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Thrak
Thrak

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Posted - 2005.01.08 02:30:00 - [211]

Edited by: Thrak on 08/01/2005 02:30:55
Quote:

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.


Quote:
- Slots: Similar to current indies of its race.


= minimum 4 racial versions. Kthxbye.
Thrak
Thrak
Sha Kharn Corp
Ascendant Frontier

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Posted - 2005.01.08 02:30:00 - [212]

Edited by: Thrak on 08/01/2005 02:30:55
Quote:

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.


Quote:
- Slots: Similar to current indies of its race.


= minimum 4 racial versions. Kthxbye.
Stumpy Cat
Stumpy Cat

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Posted - 2005.01.08 03:54:00 - [213]

Hi just a thought,

Reasoning - Fast transport of high price, small volume cargo i.e. Narcotics
Special Ability - -5% To customs lock time on per level of req skill.
Cargo - 300M3
Speed - 300M/s
Slots - 1 high 2 mid 2 low

Based on a Probe

RPG - Minmatar. The Questor was developed buy the Brutor Tribes to transport freed slaves from Ammarr space. This ship was used in the "liberation" of the cloak tech scientists from Caldari space and numerous other events.


Reasoning -Slow transport of Large volume lowprice contraband
Special Ability - -2% To customs scan detection ability per level
Cargo - 2000M3
Speed - 180m/s
Slots - 1 High 3 Mid 3 Low

Based on a Wreath

RPG - Minmatar.
The Garland has had an uncoventional development. From the first sseds of its design in the Freedom revolt, the shp has been less than standard. After the founding of the Minmatar state, the general class of ships called Garland were studied by the best brains the Tribes could find. They came up with a ship that has one large cargo bay that has been designed to fit around the main warp drive unit. This has then been hermeticaly sealed, with recerculating broron atmosphere denaturizers and gravametric distortion arrays, to mask the contents from the prying eyes of any scanning device.

Sorry if I have repeated anything said before.

Regards

Stumpy_Cat
Stumpy Cat
Stumpy Cat

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Posted - 2005.01.08 03:54:00 - [214]

Hi just a thought,

Reasoning - Fast transport of high price, small volume cargo i.e. Narcotics
Special Ability - -5% To customs lock time on per level of req skill.
Cargo - 300M3
Speed - 300M/s
Slots - 1 high 2 mid 2 low

Based on a Probe

RPG - Minmatar. The Questor was developed buy the Brutor Tribes to transport freed slaves from Ammarr space. This ship was used in the "liberation" of the cloak tech scientists from Caldari space and numerous other events.


Reasoning -Slow transport of Large volume lowprice contraband
Special Ability - -2% To customs scan detection ability per level
Cargo - 2000M3
Speed - 180m/s
Slots - 1 High 3 Mid 3 Low

Based on a Wreath

RPG - Minmatar.
The Garland has had an uncoventional development. From the first sseds of its design in the Freedom revolt, the shp has been less than standard. After the founding of the Minmatar state, the general class of ships called Garland were studied by the best brains the Tribes could find. They came up with a ship that has one large cargo bay that has been designed to fit around the main warp drive unit. This has then been hermeticaly sealed, with recerculating broron atmosphere denaturizers and gravametric distortion arrays, to mask the contents from the prying eyes of any scanning device.

Sorry if I have repeated anything said before.

Regards

Stumpy_Cat
Stumpy Cat
Stumpy Cat

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Posted - 2005.01.08 04:45:00 - [215]

I still think we have missed an oportunity here.
For things like ,
demagnitized cargo holds(-to scan rezolution),
Hidden derezolution arrays (-to scan speed),
Reflective sensor emmiters (- to lock time).
Also with application of CCP's imagination we could have a fair amount of "named" loot such as remote cargo sheild projectors (to "cloak the cargo from the customs officials. Needing 2 players, something CCP seems to like).

Please dont rubbish these suggestions, just because my spelling isnt 100%. Hopefully with some thought we might move away from the desire to have a ship of all trades.

Regards

Stumpy_Cat
Stumpy Cat
Stumpy Cat

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Posted - 2005.01.08 04:45:00 - [216]

I still think we have missed an oportunity here.
For things like ,
demagnitized cargo holds(-to scan rezolution),
Hidden derezolution arrays (-to scan speed),
Reflective sensor emmiters (- to lock time).
Also with application of CCP's imagination we could have a fair amount of "named" loot such as remote cargo sheild projectors (to "cloak the cargo from the customs officials. Needing 2 players, something CCP seems to like).

Please dont rubbish these suggestions, just because my spelling isnt 100%. Hopefully with some thought we might move away from the desire to have a ship of all trades.

Regards

Stumpy_Cat
Bat Masterson
Bat Masterson

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Posted - 2005.01.08 07:34:00 - [217]

Originally by: Oveur
Smuggler
- Reasoning: Cause the chicks dig smugglers, especially if they have a ship to show with hidden compartments.
- Special ability: Resistance to customs scanning
- Skills: Smuggling, Indy 5 and Signature Analysis 5 prereq
- Cargo: Much less than an standard indy
- Speed: Faster than an indy
- Slots: Similar to current indies of its race.


I only want one if it looks like the Millenium Falcon.
Bat Masterson
Bat Masterson

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Posted - 2005.01.08 07:34:00 - [218]

Originally by: Oveur
Smuggler
- Reasoning: Cause the chicks dig smugglers, especially if they have a ship to show with hidden compartments.
- Special ability: Resistance to customs scanning
- Skills: Smuggling, Indy 5 and Signature Analysis 5 prereq
- Cargo: Much less than an standard indy
- Speed: Faster than an indy
- Slots: Similar to current indies of its race.


I only want one if it looks like the Millenium Falcon.
Atandros
Atandros

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Posted - 2005.01.08 09:56:00 - [219]

Originally by: Thrak
Edited by: Thrak on 08/01/2005 02:30:55
Quote:

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.


Quote:
- Slots: Similar to current indies of its race.


= minimum 4 racial versions. Kthxbye.


Well that's rather vague, it could also mean it concerns all indies of one (undecided upon) race.
Atandros
Atandros
Gallente
Tabula Rasa Systems
The Star Fraction

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Posted - 2005.01.08 09:56:00 - [220]

Originally by: Thrak
Edited by: Thrak on 08/01/2005 02:30:55
Quote:

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.


Quote:
- Slots: Similar to current indies of its race.


= minimum 4 racial versions. Kthxbye.


Well that's rather vague, it could also mean it concerns all indies of one (undecided upon) race.
-------

Sun! Sex! Sin! Death and destruction!
John McCreedy
John McCreedy

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Posted - 2005.01.08 11:16:00 - [221]

I hate to be a spoil sport but is there a point to Tech II Industrials with Freighters coming out?

Make a difference

John McCreedy
John McCreedy
Caldari
Eve Defence Force
Ascendant Frontier

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Posted - 2005.01.08 11:16:00 - [222]

I hate to be a spoil sport but is there a point to Tech II Industrials with Freighters coming out?
Make a Difference



Holi
Holi

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Posted - 2005.01.08 11:48:00 - [223]

I'm sure some/all of my ideas have been suggested, but anyway...

The Smuggler-Indy idea is nice (altough I would like if there would be other, skill and module based, T1 methods for smuggling and not just "either don't smuggle or get a T2 smuggling ship").

Anyway, my toughts on the smuggler ships:
- Use the modell of the lvl1 indies (Wreathe, Bestower, Badger MK I, Iteron MK I)
- Use texture/coloring/design of the appropriate pirate factions (Thukkers/Blood raiders/Guristas/Serpentis)
- RP reason for the pirate faction look: well, pirates sure do smuggling, so it's natural that they would be the first ones to develop smuggling ships
- The pre-req skills Oveur posted seem reasonable
- The ships shouldn't get cargo boost/lvl
- They should get speed boost/lvl and when you get to lvl5 in smuggling (don't make it a high-rank skill, the other pre-req skills are already high ranked enough imho) you should be immune to customs (I generally hate total immunity, but since customs work by a brute-force principle, this is the only good way to do it atm Sad)
- 1 highslot (utility)
- 3 midslots
- 3 lowslots
- ~2000m3 base cargo
- Should be possible to fit a 10mn AB II
- Little racial bounses to speed(Minmatar), shield resists(Caldari), armor resists(Amarr) and cargo(Gallente) - just a bit, so they aren't exactly the same

Battlefield cargo ships:
- They should be a stange breed, able to fit frigatte sized closerange guns and/or launchers (3 highslots total), but CPU shouldn't be enough to fit more than 1 Miner II, so they won't become afk mining ships (maybe a fitting malus for Miners?)
- Bonuses should include defense bonuses (afterburner speed bonus, shield/armor resistance bonus, shield recharge bonus), the shield and armor ammount should be around equal, and it should be more then the T1 variants.
- Should use lvl2 Industrial ship models with Faction Navy textures/colors/design
- These ships should be able to fend off some frigattes on their own and stand a fair chance of running away from a cruiser

Ship towing industrial:
- Uses 'best' industial's modell (Mammoth, Bestower, Badger II, Iteron V)
- Special ability: cargo need reduction for ships, so you can pack some frigattes (maybe even a few cruisers with the right cargo modules and lvl5 in Ship towing). It might be tough to ballance it so lower levels of the skills aren't useless, and that higher levels aren't too powerfull.
- The ships should be possible to be ferried in an assembled & fitted state and they should be launchable in-space.
- Ideal for corp/alliance operations, be it mining ops or resupply of military operation. Getting ammo to the troops is not a problem atm, but getting ships and possibly fast to the frontline is much more trouble, and imho one of the reasons why long lasting (read: 8+ hours without pause) battles don't occur to often atm. Too much hassle needed for ship logistics (ammo logistics is fine as it is), imho.

--
Holi


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Holi
Holi
Minmatar
Simplexion Ltd.

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Posted - 2005.01.08 11:48:00 - [224]

I'm sure some/all of my ideas have been suggested, but anyway...

The Smuggler-Indy idea is nice (altough I would like if there would be other, skill and module based, T1 methods for smuggling and not just "either don't smuggle or get a T2 smuggling ship").

Anyway, my toughts on the smuggler ships:
- Use the modell of the lvl1 indies (Wreathe, Bestower, Badger MK I, Iteron MK I)
- Use texture/coloring/design of the appropriate pirate factions (Thukkers/Blood raiders/Guristas/Serpentis)
- RP reason for the pirate faction look: well, pirates sure do smuggling, so it's natural that they would be the first ones to develop smuggling ships
- The pre-req skills Oveur posted seem reasonable
- The ships shouldn't get cargo boost/lvl
- They should get speed boost/lvl and when you get to lvl5 in smuggling (don't make it a high-rank skill, the other pre-req skills are already high ranked enough imho) you should be immune to customs (I generally hate total immunity, but since customs work by a brute-force principle, this is the only good way to do it atm Sad)
- 1 highslot (utility)
- 3 midslots
- 3 lowslots
- ~2000m3 base cargo
- Should be possible to fit a 10mn AB II
- Little racial bounses to speed(Minmatar), shield resists(Caldari), armor resists(Amarr) and cargo(Gallente) - just a bit, so they aren't exactly the same

Battlefield cargo ships:
- They should be a stange breed, able to fit frigatte sized closerange guns and/or launchers (3 highslots total), but CPU shouldn't be enough to fit more than 1 Miner II, so they won't become afk mining ships (maybe a fitting malus for Miners?)
- Bonuses should include defense bonuses (afterburner speed bonus, shield/armor resistance bonus, shield recharge bonus), the shield and armor ammount should be around equal, and it should be more then the T1 variants.
- Should use lvl2 Industrial ship models with Faction Navy textures/colors/design
- These ships should be able to fend off some frigattes on their own and stand a fair chance of running away from a cruiser

Ship towing industrial:
- Uses 'best' industial's modell (Mammoth, Bestower, Badger II, Iteron V)
- Special ability: cargo need reduction for ships, so you can pack some frigattes (maybe even a few cruisers with the right cargo modules and lvl5 in Ship towing). It might be tough to ballance it so lower levels of the skills aren't useless, and that higher levels aren't too powerfull.
- The ships should be possible to be ferried in an assembled & fitted state and they should be launchable in-space.
- Ideal for corp/alliance operations, be it mining ops or resupply of military operation. Getting ammo to the troops is not a problem atm, but getting ships and possibly fast to the frontline is much more trouble, and imho one of the reasons why long lasting (read: 8+ hours without pause) battles don't occur to often atm. Too much hassle needed for ship logistics (ammo logistics is fine as it is), imho.

--
Holi


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Lagar
Lagar

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Posted - 2005.01.08 13:31:00 - [225]

personaly i'd realy se a smuggler as a Faction ship with it's own cause if all factions will have more than 1 T2 industrial the amarr will posible be one who is using exactly the same hull design on it and minmatar the biggest difference betwean eachother.
Lagar
Lagar
Caldari
Core Domination

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Posted - 2005.01.08 13:31:00 - [226]

personaly i'd realy se a smuggler as a Faction ship with it's own cause if all factions will have more than 1 T2 industrial the amarr will posible be one who is using exactly the same hull design on it and minmatar the biggest difference betwean eachother.
Matanga
Matanga

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Posted - 2005.01.08 15:48:00 - [227]

Mission runner oriented Indy

Name : No idea
Reasoning: Something that can haul around 2500m3 cargo very fast (good for missions that require a lot of cargo)

Special ability: Allows to activate more than 1 AFT module (2 mwds,2 aft or 1mwd and 1 aft). Plus agility bonuses and speed bonuses
Skills: Indy 5?? (i'd preffer 4),aft lvl 5, navigation 5
Cargo : No more than 1500
Speed: Fast
Slots: More lows than T1 less medd (no less than 2).


"ÆIn accordance with the principles of double-think it does not matter if the war is not real. For when it is, victory is not possible. The war is not meant to be won, but it is meant to be continuous.Æö
George Orwell ô1984ö
Matanga
Matanga
Minmatar
F.R.E.E. Explorer

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Posted - 2005.01.08 15:48:00 - [228]

Mission runner oriented Indy

Name : No idea
Reasoning: Something that can haul around 2500m3 cargo very fast (good for missions that require a lot of cargo)

Special ability: Allows to activate more than 1 AFT module (2 mwds,2 aft or 1mwd and 1 aft). Plus agility bonuses and speed bonuses
Skills: Indy 5?? (i'd preffer 4),aft lvl 5, navigation 5
Cargo : No more than 1500
Speed: Fast
Slots: More lows than T1 less medd (no less than 2).


"ÆIn accordance with the principles of double-think it does not matter if the war is not real. For when it is, victory is not possible. The war is not meant to be won, but it is meant to be continuous.Æö
George Orwell ô1984ö
Magorath
Magorath

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Posted - 2005.01.08 17:11:00 - [229]

Ore Haulers.

Designed specifically to haul ore. That use special cargo holds to compress ore without damaging it and reducing the volume of the ore making it able to haul more ore. Skill bonus, possibley 5/10% reduction in ore volume per level.

Why haven't the carebears coem up with this? Cool
Magorath
Magorath
KR0M
The Red Skull

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Posted - 2005.01.08 17:11:00 - [230]

Ore Haulers.

Designed specifically to haul ore. That use special cargo holds to compress ore without damaging it and reducing the volume of the ore making it able to haul more ore. Skill bonus, possibley 5/10% reduction in ore volume per level.

Why haven't the carebears coem up with this? Cool
Ticondrius
Ticondrius

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Posted - 2005.01.08 18:02:00 - [231]

A lot of posts, many good, but I can't read them all.

Here's my suggestion:

Drone Supply Ship
Based on: Iteron V

Instead of a massive cargo hold, it has a massive drone bay. To prevent them from being turned into uber drone carrier platforms, they get a -1 drones controlled per Drones and Drone Interfacing skills, basically keeping the number of drones it can launch at zero.

The idea is that it can "Package" drones and jettison them in this form into space. The drones can then be scooped by normal warships and then launched as a normal drone from the warship's drone bay.

Changes to the ship itself:
3 hi slots, 0 turrets, 0 launchers
6 Med slots
5 lo slots
CPU 850 (stays the same)
Powergrid to 250 (This is a battle resupply ship! It NEEDS 10mn MWD)
Increased armor to 1000 and a general boost to resistances, as most elite ships seem to get.
Shields are fine, maybe an increased recharge rate.
Base speed: 160 m/sec
10000m3 drone bay (We need drone bay expanders!)
200m3 cargo hold

Done

Also, since we're on the topic of a support ship, I'd like to see a new module for the Logistics Cruisers; An area effect remote shield transporter and/or remote armor repairer. Not only would this get Logistic cruiser into fleets fast, it would make them the undisputed choice of escort for heavy drone using ships, such as the Dominix, Ishtar, and Vexor.

"If I'm brutally honest and it offends you, that's not my fault."

(\_/)
(O.o)
(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination.
Ticondrius
Ticondrius
Gallente
Coreli Corporation
Corelum Syndicate

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Posted - 2005.01.08 18:02:00 - [232]

A lot of posts, many good, but I can't read them all.

Here's my suggestion:

Drone Supply Ship
Based on: Iteron V

Instead of a massive cargo hold, it has a massive drone bay. To prevent them from being turned into uber drone carrier platforms, they get a -1 drones controlled per Drones and Drone Interfacing skills, basically keeping the number of drones it can launch at zero.

The idea is that it can "Package" drones and jettison them in this form into space. The drones can then be scooped by normal warships and then launched as a normal drone from the warship's drone bay.

Changes to the ship itself:
3 hi slots, 0 turrets, 0 launchers
6 Med slots
5 lo slots
CPU 850 (stays the same)
Powergrid to 250 (This is a battle resupply ship! It NEEDS 10mn MWD)
Increased armor to 1000 and a general boost to resistances, as most elite ships seem to get.
Shields are fine, maybe an increased recharge rate.
Base speed: 160 m/sec
10000m3 drone bay (We need drone bay expanders!)
200m3 cargo hold

Done

Also, since we're on the topic of a support ship, I'd like to see a new module for the Logistics Cruisers; An area effect remote shield transporter and/or remote armor repairer. Not only would this get Logistic cruiser into fleets fast, it would make them the undisputed choice of escort for heavy drone using ships, such as the Dominix, Ishtar, and Vexor.
RABBLE! RABBLERABBLE!!
Maya Rkell
Maya Rkell

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Posted - 2005.01.08 20:07:00 - [233]

Edited by: Maya Rkell on 08/01/2005 20:07:45
Tug.

Can take any friendly ship without a pilot, which is floating in space, and move it. They have special extra-powerful AB/MWD because the ship mass ADDS to theirs. (low speed %, but high power so they move at an "okay" speed)

"As far as I can tell, It doesn't matter who you are, If you can believe there's something worth fighting for " - Garbage, "Parade"
Maya Rkell
Maya Rkell
Forsaken Empire

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Posted - 2005.01.08 20:07:00 - [234]

Edited by: Maya Rkell on 08/01/2005 20:07:45
Tug.

Can take any friendly ship without a pilot, which is floating in space, and move it. They have special extra-powerful AB/MWD because the ship mass ADDS to theirs. (low speed %, but high power so they move at an "okay" speed)

//Maya
Kai Lae
Kai Lae

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Posted - 2005.01.08 20:09:00 - [235]

I haven't read the last 7 pages of stuff so forgive if I repeat someone else.

First, smuggling ships sound good, but if you put them in I can't see an empire R&D agent giving them out. You should seriously consider creating R&D divisions in pirate corps to hand out ships like these. There are several that state that they have research functions but no R&D division, such as Serpentis Inquest.

Second, for T2 indys, how about a secure transport idea? The biggest risk that you have transporting valuable goods through dangerous space is that it will be destroyed when the hauler goes with it. How about a ship that as one of it's bonuses has an ability, when destroyed, ejects it's cargo hold in the form of a secure container that then automatically anchors itself. In effect the ship would be destroyed but the cargo would then be safe. Pirates wouldn't like this idea but, after all, it *is* a T2 ship and not common for that reason.
Kai Lae
Kai Lae
Gallente
Shiva
Morsus Mihi

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Posted - 2005.01.08 20:09:00 - [236]

I haven't read the last 7 pages of stuff so forgive if I repeat someone else.

First, smuggling ships sound good, but if you put them in I can't see an empire R&D agent giving them out. You should seriously consider creating R&D divisions in pirate corps to hand out ships like these. There are several that state that they have research functions but no R&D division, such as Serpentis Inquest.

Second, for T2 indys, how about a secure transport idea? The biggest risk that you have transporting valuable goods through dangerous space is that it will be destroyed when the hauler goes with it. How about a ship that as one of it's bonuses has an ability, when destroyed, ejects it's cargo hold in the form of a secure container that then automatically anchors itself. In effect the ship would be destroyed but the cargo would then be safe. Pirates wouldn't like this idea but, after all, it *is* a T2 ship and not common for that reason.

Raptor and Ares Fix
Vvari
Vvari

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Posted - 2005.01.08 20:18:00 - [237]

I would love to see the true form of the different states comming forward.

Minmatar: be faster then the others
-Smallest cargo
-Very fast
-Easy to scan
-Speed bonus and agility bonus


Caldari: technology all the way
-Many med slots
-High resistance against scanning
-Avarage speed
-Avarage cargo
-Bonus to EW and to shield boost

Amarr: Defenses
-Loads of armor
-Slow
-Hard to scan because of armor
-Small cargo
-Bonus to armor hp and to armor resistance

Gallente: Bigger is better
-Huge cargo
-Loads of med slots
-Avarage speed
-Avarage to scan
-Cargo bonus and speed bonus

I dont care to much but just make the ships recognizable to wich race if you read the details.
---------------------------
new sig under construction
Vvari
Vvari
Ygdrasil inc.

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Posted - 2005.01.08 20:18:00 - [238]

I would love to see the true form of the different states comming forward.

Minmatar: be faster then the others
-Smallest cargo
-Very fast
-Easy to scan
-Speed bonus and agility bonus


Caldari: technology all the way
-Many med slots
-High resistance against scanning
-Avarage speed
-Avarage cargo
-Bonus to EW and to shield boost

Amarr: Defenses
-Loads of armor
-Slow
-Hard to scan because of armor
-Small cargo
-Bonus to armor hp and to armor resistance

Gallente: Bigger is better
-Huge cargo
-Loads of med slots
-Avarage speed
-Avarage to scan
-Cargo bonus and speed bonus

I dont care to much but just make the ships recognizable to wich race if you read the details.
---------------------------
new sig under construction
Murple
Murple

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Posted - 2005.01.09 06:49:00 - [239]

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

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


I was thinking more along the lines of an Industral ship that would have the same amount of cargo but can carry more of a certain item. Forget about the slave hauler, maybe a specialized ore hauler would make more sense treating 1 m3 of veldspar as 0.01 m3 (compressed ore?), any other cargo type is treated as it normally is sizewise. Since a freighter can't scoop up ore from cans it would stand out on its own.

Gotta love my city-sized roid vacuum cleaner!
Murple
Murple
Amarr
Celestial Janissaries

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Posted - 2005.01.09 06:49:00 - [240]

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

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


I was thinking more along the lines of an Industral ship that would have the same amount of cargo but can carry more of a certain item. Forget about the slave hauler, maybe a specialized ore hauler would make more sense treating 1 m3 of veldspar as 0.01 m3 (compressed ore?), any other cargo type is treated as it normally is sizewise. Since a freighter can't scoop up ore from cans it would stand out on its own.
   
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