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hatchette
hatchette

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Posted - 2005.01.07 13:28:00 - [151]

There should be few different classes of industrial ships...

- Mobile Refinery Ships
Should be indies with decent cargohold (4000-5000m3) that can fit mobile refinery module. Refine efficiency should be about 25-30%. But the trade-off would be, you can refine ore directly in belt. They are as weak as current industrials.

- Freighterers
Are the mothers of all industrials, they can haul up to 150.000m3, but cannot be loaded/unloaded in space. Essentially they are station to station only ships. They are also very sluggish and low on hit-points.

- Haulers
They are tech2 versions of industrials we know today. They have improved hulls, armors and shield and can haul up to 50.000-70.000m3 (with expanders). They are also a bit faster and can fit 10mn mwd with very small sacrifices.

- Armored Transports
They are the baddest industrials of them all. Their cargohold is not as big as it could be, by measuring rougly 6000m3, but their armor is thick as battleships' and their shields are strong as steel. Resistances are good too. They also have turret and missile slots for their defense and decent powergrid which allows them to fit few cruiser sized weapons. Those industrials also have a special bonus of +1 warp core strength per level. However, they are much more sluggish than ordinary cargo ships.


hatchette
hatchette
Caldari
Destructive Influence

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Posted - 2005.01.07 13:28:00 - [152]

There should be few different classes of industrial ships...

- Mobile Refinery Ships
Should be indies with decent cargohold (4000-5000m3) that can fit mobile refinery module. Refine efficiency should be about 25-30%. But the trade-off would be, you can refine ore directly in belt. They are as weak as current industrials.

- Freighterers
Are the mothers of all industrials, they can haul up to 150.000m3, but cannot be loaded/unloaded in space. Essentially they are station to station only ships. They are also very sluggish and low on hit-points.

- Haulers
They are tech2 versions of industrials we know today. They have improved hulls, armors and shield and can haul up to 50.000-70.000m3 (with expanders). They are also a bit faster and can fit 10mn mwd with very small sacrifices.

- Armored Transports
They are the baddest industrials of them all. Their cargohold is not as big as it could be, by measuring rougly 6000m3, but their armor is thick as battleships' and their shields are strong as steel. Resistances are good too. They also have turret and missile slots for their defense and decent powergrid which allows them to fit few cruiser sized weapons. Those industrials also have a special bonus of +1 warp core strength per level. However, they are much more sluggish than ordinary cargo ships.


Balazs Simon
Balazs Simon

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Posted - 2005.01.07 13:37:00 - [153]

Originally by: Oveur

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


Why ? What is the idea behind this? Can you give us a bit insight?
*suspect this has something to do with the new missiles*
Balazs Simon
Balazs Simon
Gallente
Destructive Influence
Band of Brothers

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Posted - 2005.01.07 13:37:00 - [154]

Originally by: Oveur

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


Why ? What is the idea behind this? Can you give us a bit insight?
*suspect this has something to do with the new missiles*
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This post is my personal opinion. It does not represent the standpoint of the DICE Corporation.
Germain
Germain

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Posted - 2005.01.07 14:06:00 - [155]

- an indie that can move smallish roids SP lvl let you tow bigger roid at warp.
You could them move ice roid closer to POS. this type of indie would have no cargo hold or drone bay just tow hooks or whatever. also could tow damaged ships or debir for reprocessing. that last bit may need large NPC battles to create space debris or ships that go bang leave bits of hull around for new indie scavanging.

these could look like mining barges but a lot shourter.
skills whould be indie lvl4/5 and mining barge lvl5 then new skill for scavenger class ship.
Germain
Germain
Minmatar
DaIaRo Corp

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Posted - 2005.01.07 14:06:00 - [156]

- an indie that can move smallish roids SP lvl let you tow bigger roid at warp.
You could them move ice roid closer to POS. this type of indie would have no cargo hold or drone bay just tow hooks or whatever. also could tow damaged ships or debir for reprocessing. that last bit may need large NPC battles to create space debris or ships that go bang leave bits of hull around for new indie scavanging.

these could look like mining barges but a lot shourter.
skills whould be indie lvl4/5 and mining barge lvl5 then new skill for scavenger class ship.
Cookie
Cookie

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Posted - 2005.01.07 14:12:00 - [157]


A handy T2 indy bonus would be something like :
* '-2km stargate activation range needed per lvl'
* '-2km docking range needed per lvl'

just have them move a lil bit slower (so gate campers still have a small chance to catch them) and increase cargo space a tiny bit.

Zyrla Bladestorm
Zyrla Bladestorm

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Posted - 2005.01.07 14:12:00 - [158]

Originally by: Balazs Simon
Originally by: Oveur

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


Why ? What is the idea behind this? Can you give us a bit insight?
*suspect this has something to do with the new missiles*


if you have turret slots you can afk-mine, I'd guess thats why ?
.
-----
Apologys for any rambling that may have just occurred.


Zyrla Bladestorm
Zyrla Bladestorm
Minmatar
Foundation
R0ADKILL

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Posted - 2005.01.07 14:12:00 - [159]

Originally by: Balazs Simon
Originally by: Oveur

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


Why ? What is the idea behind this? Can you give us a bit insight?
*suspect this has something to do with the new missiles*


if you have turret slots you can afk-mine, I'd guess thats why ?
.
-----
It's great being Minmatar, ain't it?
Apologies for any rambling that may have just occurred.


Cookie
Cookie
Snakeoil Industries Ltd.

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Posted - 2005.01.07 14:12:00 - [160]


A handy T2 indy bonus would be something like :
* '-2km stargate activation range needed per lvl'
* '-2km docking range needed per lvl'

just have them move a lil bit slower (so gate campers still have a small chance to catch them) and increase cargo space a tiny bit.

Arte
Arte

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Posted - 2005.01.07 14:50:00 - [161]

Originally by: Atandros
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.


Just because the police know that some one used a Ford Escort to smuggle drugs into a city, it doesn't mean that they will stop every Ford Escort in and around the city for search does it?
Illegal immigrants use trucks to gain entry into countries, but that doesn't mean that customs search every truck... etcetcetc.

The smuggling module would be good if it could be fitted to any ship. Allowing T2 indies the ability to smuggle with greater effectiveness brings more to the game and as I have attempted to illustrate, doesn't take a massive departure from what might be considered real life.
Arte
Arte

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Posted - 2005.01.07 14:50:00 - [162]

Originally by: Atandros
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.


Just because the police know that some one used a Ford Escort to smuggle drugs into a city, it doesn't mean that they will stop every Ford Escort in and around the city for search does it?
Illegal immigrants use trucks to gain entry into countries, but that doesn't mean that customs search every truck... etcetcetc.

The smuggling module would be good if it could be fitted to any ship. Allowing T2 indies the ability to smuggle with greater effectiveness brings more to the game and as I have attempted to illustrate, doesn't take a massive departure from what might be considered real life.
FireFoxx80
FireFoxx80

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Posted - 2005.01.07 14:55:00 - [163]

Edited by: FireFoxx80 on 07/01/2005 14:57:20
Cargo Hauler
(tiny hauler)
- Reasoning: There is no real 1000m3-1500m3 ships for n00bs
- Special ability: cargo inc 2% per level
- Skills: Same as current indys
- Cargo: 1000-1500m3
- Speed: cruiser speeds
- Slots: 1xH, 1xM, 2xL - 0T,0M

'Combat' rated industrials
(Use current indy hulls, just up armour/shield them and give a second turret slot. Make them a little faster. All at the expense of cargo)
- Reasoning: V.difficult for indy's to defend themselves
- Special ability: powergrid 2% inc per level.
- Skills: Indy 4, Cruiser 2
- Cargo: 1500-3000m3
- Speed: cruiser speeds
- Slots: 2xH, 2xM, 3xL - 2T,0M

ex P-TMC

If you think you can do a better job, go find yourself a datacentre to host a box, get a copy of Visual Studio, and STFU.
FireFoxx80
FireFoxx80
Caldari
E X O D U S
Imperial Republic Of the North

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Posted - 2005.01.07 14:55:00 - [164]

Edited by: FireFoxx80 on 07/01/2005 14:57:20
Cargo Hauler
(tiny hauler)
- Reasoning: There is no real 1000m3-1500m3 ships for n00bs
- Special ability: cargo inc 2% per level
- Skills: Same as current indys
- Cargo: 1000-1500m3
- Speed: cruiser speeds
- Slots: 1xH, 1xM, 2xL - 0T,0M

'Combat' rated industrials
(Use current indy hulls, just up armour/shield them and give a second turret slot. Make them a little faster. All at the expense of cargo)
- Reasoning: V.difficult for indy's to defend themselves
- Special ability: powergrid 2% inc per level.
- Skills: Indy 4, Cruiser 2
- Cargo: 1500-3000m3
- Speed: cruiser speeds
- Slots: 2xH, 2xM, 3xL - 2T,0M


What I do the rest of the time - Vote for a Jita bypass!
Atandros
Atandros

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Posted - 2005.01.07 15:13:00 - [165]

Edited by: Atandros on 07/01/2005 15:14:02
Originally by: Arte

Just because the police know that some one used a Ford Escort to smuggle drugs into a city, it doesn't mean that they will stop every Ford Escort in and around the city for search does it?

But that's different. In that case, we have a standard vehicle that simply happens to have been used for smuggling; there's no inherent quality in a Ford Escort that makes it preferred by smugglers. In what I'm talking about, there is a standard transport vehicle and a vehicle that looks exactly like it but has something which makes it really good for smuggling. Hence customs would be more suspicious towards vehicles that look like that, wouldn't they?
Atandros
Atandros
Gallente
Tabula Rasa Systems
The Star Fraction

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Posted - 2005.01.07 15:13:00 - [166]

Edited by: Atandros on 07/01/2005 15:14:02
Originally by: Arte

Just because the police know that some one used a Ford Escort to smuggle drugs into a city, it doesn't mean that they will stop every Ford Escort in and around the city for search does it?

But that's different. In that case, we have a standard vehicle that simply happens to have been used for smuggling; there's no inherent quality in a Ford Escort that makes it preferred by smugglers. In what I'm talking about, there is a standard transport vehicle and a vehicle that looks exactly like it but has something which makes it really good for smuggling. Hence customs would be more suspicious towards vehicles that look like that, wouldn't they?
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Sun! Sex! Sin! Death and destruction!
Mayfer
Mayfer

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Posted - 2005.01.07 15:29:00 - [167]

Edited by: Mayfer on 07/01/2005 15:33:01
Edited by: Mayfer on 07/01/2005 15:31:36
How would it be with a Indy like a Road-Train. The first part of the Train is the Pilot's cab. The next parts are freight modules. It gives three different freight modules.

The first Part, the Pilot's cab:
1 Highslot, 3 Medslots, 3 Lowslots;
All fitting modules as for example the Cargo Expander or Schield Booster affects all modules.
Speed: 50m¦
Special: 7.5km distance for jumping through a Jumpgate, because it can't brake so fast.
It has enough CPU and PG to use a 10MN MWD but each Module weakens the Power of the MWD.
Cargo: 5000m¦
Weight: 15 000 000 kg
Armor/Structure/Schield: ~500-750
Skillrequirements: Indy-Lvl5,Roadtrain-Lvl 1
The Pliot's cab can tow 5 modules, but every Lvl in Roadtrain gives +1.

1.Cargomodule:
Cargo: 5000m¦
A/S/S: ~250-500
Weight: 5 000 000 kg
2.Armored Cargomodule:
Cargo: 2500m¦
A/S/S: ~750-1000
Weight: 7 500 000 kg
3.Smuggler Cargomodule(looks how the normal Cargomodule):
Cargo: 2500m¦
A/S/S: ~250-500
Weight: 7 500 000 kg

Each module can be targetet alone.

How would it be with something like that? Very Happy

Mayfer
Mayfer

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Posted - 2005.01.07 15:29:00 - [168]

Edited by: Mayfer on 07/01/2005 15:33:01
Edited by: Mayfer on 07/01/2005 15:31:36
How would it be with a Indy like a Road-Train. The first part of the Train is the Pilot's cab. The next parts are freight modules. It gives three different freight modules.

The first Part, the Pilot's cab:
1 Highslot, 3 Medslots, 3 Lowslots;
All fitting modules as for example the Cargo Expander or Schield Booster affects all modules.
Speed: 50m¦
Special: 7.5km distance for jumping through a Jumpgate, because it can't brake so fast.
It has enough CPU and PG to use a 10MN MWD but each Module weakens the Power of the MWD.
Cargo: 5000m¦
Weight: 15 000 000 kg
Armor/Structure/Schield: ~500-750
Skillrequirements: Indy-Lvl5,Roadtrain-Lvl 1
The Pliot's cab can tow 5 modules, but every Lvl in Roadtrain gives +1.

1.Cargomodule:
Cargo: 5000m¦
A/S/S: ~250-500
Weight: 5 000 000 kg
2.Armored Cargomodule:
Cargo: 2500m¦
A/S/S: ~750-1000
Weight: 7 500 000 kg
3.Smuggler Cargomodule(looks how the normal Cargomodule):
Cargo: 2500m¦
A/S/S: ~250-500
Weight: 7 500 000 kg

Each module can be targetet alone.

How would it be with something like that? Very Happy

Thrak
Thrak

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Posted - 2005.01.07 15:47:00 - [169]

Originally by: Atandros
Edited by: Atandros on 07/01/2005 15:14:02
But that's different. In that case, we have a standard vehicle that simply happens to have been used for smuggling; there's no inherent quality in a Ford Escort that makes it preferred by smugglers. In what I'm talking about, there is a standard transport vehicle and a vehicle that looks exactly like it but has something which makes it really good for smuggling. Hence customs would be more suspicious towards vehicles that look like that, wouldn't they?


Not really - if every race's indy has a smuggling equivalent, what are they going to do. Search every indy more? You are correct there are standard transport vehicles and vehicles that look exactly like it that can smuggle. Unfortunately for customs, every transport vehicle has this equivalent. What are you going to do now?


Thrak
Thrak
Sha Kharn Corp
Ascendant Frontier

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Posted - 2005.01.07 15:47:00 - [170]

Originally by: Atandros
Edited by: Atandros on 07/01/2005 15:14:02
But that's different. In that case, we have a standard vehicle that simply happens to have been used for smuggling; there's no inherent quality in a Ford Escort that makes it preferred by smugglers. In what I'm talking about, there is a standard transport vehicle and a vehicle that looks exactly like it but has something which makes it really good for smuggling. Hence customs would be more suspicious towards vehicles that look like that, wouldn't they?


Not really - if every race's indy has a smuggling equivalent, what are they going to do. Search every indy more? You are correct there are standard transport vehicles and vehicles that look exactly like it that can smuggle. Unfortunately for customs, every transport vehicle has this equivalent. What are you going to do now?


Dzikus
Dzikus

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Posted - 2005.01.07 15:58:00 - [171]

Blockade Runner, Q-ship, Smuggler - all of the require good EW equipment on board. So maybe let's try to make one out of these three with following abilities:

- better warp stabilizers - This is especially important for Blockade Runners, but usefull for q-ship in case of problems. This could be dependant on their skill.
- scan decoy - when scanned, these ships should appear as TL1 ships, they should also have some kind of Decay scanner setup - both for fitting and for cargo. I know it's hard because it would require some extra programing for these ships. But for smugglers it would be required for succesfull smuggling, and for q-ships for succesful suprise. The simplest thing I can come out now is: special two kinds of cargo containers: one for decoy fitting, one for decoy cargo. When cargo scanned, yout ship would give max number of items in decoy cargo, when ship scanned - exactly what you have in decoy cargo.
Or maybe special kind of "decoy generator" - High Slot Module close to Cloaking Device, which would generate this decoy - also changing how you are visible for other players - as TL1 or TL2 ship.

- better speed, lower mass, smaller signature maybe (but not that necessery), better scan resolution
- 50% of cargo capacity maybe. All this electronic devices would take much space.

Required Skills:
Electronic Warfare 5 (if you repair this skill first), Electronics Upgrades 5, Warp Drive Operation 5, Industrial 5
_________________

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Dzikus
Dzikus
Minmatar
Brutor tribe

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Posted - 2005.01.07 15:58:00 - [172]

Blockade Runner, Q-ship, Smuggler - all of the require good EW equipment on board. So maybe let's try to make one out of these three with following abilities:

- better warp stabilizers - This is especially important for Blockade Runners, but usefull for q-ship in case of problems. This could be dependant on their skill.
- scan decoy - when scanned, these ships should appear as TL1 ships, they should also have some kind of Decay scanner setup - both for fitting and for cargo. I know it's hard because it would require some extra programing for these ships. But for smugglers it would be required for succesfull smuggling, and for q-ships for succesful suprise. The simplest thing I can come out now is: special two kinds of cargo containers: one for decoy fitting, one for decoy cargo. When cargo scanned, yout ship would give max number of items in decoy cargo, when ship scanned - exactly what you have in decoy cargo.
Or maybe special kind of "decoy generator" - High Slot Module close to Cloaking Device, which would generate this decoy - also changing how you are visible for other players - as TL1 or TL2 ship.

- better speed, lower mass, smaller signature maybe (but not that necessery), better scan resolution
- 50% of cargo capacity maybe. All this electronic devices would take much space.

Required Skills:
Electronic Warfare 5 (if you repair this skill first), Electronics Upgrades 5, Warp Drive Operation 5, Industrial 5
_________________

Never Give Up, Never Surrender!
space fox
space fox

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Posted - 2005.01.07 16:10:00 - [173]

being caldari and kinda a missel freak, we need a badger mk III, the gallantes get a buble with tons of cargo, we get this brick, able to stay in PvE situations to collect loot, has a large hp due to uber sheild generators, but sacrafices half its cargo, also gets a heavy launcher cus we caldari need our missels to survive out there, also get good sheild recharge, still gankable, but dont try it in your ares any time soon.
space fox
space fox
Axis One

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Posted - 2005.01.07 16:10:00 - [174]

being caldari and kinda a missel freak, we need a badger mk III, the gallantes get a buble with tons of cargo, we get this brick, able to stay in PvE situations to collect loot, has a large hp due to uber sheild generators, but sacrafices half its cargo, also gets a heavy launcher cus we caldari need our missels to survive out there, also get good sheild recharge, still gankable, but dont try it in your ares any time soon.
Oberon Oblique
Oberon Oblique

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Posted - 2005.01.07 16:25:00 - [175]

1) Uber Hauler like 10km3, bonuses in cargo cap and speed

2) Q-ship 2km3 cargo, 500 grid, 3k armor, bonus in tracking and armor resits

3) Smuggler 2km3 cargo, chance to be caught based on contraband to regular cargo ratio. 10/1=10%..
Bonus reducing chance to get caught
-The mind is strong and the flesh is weak, but oh the flesh...
Oberon Oblique
Oberon Oblique

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Posted - 2005.01.07 16:25:00 - [176]

1) Uber Hauler like 10km3, bonuses in cargo cap and speed

2) Q-ship 2km3 cargo, 500 grid, 3k armor, bonus in tracking and armor resits

3) Smuggler 2km3 cargo, chance to be caught based on contraband to regular cargo ratio. 10/1=10%..
Bonus reducing chance to get caught
-The mind is strong and the flesh is weak, but oh the flesh...
Lagar
Lagar

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Posted - 2005.01.07 16:27:00 - [177]

Originally by: Oveur

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


sorry for quoting but i have to clarify this alittle more.
There will not be a T2 industrial with turret slots cause of the fact that they are not suposed to be. T2 AFK miners! Razz

back to topic. there should be atlest one of them for smuggling and one for large size ore hauling.. not needed for much else cause freighters will take the other jobs
Lagar
Lagar
Caldari
Core Domination

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Posted - 2005.01.07 16:27:00 - [178]

Originally by: Oveur

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


sorry for quoting but i have to clarify this alittle more.
There will not be a T2 industrial with turret slots cause of the fact that they are not suposed to be. T2 AFK miners! Razz

back to topic. there should be atlest one of them for smuggling and one for large size ore hauling.. not needed for much else cause freighters will take the other jobs
Gierling
Gierling

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Posted - 2005.01.07 18:03:00 - [179]

Personally I'd like to see Indies with bonuses carrying certain commonly used items.

All these ships would require Racial indy 4, logistics 2 or 3 and maybe another level 4 skill.

These are the fleet supply ships, since they're intended to go into combat following a fleet, you may also add small logistics bonuses to make them more desireable. Say make thier second bonus related to the logistics specialty of that race.


Such as:

Ammo supply ship:
(Minmater)

10% reduction of Volume needed for projectile or hybrid ammunition per level.

50% Efficiency and Range bonus for Tracking enhancers.

Booster Charge supply ship:
(Ammar)

20% Reduction of volume needed for Cap booster charges per level.

50% Efficiency and Range bonus for cap transfer modules.

Missille supply ship:
(Caldari)
5% Reduction of volume required for missilles per level

50% Efficiency and Range bonus for remote shield boosting.

Drone supply ship:
(Gallente)
No Cargo hold, large drone bay instead. (seeing as how you cant move drones from Cargo to dronebay in space, as no one in the 300th century has figured out the concept of the "door", so it would need to launch the drones and then others can scoop them)

30% reduction in drone volume required per level.

50% Efficiency and Range bonus for remote armour repairers.

And you could make them have 3 utility high slots.

Now along those lines I'd recommend a further couple of ideas.

Ore Transporter:

15% Reduction in the volume of raw ore per level.
10% bonus to vessell speed per level.

Isotope Transporter:

20% Reduction in the volume of Isotopes per level.
10% to all armour resistences per level.

Mineral Transporter:

10% Reduction in the volume of minerals per level.
10% to Armour hitpoints per level.

For any of these to be worthwhile the reductions would have to allow them to carry around 20k at least of thier chosen specialty.

The Fleet supply ships and the transporters have bonuses that I think will make them VERY desireable to use in thier intended functions. The secondary bonuses will serve to reinforce thier ability to carry out those functions. (The fleet supply ships will be more usefull around fleets, and the transporters are either faster or tougher to discourage suicide runs and encourage transporting through lower sec space).


Bastards we are lest Bastards we become.
Gierling
Gierling
Gallente
Celestial Fleet
Ascendant Frontier

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Posted - 2005.01.07 18:03:00 - [180]

Personally I'd like to see Indies with bonuses carrying certain commonly used items.

All these ships would require Racial indy 4, logistics 2 or 3 and maybe another level 4 skill.

These are the fleet supply ships, since they're intended to go into combat following a fleet, you may also add small logistics bonuses to make them more desireable. Say make thier second bonus related to the logistics specialty of that race.


Such as:

Ammo supply ship:
(Minmater)

10% reduction of Volume needed for projectile or hybrid ammunition per level.

50% Efficiency and Range bonus for Tracking enhancers.

Booster Charge supply ship:
(Ammar)

20% Reduction of volume needed for Cap booster charges per level.

50% Efficiency and Range bonus for cap transfer modules.

Missille supply ship:
(Caldari)
5% Reduction of volume required for missilles per level

50% Efficiency and Range bonus for remote shield boosting.

Drone supply ship:
(Gallente)
No Cargo hold, large drone bay instead. (seeing as how you cant move drones from Cargo to dronebay in space, as no one in the 300th century has figured out the concept of the "door", so it would need to launch the drones and then others can scoop them)

30% reduction in drone volume required per level.

50% Efficiency and Range bonus for remote armour repairers.

And you could make them have 3 utility high slots.

Now along those lines I'd recommend a further couple of ideas.

Ore Transporter:

15% Reduction in the volume of raw ore per level.
10% bonus to vessell speed per level.

Isotope Transporter:

20% Reduction in the volume of Isotopes per level.
10% to all armour resistences per level.

Mineral Transporter:

10% Reduction in the volume of minerals per level.
10% to Armour hitpoints per level.

For any of these to be worthwhile the reductions would have to allow them to carry around 20k at least of thier chosen specialty.

The Fleet supply ships and the transporters have bonuses that I think will make them VERY desireable to use in thier intended functions. The secondary bonuses will serve to reinforce thier ability to carry out those functions. (The fleet supply ships will be more usefull around fleets, and the transporters are either faster or tougher to discourage suicide runs and encourage transporting through lower sec space).


   
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