500/500 (+ Racial tweaks)

<Race> Industrial Skill Bonus: +5% velocity & cargo/lvl
Smuggler/Blockade Runner Skill Bonus (Rank 3): Base 90% chance of evading customs +2%/lvl & 20% resistance to propulsion jamming modules.

The size and speed of a cruiser, with the defenses/resistances of a Destroyer, and zero offensive capability (except a little EW perhaps Very Happy). All the standard indies cargohold has been filled with armour plate to shield it from customs and the warp drive is also shielded to make it less susceptible to jamming/webbing and immune at lvl 5. You could paint the slogan on the side of the ships "The cargo must get through!", brown uniforms not included.
-------------


My T2 Shop
Atandros
Atandros

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Posted - 2005.01.07 11:38:00 - [135]

Originally by: Oveur
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


Razz
Regardless; if it looks and behaves exactly the same as a normal Bestower, then ANY Bestower that passes through customs will be subject to extra suspicion and scrutiny. Hence I think it would be better to do the smuggling thing via modules.
Atandros
Atandros
Gallente
Tabula Rasa Systems
The Star Fraction

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Posted - 2005.01.07 11:38:00 - [136]

Originally by: Oveur
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


Razz
Regardless; if it looks and behaves exactly the same as a normal Bestower, then ANY Bestower that passes through customs will be subject to extra suspicion and scrutiny. Hence I think it would be better to do the smuggling thing via modules.
-------

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Azryen
Azryen

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Posted - 2005.01.07 11:41:00 - [137]

I also like the station to station transport, which either allows you to warp closer to stations and gate based on your skill lvl, or by giving greater speed and agility and able to fit mwd easily. with similar cargo to current indys.

Also any very rough time frame on this? 1-3 months, 6-9, 9-12.....
Azryen
Azryen

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Posted - 2005.01.07 11:41:00 - [138]

I also like the station to station transport, which either allows you to warp closer to stations and gate based on your skill lvl, or by giving greater speed and agility and able to fit mwd easily. with similar cargo to current indys.

Also any very rough time frame on this? 1-3 months, 6-9, 9-12.....
Azryen
Azryen

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Posted - 2005.01.07 11:45:00 - [139]

maybe the smuggler ships come fitted with and mind distortion array, makes people on nearby ships oblivious to the ship. They just don't notice/can't focus on it. Nobody notices the ship because the ship causing them to not notice, so you really could go around with SMUGGLER writing on the side :P

Bit of a fix, but just about semi plausible.
theRaptor
theRaptor

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Posted - 2005.01.07 11:45:00 - [140]

Originally by: ZeeWolf
Originally by: Elrathias
seriously? indy 5? isnt that a bit too much to be reasonable? i mean, msot people arent gonna put off ~50 days just to be able to have "resistance" to customs scannings. i mean, its a rank 4 skill goddammit.



50 days?! Are you kidding me? Took me only 30 days to get Gal Indy 5. Mining Barge is the same rank but it only takes me 23 days to lvl 5 now.


I would say 30 plus days is about standard for most T2 ships. Its just most PvP pilots already have Eng 5, Elec 5, weapons upgrades 5 (just an example of lvl 5 skills T2 ships need) and dont count them towards the training time. Serious industrial characters would already have Indy 5. That does mean that combat types will be limited in the smuggling they can do. But we cant all be Han Solo Wink
--------------------------------------------------
theRaptor
theRaptor
Caldari
Caldari Provisions

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Posted - 2005.01.07 11:45:00 - [141]

Originally by: ZeeWolf
Originally by: Elrathias
seriously? indy 5? isnt that a bit too much to be reasonable? i mean, msot people arent gonna put off ~50 days just to be able to have "resistance" to customs scannings. i mean, its a rank 4 skill goddammit.



50 days?! Are you kidding me? Took me only 30 days to get Gal Indy 5. Mining Barge is the same rank but it only takes me 23 days to lvl 5 now.


I would say 30 plus days is about standard for most T2 ships. Its just most PvP pilots already have Eng 5, Elec 5, weapons upgrades 5 (just an example of lvl 5 skills T2 ships need) and dont count them towards the training time. Serious industrial characters would already have Indy 5. That does mean that combat types will be limited in the smuggling they can do. But we cant all be Han Solo Wink

I don't think you trust, in, my, self-righteous suicide.
Azryen
Azryen

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Posted - 2005.01.07 11:45:00 - [142]

maybe the smuggler ships come fitted with and mind distortion array, makes people on nearby ships oblivious to the ship. They just don't notice/can't focus on it. Nobody notices the ship because the ship causing them to not notice, so you really could go around with SMUGGLER writing on the side :P

Bit of a fix, but just about semi plausible.
KingsGambit
KingsGambit

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Posted - 2005.01.07 12:05:00 - [143]

Originally by: theRaptor
Serious industrial characters would already have Indy 5
Slight correction...should read "Serious industrial characters would already have Gallente Indy 5"

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


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KingsGambit
KingsGambit
Caldari Knights

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Posted - 2005.01.07 12:05:00 - [144]

Originally by: theRaptor
Serious industrial characters would already have Indy 5
Slight correction...should read "Serious industrial characters would already have Gallente Indy 5"
-------------


My T2 Shop
Elithiomel
Elithiomel

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Posted - 2005.01.07 12:06:00 - [145]

Edited by: Elithiomel on 07/01/2005 12:20:12

Blockade Runner
Reasoning: Hardened Cargo Hauler that actually has a chance to get past blockades without instajumps.
Special ability:
+1.2 to Warp Core Stability per Elite Indy Level
-15% sig radius per interceptor level (optional bonus)
+15% and +10% to racial resists per Assault level (optional bonus)
Skills: Elite Indy (rank 6) - Industrial 5, Hull Upgrades 5
Cargo: 50% of base industrial
Speed: 1.5-2.0 x base industrial
Slots:
Hull/Armour/Shield: 1.5-2.0 times base industrial
---------------------------------------------
Engineers motto; If it doesn't fit, force it. If it breaks it needed replacing anyway.
Elithiomel
Elithiomel
Special Circumstances

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Posted - 2005.01.07 12:06:00 - [146]

Edited by: Elithiomel on 07/01/2005 12:20:12

Blockade Runner
Reasoning: Hardened Cargo Hauler that actually has a chance to get past blockades without instajumps.
Special ability:
+1.2 to Warp Core Stability per Elite Indy Level
-15% sig radius per interceptor level (optional bonus)
+15% and +10% to racial resists per Assault level (optional bonus)
Skills: Elite Indy (rank 6) - Industrial 5, Hull Upgrades 5
Cargo: 50% of base industrial
Speed: 1.5-2.0 x base industrial
Slots:
Hull/Armour/Shield: 1.5-2.0 times base industrial
---------------------------------------------
Engineers motto; If it doesn't fit, force it. If it breaks it needed replacing anyway.
DJTheBaron
DJTheBaron

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Posted - 2005.01.07 12:18:00 - [147]

Edited by: DJTheBaron on 07/01/2005 12:18:57
Finially i get to be han solo, just make the caldari one look like the falcan.

The rp could probably be that the new armoured haulers are designed for the dangers of 0.0 space and therefore have a new shiney type of thick armour that is increased per level, however said amrour has mabye a 10% resistence to cargo scans giving the customs officer mabye 5-10 seconds extra lock time per level

that means to run the gate in time for a low smuggler level you need overdrives at sacrifice of cargo space to make the gate in time, and if you fit too many expanders you loose speed and risk not making the gate in time
__________________________________________________


Scum, your all scum.
DJTheBaron
DJTheBaron
Caldari
FATAL REVELATIONS
Lotka Volterra

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Posted - 2005.01.07 12:18:00 - [148]

Edited by: DJTheBaron on 07/01/2005 12:18:57
Finially i get to be han solo, just make the caldari one look like the falcan.

The rp could probably be that the new armoured haulers are designed for the dangers of 0.0 space and therefore have a new shiney type of thick armour that is increased per level, however said amrour has mabye a 10% resistence to cargo scans giving the customs officer mabye 5-10 seconds extra lock time per level

that means to run the gate in time for a low smuggler level you need overdrives at sacrifice of cargo space to make the gate in time, and if you fit too many expanders you loose speed and risk not making the gate in time
__________________________________________________


Scum, your all scum.
Heero Yuy
Heero Yuy

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Posted - 2005.01.07 13:00:00 - [149]

Originally by: Pottsey
Edited by: Pottsey on 06/01/2005 20:06:56
Covert Op indi no weapons.

-Reasoning: helps moves ore though bloackes and I like the idea of a cloaked Covert op ship escorting a cloaked Covert Opp Indi
- Special ability: Can use Covert Opp cloak. Hard to get a target lock on due to stealth. Add that to normal Covert Op ships as well please.
- Skills:, Indy 5 and same as covert Op ships perhaps a little higher like Covert op ship lvl 3.
- Cargo: 20% less then a Iteron Mk5 due to the covert op equipment.
- Speed: same perhaps 10% faster than an indy
- Slots: Similar to current indies of its race. In fact I would make a Iteron 5 with but with two high slots no turret. Perhaps instead of extra cargo hold per level make it 5% extra speed per level.



Could also fit into the role play theme since Amarrians have been known to use similar tactics
Heero Yuy
Heero Yuy
Kinetic Vector
Freelancer Alliance

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Posted - 2005.01.07 13:00:00 - [150]

Originally by: Pottsey
Edited by: Pottsey on 06/01/2005 20:06:56
Covert Op indi no weapons.

-Reasoning: helps moves ore though bloackes and I like the idea of a cloaked Covert op ship escorting a cloaked Covert Opp Indi
- Special ability: Can use Covert Opp cloak. Hard to get a target lock on due to stealth. Add that to normal Covert Op ships as well please.
- Skills:, Indy 5 and same as covert Op ships perhaps a little higher like Covert op ship lvl 3.
- Cargo: 20% less then a Iteron Mk5 due to the covert op equipment.
- Speed: same perhaps 10% faster than an indy
- Slots: Similar to current indies of its race. In fact I would make a Iteron 5 with but with two high slots no turret. Perhaps instead of extra cargo hold per level make it 5% extra speed per level.



Could also fit into the role play theme since Amarrians have been known to use similar tactics
   
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