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Atandros
Atandros

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Posted - 2005.01.07 18:04:00 - [181]

Originally by: Thrak

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?



Er, sure, but as I understand it the issue at hand concerns a single special smuggling-specialized ship, not a "smuggler version" of every indy.
Atandros
Atandros
Gallente
Tabula Rasa Systems
The Star Fraction

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Posted - 2005.01.07 18:04:00 - [182]

Originally by: Thrak

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?



Er, sure, but as I understand it the issue at hand concerns a single special smuggling-specialized ship, not a "smuggler version" of every indy.
-------

Sun! Sex! Sin! Death and destruction!
Carter Burke
Carter Burke

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Posted - 2005.01.07 18:05:00 - [183]

Hauler
- Reasoning: Because mine goes to eleven.
- Special ability: Bigger cargo hold (yeah, I know, Freighters deal with this).
- Skills: Indy 5, Industry 5, "Cargo Organization" to give 10% add'l cargo hold per level similar to how "small xyz specialization" gives a bonus to weapons that require it.
- Cargo: About double or triple standard indy
- Speed: Roughly same speed
- Slots: Similar to current indies of its race.

Courier (some cruisers already qualify informally for this role)
- Reasoning: Fast delivery of important goods.
- Special ability: Very fast standstill-to-warp, 12AU/S warp speed, etc.
- Skills: Indy 5 and Navigation 5
- Cargo: About 1/4 standard
- Speed: Approx double indy
- Slots: No high slots, a couple mids, medium number of lows

Ore Truck (hauler might take this role already)
- Reasoning: Because you can never have too much ore.
- Special ability: Carries 15% more cargo per level of Advanced Refining if all cargo is ore
- Skills: Indy 5 and Refining 5, Advanced Refining has impact as above
- Cargo: Same as standard indy, balloons as described for appropriate cargo
- Speed: about 25% of an indy
- Slots: Same as normal.

Q-ship
- Reasoning: Same reasons we had 'em in WW2 - surprise for pirates and enemies. This ship is the "wolf in sheep's clothing".
- Special ability: Weapon bonuses, appears to scanners as a standard indy
- Skills: Indy 5 and Cruiser 4 of appropriate race
- Cargo: Much less than an standard indy (like 25%)
- Speed: Faster than an indy (slightly less than average cruiser)
- Slots: Similar to weapon-heavy Tier-2 cruiser of same race, drone bay as well

Forward Operations Vessel
- Reasoning: Mobile repair/restocking facility - non-combat version of the logistics cruiser, intended to operate in-system or next door, out of the fight.
- Special ability: Able to utilize remote repair/shield boost/hull repair modules within its CPU/PG limits
- Skills: Indy 5 and skills as needed for modules
- Cargo: Much less than an standard indy (25% or so)
- Speed: Same as standard
- Slots: Lots of high slots, three or four mids, two or three lows.

I'm still thinking, might come up with more later.

CB
Carter Burke
Carter Burke

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Posted - 2005.01.07 18:05:00 - [184]

Hauler
- Reasoning: Because mine goes to eleven.
- Special ability: Bigger cargo hold (yeah, I know, Freighters deal with this).
- Skills: Indy 5, Industry 5, "Cargo Organization" to give 10% add'l cargo hold per level similar to how "small xyz specialization" gives a bonus to weapons that require it.
- Cargo: About double or triple standard indy
- Speed: Roughly same speed
- Slots: Similar to current indies of its race.

Courier (some cruisers already qualify informally for this role)
- Reasoning: Fast delivery of important goods.
- Special ability: Very fast standstill-to-warp, 12AU/S warp speed, etc.
- Skills: Indy 5 and Navigation 5
- Cargo: About 1/4 standard
- Speed: Approx double indy
- Slots: No high slots, a couple mids, medium number of lows

Ore Truck (hauler might take this role already)
- Reasoning: Because you can never have too much ore.
- Special ability: Carries 15% more cargo per level of Advanced Refining if all cargo is ore
- Skills: Indy 5 and Refining 5, Advanced Refining has impact as above
- Cargo: Same as standard indy, balloons as described for appropriate cargo
- Speed: about 25% of an indy
- Slots: Same as normal.

Q-ship
- Reasoning: Same reasons we had 'em in WW2 - surprise for pirates and enemies. This ship is the "wolf in sheep's clothing".
- Special ability: Weapon bonuses, appears to scanners as a standard indy
- Skills: Indy 5 and Cruiser 4 of appropriate race
- Cargo: Much less than an standard indy (like 25%)
- Speed: Faster than an indy (slightly less than average cruiser)
- Slots: Similar to weapon-heavy Tier-2 cruiser of same race, drone bay as well

Forward Operations Vessel
- Reasoning: Mobile repair/restocking facility - non-combat version of the logistics cruiser, intended to operate in-system or next door, out of the fight.
- Special ability: Able to utilize remote repair/shield boost/hull repair modules within its CPU/PG limits
- Skills: Indy 5 and skills as needed for modules
- Cargo: Much less than an standard indy (25% or so)
- Speed: Same as standard
- Slots: Lots of high slots, three or four mids, two or three lows.

I'm still thinking, might come up with more later.

CB
Mercade
Mercade

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Posted - 2005.01.07 18:08:00 - [185]

Edited by: Mercade on 07/01/2005 18:10:53
Name: Iteron MK VI-A
Hull: Iteron MK V Black with Silver Highlights
Skills: Gall Indy5, Signature Analysis5 or EW5
Resistances/hull stats on par with T1-T2 relations seen in AF's and HAS's etc.
Slots: 2H, 6Mid, 5low
Skill Bonus 1 5% Cap bonus to ECCM use per level
Skill Bonus 2 10% Bonus to Capacitor per level
Special attribute. Reduces requirements for fitting of WarpCore Signature Shield T2.

WarpCore Signature Shield. T2 Module 3000cpu (Only *****ble on this class of ship because of bonuses which negate all CPU at level 5 of Indy 2 skill etc etc like covert ops)
Mid slot Module. (5000m3 reduction of cargo when installed)
Unable to Jump with module engaged.
50% reduction in warp speed. 30% reduction in warp acceleration ability. Signature radius when active is obscenely low causing lock times for any ship not very boosted to be extremely high. A massive field Generator that draws directly from the Warp Drive to use reverse wave technology, which nullifies the general elctronic emmisions of the ships equipment. Reducing it's ability to be discerned from background space radiation by most ship computers without lengthy scan times.

The ship wouldn't be stronger, or able to haul more, but with the module online it would be untargettable by anything short of a majorly sensor boosted ship.

Name: Iteron MK VI-B
Hull: Iteron MK V Black with Red Highlights
Skills: Gall Indy5, Defender Missle 5
Resistances/hull stats on par with T1-T2 relations seen in AF's and HAS's etc.
Slots: 4H (2missle), 4Mid, 5low
Skill Bonus 1 10% bonus to MWD cap usage per level
Skill Bonus 2 20% Speed per level
Special attribute. Reduces requirements for fitting Active Missle Screen T2 (To be adopted as well by pt defense ships)

Active Missle Screen T2 (again like a covert ops module, specific requirements heavy but negated when placed on this ship and completely with full skill training)
Volume 10x as much as current Rocket Launchers, usable only with Defender Missle I and II.
RoF. .5 seconds
Or Pt Defense Turrets also, which use micro-ammo available in only 1 type. Ammo is .01m3 size. Volume for gun is 20m3. RoF. .05sec. Auto targets missles or drones which have a lock on ship.
Mercade
Mercade
Coerce Inc
Blood Raiders Alliance

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Posted - 2005.01.07 18:08:00 - [186]

Edited by: Mercade on 07/01/2005 18:10:53
Name: Iteron MK VI-A
Hull: Iteron MK V Black with Silver Highlights
Skills: Gall Indy5, Signature Analysis5 or EW5
Resistances/hull stats on par with T1-T2 relations seen in AF's and HAS's etc.
Slots: 2H, 6Mid, 5low
Skill Bonus 1 5% Cap bonus to ECCM use per level
Skill Bonus 2 10% Bonus to Capacitor per level
Special attribute. Reduces requirements for fitting of WarpCore Signature Shield T2.

WarpCore Signature Shield. T2 Module 3000cpu (Only *****ble on this class of ship because of bonuses which negate all CPU at level 5 of Indy 2 skill etc etc like covert ops)
Mid slot Module. (5000m3 reduction of cargo when installed)
Unable to Jump with module engaged.
50% reduction in warp speed. 30% reduction in warp acceleration ability. Signature radius when active is obscenely low causing lock times for any ship not very boosted to be extremely high. A massive field Generator that draws directly from the Warp Drive to use reverse wave technology, which nullifies the general elctronic emmisions of the ships equipment. Reducing it's ability to be discerned from background space radiation by most ship computers without lengthy scan times.

The ship wouldn't be stronger, or able to haul more, but with the module online it would be untargettable by anything short of a majorly sensor boosted ship.

Name: Iteron MK VI-B
Hull: Iteron MK V Black with Red Highlights
Skills: Gall Indy5, Defender Missle 5
Resistances/hull stats on par with T1-T2 relations seen in AF's and HAS's etc.
Slots: 4H (2missle), 4Mid, 5low
Skill Bonus 1 10% bonus to MWD cap usage per level
Skill Bonus 2 20% Speed per level
Special attribute. Reduces requirements for fitting Active Missle Screen T2 (To be adopted as well by pt defense ships)

Active Missle Screen T2 (again like a covert ops module, specific requirements heavy but negated when placed on this ship and completely with full skill training)
Volume 10x as much as current Rocket Launchers, usable only with Defender Missle I and II.
RoF. .5 seconds
Or Pt Defense Turrets also, which use micro-ammo available in only 1 type. Ammo is .01m3 size. Volume for gun is 20m3. RoF. .05sec. Auto targets missles or drones which have a lock on ship.
Originally by: kieron
...possible causes for an extended downtime, I think playing WoW would be close to the bottom of the list, probably between shaving cats and having dental work done w/o anethesia.
Dwoegr Starforge
Dwoegr Starforge

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Posted - 2005.01.07 20:05:00 - [187]

I would like to see a module or modules that would be smuggler specific, similar in effect to Strip Miners for mining barges.

1) A module when added to a smuggler ship reduces scanning results (similar in effect to special abiility mentioned)

2) A module that when added increases speed at a far less cargo reduction than currently available.

3) Possibly make MWD's operate at reduced requirements or faster on smuggling ships than standard industrials.

4) Info does not readily distinguish type of ship to be different than standard industrial or restrict show info on ships to no longer be visible thru space encounters only while in station.

5) To be perfectly honest, I'd like to see more profession based skill requirement items. I.E. a scanner that matches scanning range to your mining lasers and can isolate specific asteroid types. Like scan only for Omber asteroids within my current mining laser range, but start with some designs with the smuggler industrial, and maybe even several types of smuggler ships, say some frigates with smaller better scan resistant cargo holds created by some independant organization for smuggling purposes.

Just some random thoughts on the subject.
Dwoegr Starforge
Dwoegr Starforge

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Posted - 2005.01.07 20:05:00 - [188]

I would like to see a module or modules that would be smuggler specific, similar in effect to Strip Miners for mining barges.

1) A module when added to a smuggler ship reduces scanning results (similar in effect to special abiility mentioned)

2) A module that when added increases speed at a far less cargo reduction than currently available.

3) Possibly make MWD's operate at reduced requirements or faster on smuggling ships than standard industrials.

4) Info does not readily distinguish type of ship to be different than standard industrial or restrict show info on ships to no longer be visible thru space encounters only while in station.

5) To be perfectly honest, I'd like to see more profession based skill requirement items. I.E. a scanner that matches scanning range to your mining lasers and can isolate specific asteroid types. Like scan only for Omber asteroids within my current mining laser range, but start with some designs with the smuggler industrial, and maybe even several types of smuggler ships, say some frigates with smaller better scan resistant cargo holds created by some independant organization for smuggling purposes.

Just some random thoughts on the subject.
Neurotic Cat
Neurotic Cat

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Posted - 2005.01.07 20:30:00 - [189]


Here is a crazy idea: The ability to haul other players around. Shocked

I've never understood why I can't give someone a lift in my Megatrhon. Maybe there just isn't enough room...

Here is another one: With all the surface area on a Bestower why can't i go EVA and paint "Sharks with Frickin Lasers" on the side of my ship?





Neurotic Cat
Neurotic Cat
Gallente
Sharks With Frickin' Laser Beams
Mercenary Coalition

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Posted - 2005.01.07 20:30:00 - [190]


Here is a crazy idea: The ability to haul other players around. Shocked

I've never understood why I can't give someone a lift in my Megatrhon. Maybe there just isn't enough room...

Here is another one: With all the surface area on a Bestower why can't i go EVA and paint "Sharks with Frickin Lasers" on the side of my ship?





MooKids
MooKids

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Posted - 2005.01.07 20:37:00 - [191]

Just thought of this in the shower. Kind of goes on the Mimic ship idea of Homeworld 2.

How about have a specialized module for the T2 Indy that will allow it to take on the form of a cruiser or larger ship for that respective race. Would be great for smuggler ships, hide the fact that they are even Industrials. Customs and people with ship scanners would have a chance to determine what the ship truly is. Higher levels of the skill for the module would make it less likely for the ship's true nature to be discovered (i.e. level 1 of the skill has a 20% chance the mimic won't be revealed and level 5 has a 99% chance it won't be revealed on scan).

New low slot modules only for the T2 Indy that has hidden cargo compartments. There could be skills and maybe new cargo scanners that will increase or decrease the chance of the hidden cargo being discovered.
--------------------------------
CCP can patch away bugs, but they can't patch away stupidity.
MooKids
MooKids
Caldari
Halo Corporation

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Posted - 2005.01.07 20:37:00 - [192]

Just thought of this in the shower. Kind of goes on the Mimic ship idea of Homeworld 2.

How about have a specialized module for the T2 Indy that will allow it to take on the form of a cruiser or larger ship for that respective race. Would be great for smuggler ships, hide the fact that they are even Industrials. Customs and people with ship scanners would have a chance to determine what the ship truly is. Higher levels of the skill for the module would make it less likely for the ship's true nature to be discovered (i.e. level 1 of the skill has a 20% chance the mimic won't be revealed and level 5 has a 99% chance it won't be revealed on scan).

New low slot modules only for the T2 Indy that has hidden cargo compartments. There could be skills and maybe new cargo scanners that will increase or decrease the chance of the hidden cargo being discovered.
--------------------------------
CCP can patch away bugs, but they can't patch away stupidity.
Ryctor
Ryctor

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Posted - 2005.01.07 21:36:00 - [193]

Edited by: Ryctor on 07/01/2005 21:36:28
Originally by: Neurotic Cat

Here is a crazy idea: The ability to haul other players around. Shocked

I've never understood why I can't give someone a lift in my Megatrhon. Maybe there just isn't enough room...



I can see it now......."Hey anyone need a ride to Jita" asks ebil Ore Thief Ryctor. "Sure" says the trusting nubgroup of 20. Oh no we will be making a stop in Mana real quick. Dump passangers in space and pod away. YARRRR!!


Ryctor
Ryctor
Amarr Defence Initiative

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Posted - 2005.01.07 21:36:00 - [194]

Edited by: Ryctor on 07/01/2005 21:36:28
Originally by: Neurotic Cat

Here is a crazy idea: The ability to haul other players around. Shocked

I've never understood why I can't give someone a lift in my Megatrhon. Maybe there just isn't enough room...



I can see it now......."Hey anyone need a ride to Jita" asks ebil Ore Thief Ryctor. "Sure" says the trusting nubgroup of 20. Oh no we will be making a stop in Mana real quick. Dump passangers in space and pod away. YARRRR!!


Tobiaz
Tobiaz

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Posted - 2005.01.07 22:09:00 - [195]

Ship hauler

A industrial that decreases the size for other unassembled ships. Currently it's just not possible to build ships one place and sell them on another.

Only some of the frigates can be moved in a supersized Iteron V.

I'm thinking somewhere like 10-20 frigates, and maybe 1-5 cruisers.

Carrier

The devblog isn't exactly clear about the purpose of the carrier about this but I think it would be a great idea to give some large hauling ship the ability to store assembled frigates in it's cargo.

In long campaigns the battleships tend to last a bit longer, but the tacklers die like flies. And it's very annoying to have them fly back and forth all the time for a ship that's gonna die in no time again anyway.

So how about a ships that can store a number of fully equipped frigates and when a frigateer is in a pod, the carrier jettisons the frigate, and the pilot boards an can continue fighting.

It would also give the other side a great advantage to attack the other side in the back to try and take out these carriers.





Tobiaz
Tobiaz
Spacerats

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Posted - 2005.01.07 22:09:00 - [196]

Ship hauler

A industrial that decreases the size for other unassembled ships. Currently it's just not possible to build ships one place and sell them on another.

Only some of the frigates can be moved in a supersized Iteron V.

I'm thinking somewhere like 10-20 frigates, and maybe 1-5 cruisers.

Carrier

The devblog isn't exactly clear about the purpose of the carrier about this but I think it would be a great idea to give some large hauling ship the ability to store assembled frigates in it's cargo.

In long campaigns the battleships tend to last a bit longer, but the tacklers die like flies. And it's very annoying to have them fly back and forth all the time for a ship that's gonna die in no time again anyway.

So how about a ships that can store a number of fully equipped frigates and when a frigateer is in a pod, the carrier jettisons the frigate, and the pilot boards an can continue fighting.

It would also give the other side a great advantage to attack the other side in the back to try and take out these carriers.



corporal hicks
corporal hicks

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Posted - 2005.01.07 22:22:00 - [197]

Suicide Indie

Same as normal indie but can be self destructed..
Slow speed, flimsy armor and structure not many slots.
Holds same cargo as normal indie of its type but can fit a self destruct high slot module say 5000 cpu but the indie gets a reduction bonus, if the item is activated the ship explodes like a smartbomb doing alot of damage to everything in a 10k radius friend and foe and completly destroys the pod of the pilot inside.

Make skills high so it cant be used by n00bs.

Would be fun :)


" Stay Frosty "
corporal hicks
corporal hicks
Gallente
Wreckless Abandon
The UnAssociated

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Posted - 2005.01.07 22:22:00 - [198]

Suicide Indie

Same as normal indie but can be self destructed..
Slow speed, flimsy armor and structure not many slots.
Holds same cargo as normal indie of its type but can fit a self destruct high slot module say 5000 cpu but the indie gets a reduction bonus, if the item is activated the ship explodes like a smartbomb doing alot of damage to everything in a 10k radius friend and foe and completly destroys the pod of the pilot inside.

Make skills high so it cant be used by n00bs.

Would be fun :)


" Stay Frosty "
Vaaliant
Vaaliant

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Posted - 2005.01.07 22:45:00 - [199]

Well I think we should look at some RL examples of ships as well:

Container ship
Reasoning: While its internal cargo isn't much different than standard racial indy's it can carry more cargo containers on its outside (well effectively cargo hold space)
Special Ability: Cargo containers take up 10% less volume per level
Skills: Indy lvl 5, Navigation 4, Container Ship skill
Cargo: Probably no more than than a standard indy (4k m3?)
Speed: Slow probably 75 m/s base
Slots: 4-5 low slots, 3-4 mid, 2 high (one being a launcher shot but not enough grid to mount anything more than a rocket launcher)

Luxury Liner
Reasoning: I don't know if this is doable but worth a shot (it depends on if passenger traffic is feasible).
Special Ability: 10-15% bonus to passenger price worth from NPC buyers
Skills: Indy 5, Passenger/Luxury Ship
Cargo: Small but can only carry passengers (say about 1500-3000 m3)
Speed: Faster than an indy
Slots: similar to current indies

Medium Freighter
Reasoning: With Heavy Haul Freighters planned we might need something in between
Special Ability: 7% bonus to capacity per level
Skills: Indy 5, Navigation 4 (because they will be harder to navigate and need skilled pilots), Medium freighter skill
Cargo: say no more than 10k m3 of cargo base
Speed: half the speed of current indys
Slots: 6-8 low slots should make allow these ships to fit in between the heavys and current indys easily.

Vaaliant
Vaaliant

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Posted - 2005.01.07 22:45:00 - [200]

Well I think we should look at some RL examples of ships as well:

Container ship
Reasoning: While its internal cargo isn't much different than standard racial indy's it can carry more cargo containers on its outside (well effectively cargo hold space)
Special Ability: Cargo containers take up 10% less volume per level
Skills: Indy lvl 5, Navigation 4, Container Ship skill
Cargo: Probably no more than than a standard indy (4k m3?)
Speed: Slow probably 75 m/s base
Slots: 4-5 low slots, 3-4 mid, 2 high (one being a launcher shot but not enough grid to mount anything more than a rocket launcher)

Luxury Liner
Reasoning: I don't know if this is doable but worth a shot (it depends on if passenger traffic is feasible).
Special Ability: 10-15% bonus to passenger price worth from NPC buyers
Skills: Indy 5, Passenger/Luxury Ship
Cargo: Small but can only carry passengers (say about 1500-3000 m3)
Speed: Faster than an indy
Slots: similar to current indies

Medium Freighter
Reasoning: With Heavy Haul Freighters planned we might need something in between
Special Ability: 7% bonus to capacity per level
Skills: Indy 5, Navigation 4 (because they will be harder to navigate and need skilled pilots), Medium freighter skill
Cargo: say no more than 10k m3 of cargo base
Speed: half the speed of current indys
Slots: 6-8 low slots should make allow these ships to fit in between the heavys and current indys easily.

Dirtball
Dirtball

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Posted - 2005.01.07 22:53:00 - [201]

my expectations for my 2nd accts Iteron 5 are twice the cargo and twice as long, yeah baby. Maybe I have low expectations, but that's all I expect of the cargo ship. Just as long as it doesn't become a trade off, like more cargo for less sheild because interceptors, assault ships are by no means a trade off of any sort.
Dirtball
Dirtball
Kemono.

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Posted - 2005.01.07 22:53:00 - [202]

my expectations for my 2nd accts Iteron 5 are twice the cargo and twice as long, yeah baby. Maybe I have low expectations, but that's all I expect of the cargo ship. Just as long as it doesn't become a trade off, like more cargo for less sheild because interceptors, assault ships are by no means a trade off of any sort.


Sig removed, lacks Eve-related content. If you would like further details please mail [email protected] - Cortes
Spektral
Spektral

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Posted - 2005.01.07 23:37:00 - [203]

Space Dump Truck

Cargo Hold - 30,000 m^3
Slots 1 high
3 medium
0 low
1 missle slot
max speed 100 m^3
Mass 20.000.000 kg
pg 120
cpu 100
shield 500
armor 500
structure 500 ish

5 %/per level bonus to agility

Spherical ship, with a engine pod at back and bridge in front. Allows it to come into a belt and grab a full can of ore, and manuever quickly to realign. No expanders possible, no armor tanking. Cannot mount a mwd due to pg.

This would be a extremely useful ship, but without instas will not move fast enough to do trade routes. And very vulnerable to attack. As a non-combatant should be.

Spektral
Spektral
Caldari
THE LEGION OF STEEL WARRIORS....
Ascendant Frontier

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Posted - 2005.01.07 23:37:00 - [204]

Space Dump Truck

Cargo Hold - 30,000 m^3
Slots 1 high
3 medium
0 low
1 missle slot
max speed 100 m^3
Mass 20.000.000 kg
pg 120
cpu 100
shield 500
armor 500
structure 500 ish

5 %/per level bonus to agility

Spherical ship, with a engine pod at back and bridge in front. Allows it to come into a belt and grab a full can of ore, and manuever quickly to realign. No expanders possible, no armor tanking. Cannot mount a mwd due to pg.

This would be a extremely useful ship, but without instas will not move fast enough to do trade routes. And very vulnerable to attack. As a non-combatant should be.

Jenz
Jenz

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Posted - 2005.01.08 00:44:00 - [205]

Smuggler Role:

- Low slot modules that shield the cargo bay but reduce its capacity ie "Lead Shielding 1" = 50% reduced cargo capacity, 50% reduced scan probability. stackable
- Med slot modules that jam and/or counteract cargo scanners in some way
- Ability to fit cruiser-class MWD with low-slot RCU augmentation
- Skill-level based customs evasion probability

Should be able to shield 100% from customs if you train uber skills and/or fit uber modules

Jenz
Jenz

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Posted - 2005.01.08 00:44:00 - [206]

Smuggler Role:

- Low slot modules that shield the cargo bay but reduce its capacity ie "Lead Shielding 1" = 50% reduced cargo capacity, 50% reduced scan probability. stackable
- Med slot modules that jam and/or counteract cargo scanners in some way
- Ability to fit cruiser-class MWD with low-slot RCU augmentation
- Skill-level based customs evasion probability

Should be able to shield 100% from customs if you train uber skills and/or fit uber modules

rowbin hod
rowbin hod

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Posted - 2005.01.08 00:45:00 - [207]

Edited by: rowbin hod on 08/01/2005 00:46:00
i'm gonna be interested in how the skills work out for these t2 indies. With the frigs and cruisers, you get access to all the ships in the class by the time you have level 3 of the frig or cruiser skill. Indies are odd as there are some which require level 4 or 5 of the indy skill, which means it's possible the ity 5 fliers will have a shineh t2 ship available to them without any training at all.
edit: well, hardly any training......
---
"Due to the European lard shortage, we are currently unable to supply this product."
rowbin hod
rowbin hod
Brutor tribe

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.08 00:45:00 - [208]

Edited by: rowbin hod on 08/01/2005 00:46:00
i'm gonna be interested in how the skills work out for these t2 indies. With the frigs and cruisers, you get access to all the ships in the class by the time you have level 3 of the frig or cruiser skill. Indies are odd as there are some which require level 4 or 5 of the indy skill, which means it's possible the ity 5 fliers will have a shineh t2 ship available to them without any training at all.
edit: well, hardly any training......
---
"Due to the European lard shortage, we are currently unable to supply this product."
Decairn
Decairn

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.08 01:59:00 - [209]

Indy T2 specific modules that won't work in a T1 indy. Creates more opportunities for manufacturers.

e.g.
- New cargo expansion cans, these don't reduce speed but have a similar cargo increase.
- New afterburners or microwarp drives.

Reduce reliance on giant secure cargo containers to increase space. Make the whole damn hold of the ship a giant secure cargo container. Could possibly implement one of these for each indy type, we buy one container to fill the entire hold and no longer have to swap between containers.

--Decairn
Decairn
Decairn
Caldari
Shinra
Lotka Volterra

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.08 01:59:00 - [210]

Indy T2 specific modules that won't work in a T1 indy. Creates more opportunities for manufacturers.

e.g.
- New cargo expansion cans, these don't reduce speed but have a similar cargo increase.
- New afterburners or microwarp drives.

Reduce reliance on giant secure cargo containers to increase space. Make the whole damn hold of the ship a giant secure cargo container. Could possibly implement one of these for each indy type, we buy one container to fill the entire hold and no longer have to swap between containers.
--Decairn

   
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