Monitor this thread via RSS [?]
 
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 .. 16 :: [one page]
Author Thread Statistics | Show CCP posts - 10 post(s)
Oveur
Oveur

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 18:04:00 - [1]

I wanted to gather some info on your expectations before we start final testing on them. I would like to see posts on a special ability or two (which would really be the role), skill requirements (and what the skill affects) and slot/hp configuration.

It can also be simple, example:

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'll delete anything else than suggestions formatted like that to keep this on topic and clean. To hint you in the direction we are going, they won't have larger native cargoholds than current indies, since they have far more armor - so pretty much the same or a bit less.

They will under no circumstances have turret slots, can have a missile slot or two. They will be able to extend their cargohold more than current indies with more low slots - so the bigger cargohold is optional at the cost of speede etc. If you know anything about indies, you know how much an extra low slot or two does for your indy.

The reason for the TL2 indies aren't like huge versions of the current ones is that this will be filled by the new Freighter ship class (as in new models, horns, front and tail lights with the fluffy dice and Type-R sticker for those extra 2m/s). They will have cargoholds closer to and above 100K M3 Wink (and thats just the TL1 version)

Edit: If you also have an interest in Starbases, check out this post in the Idea Lab.

Edit: Like I said, I'll delete anything else from this thread. Feel free to talk about other topics in other threads.
_____________________________
I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol.
Terradoct
Terradoct

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 18:14:00 - [2]

Edited by: Terradoct on 06/01/2005 18:14:49
Supply depot and refitting ships in space like ship maintance array of Star base, expl - fitting 1 module or removing it from ship to indys cargo requer 1 minut or so.
Tarm
Tarm

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 18:22:00 - [3]

Edited by: Tarm on 06/01/2005 18:53:43
Battle Bestower AKA "Minnie-Whooper":
5 High slots - 0 turrets 0 launchers
4 midslots
6 lowslots

+5% Smartbomb damage against Minnies per Battle Industrial level
-20% Powergrid usage for Smartbombs per Battle Industrial level

Special: Smartbombs fit on this vessel damage only war enemies that are Minmatar. Ship looks exactly the same as the tech 1 version.

*Edit: Didn't mean for this to be a 'troll'. I'm just trying to inject some humor into the subject. Wink

-------------------
Fikia
Fikia

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 18:23:00 - [4]

1st Day Hauler (I don't know of a good name for this :b)
- Reasoning: FedEx/UPS style delivery speed
- Special Ability: Speed bonuses, Mass Reduction, and/or ability to easily fit a MWD w/o using low slots for Micro Power Aux's
- Skills: Navigational level 5 skills (Navigation, AB or High Speed Manu 5)
- Cargo: Less than current indies.
- Speed: A lot faster or at least gains more benifit from ab/mwd via mass
- Slots: Similar to current indies
Shimatu
Shimatu

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 18:33:00 - [5]

hmm, some kind of 'trap' industrial would be kinda cool actually. i mean, its already possible with current ones to set it up for taking out lone interceptors and stuff, but wouldnt it be cool to have one that shows on all scans as a badger mk II (i guess youd have to change something so its a unique ship name, so either 'mkII' or 'mk III') but in fact has say 500 cargo space, and a shedload of shields, cap, and EW capability (ie. as if the cargoholds just been filled up with power cores and shield generators and stuff...). So that once its attacked, it locks the enemy ship in place (through perhaps some extended range webbers and scramblers), then tanks like hell until reinforcements arrive.
oh, in correct format that is:
Trap (Badger mk 11)
- Reasoning: to trap ebil indy-gankers.
- Special ability: EW modules (such as webbers and scramblers) get double range (+20%/caladari industrial level)
- Skills: caldari industrial 5, EW 5 (or 4, but its tech 2 so 5 sounds right :P)
- Cargo: 500
- Speed: same as current
- Slots: 1 high, 0 turret/missile. 6 medium, 2 low.

although, thinking about it, a 'trap' module might be more suitable - low slot, only *****ble on an industrial, and gives massive powergrid, cap and shield increases at the cost of 99% cargo capacity.


oh, and that smuggler one oveur... it should carry a statutory 0.01 (or so) standing hit, for everytime customs trys to scan you - they know your a criminal, but cant prove it.


3-I's T2 sales can be found HERE
Dred 'Morte
Dred 'Morte

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 18:47:00 - [6]

Trolls... Rolling Eyes, Oveur, your smuggling industrial idea is great. i mean, really, its the answer for all these stupid agent offers, and it adds the smuggler profession to the game.
Hakera
Hakera

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 18:49:00 - [7]

smuggler, lower cargo hold, bonus to smuggling chance, fast indy with lower sig radius
the carrier: carries repackaged ships around or pos structures
the armoured merchant - med cargo, more defensive hp, more defenses


Dumbledore - Eve-I.com
Na'Axin
Na'Axin

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 18:51:00 - [8]

smuggler: IMMUNITY to customs

for the rest I don't care

(\_/)
(O.o)
(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination.
flummox
flummox

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 19:02:00 - [9]

not sure what you mean about not having any turret slots. does that mean the current ones will come off? or just no more than the one already on? i'll assume you mean "no more then current" for now.

GateCrasher:

Reason: equipment needs to get to it's destinatation. a professional hauler is only worth it if he can deliver the stuff.

Special Ability: resistence to jamming, scrambling, webbing. not sure how to do this. maybe double or multiply based on skills the effects of onboard ECM and ECCM modules, and reduce the effectiveness of hostile ECM/ECCM/Jamming modules. for instance:
* - 50% to warp core stabilization. making a regualar 1 strength WCS into a 1.5. the WCS II's would give a 3 value.
* - -25% to hostile ECM modules
* - maybe some kind of fitting bonus

Skills: Indy 5, electronic warfare 5, maybe tie this in with the BlackOps skillset?

Cargo: less than standard indy. it's not how much you bring, it's whether you can make it or not.

Speed: Slightly faster (just because indies are slow). i don't think speed would be the focus point of this. sure, some added speed, but nothing crazy. extra slots will allow for users to make a really fast one if they want to.

Slots:
3 High slots - 1 turret, 1 missle, 1 blank
7 or 8 Midslots - you have to allow for a ton of midslots to make this an effective ECCM machine or have enought shields and such.
6, 7, or 8 lowslots - a reduced base cargo will offset this becoming a 45,000m3 behemoth. basically, a T2 indy should be able to come close to the regular indy cargo size, but at the cost of using expanders. if that is what someone wants to do with this ship. otherwise, they can properly fit the lowslots with WCS and all the rest.

This is just a crazy idea brought on by the greasy tacos i had for lunch... Neutral

there is a fine, but dissasterous line between a fart and a shart. i suggest you make sure which side you want to be on...
Magunus
Magunus

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 19:02:00 - [10]

Blockade runner
- Reasoning: Fast small hauler for blockade running or loot collecting.
- Special ability: +20% velocity per level, maybe some scavenger drone ability also
- Skills: Indy 5 Navigation 5 (or Drones 5 if scavengers) prereq
- Cargo: eh. Maybe 5k?
- Speed: Say 250 or so? A LOT Faster than an indy (and able to use MWD)
- Slots: Say 1 high (or 2 if they use something like a high slot tractor beam to get stuff out of cans at a much longer range), 4 mid, 3 low for speed mods.
- Drones: Maybe something like -25% per level to scavenger drone size so it can use those, but not much else. Say it could handle 10 scavengers but only 2 hammerheads at level 5.
- Combat: Defenses similar to cruiser for that race to survive a bit longer in combat. Somewhere between cruiser and frigate for sig radius.

Good for blockade running or loot collecting. Could also easily be used as a ammo supply ship.

Geez. Anybody wondering if I'm bored?
---

In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-- Douglas Adams, 'The Restaurant at the End of the Universe'
Grimpak
Grimpak

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 19:09:00 - [11]

T2 indy: Thugger (as someone said once).
Special ability: tow cans of any kind and size
skill req: indy5, anchoring5, mechanic5, thugger skill

not much slots, nor cargo space, same speed as normal hauler. n¦ of towing cans = to the thugger skill level. Based in the lvl1 indys pherhaps?
-------------------


Quote:
Fragm's Oversized Ego Cannon barely scratches the forums, inflicting omgnoonecares damage
Elrathias
Elrathias

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 19:32:00 - [12]

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.

i kno that almost everyone worth their salt uses iteron MK v's, but there are also people who are just doing agnetmissions that arent going to spend that much training time on indy 5 just for the hell of it.

an alternative is making a speedy frigate version with like 600m3 cargo or so that just takes frig 5 or so.
--------------------------

MachineMk2
MachineMk2

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 19:35:00 - [13]

Originally by: Shimatu
hmm, some kind of 'trap' industrial would be kinda cool actually. i mean, its already possible with current ones to set it up for taking out lone interceptors and stuff, but wouldnt it be cool to have one that shows on all scans as a badger mk II (i guess youd have to change something so its a unique ship name, so either 'mkII' or 'mk III') but in fact has say 500 cargo space, and a shedload of shields, cap, and EW capability (ie. as if the cargoholds just been filled up with power cores and shield generators and stuff...). So that once its attacked, it locks the enemy ship in place (through perhaps some extended range webbers and scramblers), then tanks like hell until reinforcements arrive.
oh, in correct format that is:
Trap (Badger mk 11)
- Reasoning: to trap ebil indy-gankers.
- Special ability: EW modules (such as webbers and scramblers) get double range (+20%/caladari industrial level)
- Skills: caldari industrial 5, EW 5 (or 4, but its tech 2 so 5 sounds right :P)
- Cargo: 500
- Speed: same as current
- Slots: 1 high, 0 turret/missile. 6 medium, 2 low.

although, thinking about it, a 'trap' module might be more suitable - low slot, only *****ble on an industrial, and gives massive powergrid, cap and shield increases at the cost of 99% cargo capacity.


oh, and that smuggler one oveur... it should carry a statutory 0.01 (or so) standing hit, for everytime customs trys to scan you - they know your a criminal, but cant prove it.



Something akin to a WWII Q-ship. :D
Ghostfire
Ghostfire

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 19:42:00 - [14]

Edited by: Ghostfire on 06/01/2005 19:48:43
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.




^^ Nice Very Happy

Suggestions:

Fleet Ammo Carrier - Reasoning: To allow fleets to set up cloaked meeting point to rearm.
- Special ability:
Remain cloaked within 500m of object providing speed = 0
Cargo Increase +10% per level, 10% Inertia per level

- Skills: Cloaking 5 Sig Analysis 5 Covert Ops 5
- Cargo: 2500 m3
- Speed: Slightly Faster than an indy .
- Slots: 1 High Slot 5 Medium 3 Low

Frigate Carrier - Reasoning: To allow fleets to bring ships with them
- Special ability:
Can carry 5 frigates +1 frig per level.
Can only carry frigates. Launched in a simular way to drones and remain inactive until boarded or scooped.

- Skills: Logistics 4 , Hull Upgrades 5 ,
- Cargo: ? not sure how this idea can be implemented.
- Speed: 100 m/s
- Slots: 3 High Slot[2 launcher] 5 Medium 1 Low
Shimatu
Shimatu

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 19:42:00 - [15]

Originally by: MachineMk2
Originally by: Shimatu
hmm, some kind of 'trap' industrial would be kinda cool actually. i mean, its already possible with current ones to set it up for taking out lone interceptors and stuff, but wouldnt it be cool to have one that shows on all scans as a badger mk II (i guess youd have to change something so its a unique ship name, so either 'mkII' or 'mk III') but in fact has say 500 cargo space, and a shedload of shields, cap, and EW capability (ie. as if the cargoholds just been filled up with power cores and shield generators and stuff...). So that once its attacked, it locks the enemy ship in place (through perhaps some extended range webbers and scramblers), then tanks like hell until reinforcements arrive.
oh, in correct format that is:
Trap (Badger mk 11)
- Reasoning: to trap ebil indy-gankers.
- Special ability: EW modules (such as webbers and scramblers) get double range (+20%/caladari industrial level)
- Skills: caldari industrial 5, EW 5 (or 4, but its tech 2 so 5 sounds right :P)
- Cargo: 500
- Speed: same as current
- Slots: 1 high, 0 turret/missile. 6 medium, 2 low.

although, thinking about it, a 'trap' module might be more suitable - low slot, only *****ble on an industrial, and gives massive powergrid, cap and shield increases at the cost of 99% cargo capacity.


oh, and that smuggler one oveur... it should carry a statutory 0.01 (or so) standing hit, for everytime customs trys to scan you - they know your a criminal, but cant prove it.



Something akin to a WWII Q-ship. :D


well, sorta. but the indy itself wouldnt have any guns of its own. it would just have the ability to hold an enemy still, and stay alive, until help arrived.

3-I's T2 sales can be found HERE
Sir Alsamus
Sir Alsamus

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 19:44:00 - [16]

Edited by: Sir Alsamus on 06/01/2005 19:47:48
Edited by: Sir Alsamus on 06/01/2005 19:45:32
How about a dedicated ore hauler to work with the shiny new barges.

Reasoning, Ore takes a age to haul or requires lots of haulers when doing mining ops.
Special Ability: Ore packing. Ore can be fitted into a specially designed cargo hold each lvl increase oore hold size by 20% for example.
Skills: Indy 5, Ore packing, Mining 5, Astrogeology 5.
Cargo. Impossible to fit any thing other than ore in the hold. Hence the specially designed hold.
Speed, Slower than a normal indy, sort of mining barge speed.
Slots. Similar to current indys.
Maybe have a special ore hold expander or something similar only fit on these ships. Carnt use normal expanders.

Just a note, Not like a frieghter with a huge hold as this can only carry ores.
Check the site at http://www.sailes.co.uk/btt/
Iachrites Archveult
Iachrites Archveult

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 19:45:00 - [17]

Edited by: Iachrites Archveult on 06/01/2005 19:46:26
One for each race, trying to play to racial strengths...

Survivor
Race: Amarr
Hull: Bestower
Reasoning: Armour Tanking Transport
Special ability 1: 10% Armour Repairer Bonus
Special ability 2: 5% Armour Resistances Bonus
Skills: Indy 5, Mechanic 5, Repair Systems 5 prereq
Cargo: 10-20% less than Bestower
Speed: 10% more than Bestower
Slots: 2 Hi, 3 Med, 6 Low (sacrifices a mid but gets 2 extra lows) 1 turret HP, 0 missile HP

Boar
Race: Caldari
Hull: Badger Mk II
Reasoning: Shield Tanking Transport
Special ability 1: 10% Shield Boost Bonus
Special ability 2: 5% Shield Resistances Bonus
Skills: Indy 5, Electronics 5, Shield Operations 5 prereq
Cargo: 10-20% more than Badger Mk II (note only 2 lows - expansion limited)
Speed: 5% more than Badger Mk II
Slots: 3 Hi, 7 Med, 2 Low - 1 missile HP, 0 turret HP

Fusewire
Edit: Minmatar
Hull: Hoarder
Reasoning: Cap Disrupting Transport
Special Ability 1: 10% Energy Neutralizer target cap reduction
Special Ability 2: 5% Energy Vampire energy transferred
Skills: Indy 5, Engineering 5, Energy Emission Systems 5
Cargo: 10% less than Hoarder
Speed: 5% more than Hoarder
Slots: 4 Hi, 2 Med, 2 Low - 0 Turret HP, 0 Missile HP

Veilux
Race: Gallente
Hull: Iteron Mk 3
Reasoning: Cargo Scan Resistant Ship (Cargo Scanner not Customs)
Special Ability 1: -20% Enemy Cargo Scanner Accuracy
Special Ability 2: -5% Targetting Speed Bonus (ie. faster)
Skills: Indy 5, Electronics 5, Signature Analysis 5
Cargo: 20% less than Iteron Mk 3
Speed: 25% faster than Iteron Mk3
Slots: 2 Hi, 4 Med, 4 Low - 1 Turret HP, 0 Missile HP


Iac




Pottsey
Pottsey

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 19:48:00 - [18]

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.

_________________________________________________
Gallente defensive innovation comes from unexpected source.
Harisdrop
Harisdrop

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 19:49:00 - [19]

- Reasoning: I invision an Agent machine. Note the social requirement. This ship should be able to take out or get out from gate npc rats since the power grid and cpu are higher. It does not need to be faster in base but you could place a 10mn mwd on it


Smuggler

- Special ability: 2% less chance per Industrial level of customs finding contraband
- Skills: Smuggling, Indy 5 and Social 5 prereq
- Cargo: Around 1500m3
- Speed: Higher power grid and CPU levels
- Slots: Similar to current indies of its race. extra high point with race influenced.
--------------------------

Garsh ma it soo cool killing people in there space thingies
Pottsey
Pottsey

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 19:52:00 - [20]

Edited by: Pottsey on 06/01/2005 20:05:27
Fleet Support hauler

Basically an amour plaited hauler for war zones. Should have lots of hit points and be able to take a pounding but not tank with boosters. Perhaps low cap so you cannot run boosters for hours on end. ShouldnÆt be able to passive tank either. Though enough hitpoints so your escort's get a chance to save you if your warp scramble. No boosters mean you cannot afk mine in deep space and if someone does warp scarbble you, your dead without escorts. Slow speed means they get chance to warp scramble you so escort are needed. Loging out might be a problem.

- Reasoning: Help bring ammo and other needed resourceÆs to war zones. Escort still needed but its not going go down in 10 seconds in combat.
- Special ability: Slower and tougher then a normal indi.
- Skills:, Indy 5 unsure on rest
- Cargo: 20% less then a Iteron Mk5 due to the extra amour plating and shield equipment.
- Speed: 20% slower than an indy due to extra amour.
- Slots: Similar to current indies of its race. With 1 point defence turret.



Fleet Support hauler Version 2

Sorry cannot resist posting this next idea which is similar to above. Passive tanked Hauler. 10% boost to shield regen per level. 10% boost to shield cap per level. Natively high shield recharge and decent shield cap size. No weapons but due to the natively high recharge has a good chance of surviving being shot at giveing escorts time to respond. Perhaps make it 5% shield cap boost per level in groups. On top of Escort TacticÆs

- Reasoning: Help bring ammo and other needed resourceÆs to war zones. Escort still needed but its not going go down in 10 seconds in combat.
- Special ability: Slower and tougher then a normal indi.
- Skills:, Indy 5, Escort Tactics 5
- Cargo: 20% less then a Iteron Mk5 due to the extra shield equipment.
- Speed: 20% slower than an indy due to extra shield equipment.
- Slots: Similar to current indies of its race. With 1 point defence turret or drones for Gallant but limited to 4 max. No mining drones. Little CPU so now powerfull weapons.

_________________________________________________
Gallente defensive innovation comes from unexpected source.
MOOstradamus
MOOstradamus

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 20:05:00 - [21]

FREIGHTER
  • Reasoning: ULTRA HAULING
  • Special Ability: JUMP DRIVE
  • Skills: RACE INDUSTRIAL(5), <UNKNOWN FREIGHTER SKILL>(3) & JUMP DRIVE(3)
  • Cargo: HUUUGE
  • Speed: SNAIL-ESQUE
  • Slots: DON'T CARE BUT ZERO COMBAT ABILITY


Of course for this to come into existance the mechanics of 'Jump Drives' needs to be established. The only thing I can come up with right now is that this must clearly involve time to setup & carry out as it is a 'super safe' way to travel & transport a large amount of stuff.

More to follow ...


MOOrovingian "Following & supporting EVE (since Jan 2001) is like wiping your arse with sandpaper."
Pottsey
Pottsey

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 20:08:00 - [22]

Can you please make it so the freighter ship class needs the Industrial skill.
_________________________________________________
Gallente defensive innovation comes from unexpected source.
Mikelangelo
Mikelangelo

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 20:09:00 - [23]

Scavenger type industrial

Reasoning: An industrial that can be used to salvage floating space junk (Minmatar would love this one).

Special ability: +1 scavenger drone control per level
Skills: Drones 5, long range targeting 5
Cargo: Somewhat on par with a Hoarder, maybe a little lower.
Speed: Slightly faster than a Hoarder or the smaller minnie Indy (forget the name).
Slots: 2-3 high slots (2 missile, 0 turret, 1 other), 4 mid lots, 3 lows.
Armor: Maybe on par with a Mammoth.

An industrial that can defend itself against low level rats, while scouring belts, abandoned sites, debris for useful tidbits of technology which can be recycled.

I envision this thing to look like a floating trash heap, something inbetween a Jawa sand crawler, a ball of yarn and a circuit board with a banana peel on top.


Mercade
Mercade

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 20:15:00 - [24]

Mobile Storage Platform
Designed to pair with the high yield of the mining barges and provide a more secure in space storage system.
Similiar to a standard hauler in many aspects, with if anything less armor and slots.
Manuevers into position and deploys through a 5min self anchoring procedure. Becomes a 100km3 storage bank +20% per level tech2 industrial.
Incapable of self defense, taking much damage or moving while deployed. A piloted substitute to jet cans and also allows temporary construction platforms or space storage.

Optional also: Possibly usable with standard cloaking devices for it's only defense. Not AFK exploitable as cargo has to be exchanged via jet cans which would break 2k cloaking range. I read something smiliar to this as a module for the mining barges to allow themselves to "plant" in space for extended mining duration.
Pottsey
Pottsey

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 20:17:00 - [25]

Long Range Trader


- Reasoning: Speed up hauler over long rangeÆs
- Special ability: Normal indi but can use Jump Drive or perhaps mini Jump Drive. Either jump without gate or mini jump drive means you use gates but do two jumps at once skipping 1 system out between jumps.
- Skills:, Indy 5 unsure on rest
- Cargo: 20% less then a Iteron Mk5 due to the space needed for the jump drive.
- Slots: Similar to current indies of its race. 2 high slots 1 jump drive module high slot. Perhaps make jump drive modules control how far you can jump. Better the module the further you go.

_________________________________________________
Gallente defensive innovation comes from unexpected source.
Phantom II
Phantom II

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 20:19:00 - [26]

ability to move station cans and vaults maybe? if this hasent already been mentioned.


its pretty annoying not to be able to move/use the cans your agent give u.
-----------------------
Want to sell:

Tracking Link II
Dual 425mm AutoCannon II
Dual 650mm Repeating Artillery II
1200mm Artillery Cannon II
1400mm Howitzer Artillery II
MachineMk2
MachineMk2

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 20:20:00 - [27]

Okay...mine's a bit different than Shimatu's. :D

Caldari Q-Ship (Q-ship def: A decoy ship, especially an armed ship disguised as a merchant ship to entice submarines to surface so that they may be attacked with gunfire.). This may not be the most useful ship as getting ganked usually involves several battleships...but it'd be fun. :D

Class name: Mimic
Race: Caldari
Hull: Badger Mk II
Type: Armed Decoy
Bonus 1: 5% bonus Kinetic Missile Damage per indy skill level and 10% bonus to Missile Velocity per level.
Bonus 2: Ship scanning mask (displays a randomized indy setup if scanned). Maybe 5% resistances per level.
Skills: Indy 5, Sig Analysis 5, Covert Ops 4,
Cargo: 400m3
Slots: 4 Hi, 3 Med, 2 Low - 4 missile HP, 0 turret HP

Ideally you should be able to have 4 heavy launchers w/ enough mid/low slots to support an AB/power needs but not enough for anything more than a minimum tank.
Malena
Malena

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 20:21:00 - [28]

I really like the fleet carrier suggestion would have suggested it myself if it wasn't already there so please consider this my vote for that. As a side note, I would suggest a drone transport as well, something that can tractor drones into a gangmates bay (make it gang only to avoid theft) while in space. Yes, you can kick them out of a cargo bay in a can right now, but the recipient still has to dock and put them in his bay.


Lagar
Lagar

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 20:53:00 - [29]

Ore hauler: (crap name but it's what i can come up with atm)

Itheron MK 5: -2 low slots -20% cargo

special ability: 10% more ore for same space per lvl. (what i mean is that the volume of each ore type, that is, at lvl 5 ALL ore types have 50% less volume taking.. so a normal itheron mk V can haul half as much with same space as the indy can)

note this is just one of my idea's, i will come with more ideas later
Thrak
Thrak

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 20:58:00 - [30]

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.
i kno that almost everyone worth their salt uses iteron MK v's, but there are also people who are just doing agnetmissions that arent going to spend that much training time on indy 5 just for the hell of it.


God forbid, you might actually have to take advantage of courier missions, and allow someone else with specialised skills to do something you cannot do for you. Interact? Me?Embarassed
Kitel Sohn
Kitel Sohn

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:02:00 - [31]

TUG

- Reasoning: sometimes you just need to haul or push massive stuff around
- Special Ability: Can grapple and move jet cans, and ships. Including warping with them
-Skills: Tug I (doesnt exist), Industry 5, and Industrial 5, +1 can/ship per level of Tug
- Cargo: Very little
- Speed: Slow
- Slots: 2M, 2L, no High
- minimal shields, high armor and structure.
Kitel Sohn
Kitel Sohn

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:02:00 - [32]

TUG

- Reasoning: sometimes you just need to haul or push massive stuff around
- Special Ability: Can grapple and move jet cans, and ships. Including warping with them
-Skills: Tug I (doesnt exist), Industry 5, and Industrial 5, +1 can/ship per level of Tug
- Cargo: Very little
- Speed: Slow
- Slots: 2M, 2L, no High
- minimal shields, high armor and structure.
Joshua Foiritain
Joshua Foiritain

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:14:00 - [33]

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.

i kno that almost everyone worth their salt uses iteron MK v's, but there are also people who are just doing agnetmissions that arent going to spend that much training time on indy 5 just for the hell of it.

an alternative is making a speedy frigate version with like 600m3 cargo or so that just takes frig 5 or so.

Some of us do, and it would be worth it since you could make a lot of money.

Apart from that, wont those 100km3 haulers make normal indys and lvl 4 courier missions kind of pointless?
One of those could solo those missions even easier, and upping it so all mission runners would require one of those giant haulers would screw over those who dont have one...

I also hope they will require Indy lvl 5, id be pretty damn upset if i wasted 40 days training something i wont have any use for... Confused
---------------------------

[Coreli Corporation Mainframe]
Joshua Foiritain
Joshua Foiritain
Gallente
Coreli Corporation
Corelum Syndicate

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:14:00 - [34]

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.

i kno that almost everyone worth their salt uses iteron MK v's, but there are also people who are just doing agnetmissions that arent going to spend that much training time on indy 5 just for the hell of it.

an alternative is making a speedy frigate version with like 600m3 cargo or so that just takes frig 5 or so.

Some of us do, and it would be worth it since you could make a lot of money.

Apart from that, wont those 100km3 haulers make normal indys and lvl 4 courier missions kind of pointless?
One of those could solo those missions even easier, and upping it so all mission runners would require one of those giant haulers would screw over those who dont have one...

I also hope they will require Indy lvl 5, id be pretty damn upset if i wasted 40 days training something i wont have any use for... Confused
-----

[Coreli Corporation Mainframe]
Seraph Demon
Seraph Demon

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:22:00 - [35]

What do I expect? I would expect industrials to live up to their name, and for dependence on stations to be slowly eliminated from the game (starbases were a good first step in this direction), so on that note:

Mobile Factory:
Reasoning: build ammo/modules on-the-fly for mobile fleet engagements
Special Ability: +1 factory on board per skill level, +20% to cargo size per level
Penalties: 100% increase in production time for all items, 15% material inefficiency
Skills: Indy 5, Industry 5
Cargo: 1K (quite small; not alot that can be built)
Speed: Same-ol' indy speed, but must sit still when factories are running (can you say, easy target?)
Slots: Very few slots, maybe 1 high, 1 mid, and 2 low
Special Behaviour: The Mobile Factory can be used to build items whose material requirements exceed its cargo size (including ships - see ship-support platform below), by having an industrial ship with the necessary materials sidle up next to it and 'link' cargo-holds.

Mobile Refinery:
Reasoning: Refining (slowly) on-the-fly to provide rescources to mobile factories, for mobile fleet engagements
Special Ability: 18% reduction in refine time for one load per level, 16% reduction in refining inefficiency per level
Penalties: Base refining yield is 50% so with the Mobile Refinery skill at lvl5, yield would be 90%, note that the other refining skills do not affect yield
Skills: Indy 5, Refinery Efficiency 5
Cargo: Enough to carry one refinery load of any rescource in game
Speed: same as above, must sit still when refining
Slots: same as above

Mobile Ship Support Platform:
Reasoning: Allows ships to be repaired (for tritanium cost) and refitted (slowly), to provide greater flexibility for mobile fleet engagements (getting familiar now).
Special Ability: 15% reduction in repair and refit times for ships, +1 ship that can be worked on at a time
Skills: Indy 5, Mechanic 5
Cargo: 3-4K
Speed: same as above, must sit still to allow ships to dock with it
Slots: same as above
Special Behaviour: The mobile ship support platform can 'link' with the mobile factory to produce ships. For the duration of production one of the support platform's docking slots is taken up. Once the ship is completed, it is automatically assembled and then ejected away from the support platform for anyone to come and pilot.

Mobile Strategic Defense Platform:
Reasoning: allows a group of ships to establish a temporary dug-in location
Special Ability: 10% increase to force-field radius per level,
Skills: Indy 5, Shield Management 5
Cargo: 2-3K
Speed: quite slow,
Slots: same as above
Behaviour: The mobile strategic defense platform creates a force field (just like a starbase's force field) after anchoring itself (20 min), with 1-2M hit points, radius about 15km, and racial resistances just like those of the CTs. It does not provide any power or CPU(ie, you can't set up a real starbase with one of these mini CTs). It consumes strontium clathrates, at a rate of about 1 per 5 minutes. Once set up the pilot of the ship can eject, and it will still operate, if the shield is depleted, then it will go offline and unanchor itself so as to be ripe for the picking.

Clearly all of these put together create the opportunity for a group of willing pilots to set up a way-station for mining/scouting operations. In concert with the ability for ships to establish direct transfer of materials between them, a production platform could use the materials provided by several industrial ships and the use of a ship-support platform to provide new ships while in deep space.

This is what I expect industrial ships to be able to do.
Seraph Demon
Seraph Demon
Minmatar

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:22:00 - [36]

What do I expect? I would expect industrials to live up to their name, and for dependence on stations to be slowly eliminated from the game (starbases were a good first step in this direction), so on that note:

Mobile Factory:
Reasoning: build ammo/modules on-the-fly for mobile fleet engagements
Special Ability: +1 factory on board per skill level, +20% to cargo size per level
Penalties: 100% increase in production time for all items, 15% material inefficiency
Skills: Indy 5, Industry 5
Cargo: 1K (quite small; not alot that can be built)
Speed: Same-ol' indy speed, but must sit still when factories are running (can you say, easy target?)
Slots: Very few slots, maybe 1 high, 1 mid, and 2 low
Special Behaviour: The Mobile Factory can be used to build items whose material requirements exceed its cargo size (including ships - see ship-support platform below), by having an industrial ship with the necessary materials sidle up next to it and 'link' cargo-holds.

Mobile Refinery:
Reasoning: Refining (slowly) on-the-fly to provide rescources to mobile factories, for mobile fleet engagements
Special Ability: 18% reduction in refine time for one load per level, 16% reduction in refining inefficiency per level
Penalties: Base refining yield is 50% so with the Mobile Refinery skill at lvl5, yield would be 90%, note that the other refining skills do not affect yield
Skills: Indy 5, Refinery Efficiency 5
Cargo: Enough to carry one refinery load of any rescource in game
Speed: same as above, must sit still when refining
Slots: same as above

Mobile Ship Support Platform:
Reasoning: Allows ships to be repaired (for tritanium cost) and refitted (slowly), to provide greater flexibility for mobile fleet engagements (getting familiar now).
Special Ability: 15% reduction in repair and refit times for ships, +1 ship that can be worked on at a time
Skills: Indy 5, Mechanic 5
Cargo: 3-4K
Speed: same as above, must sit still to allow ships to dock with it
Slots: same as above
Special Behaviour: The mobile ship support platform can 'link' with the mobile factory to produce ships. For the duration of production one of the support platform's docking slots is taken up. Once the ship is completed, it is automatically assembled and then ejected away from the support platform for anyone to come and pilot.

Mobile Strategic Defense Platform:
Reasoning: allows a group of ships to establish a temporary dug-in location
Special Ability: 10% increase to force-field radius per level,
Skills: Indy 5, Shield Management 5
Cargo: 2-3K
Speed: quite slow,
Slots: same as above
Behaviour: The mobile strategic defense platform creates a force field (just like a starbase's force field) after anchoring itself (20 min), with 1-2M hit points, radius about 15km, and racial resistances just like those of the CTs. It does not provide any power or CPU(ie, you can't set up a real starbase with one of these mini CTs). It consumes strontium clathrates, at a rate of about 1 per 5 minutes. Once set up the pilot of the ship can eject, and it will still operate, if the shield is depleted, then it will go offline and unanchor itself so as to be ripe for the picking.

Clearly all of these put together create the opportunity for a group of willing pilots to set up a way-station for mining/scouting operations. In concert with the ability for ships to establish direct transfer of materials between them, a production platform could use the materials provided by several industrial ships and the use of a ship-support platform to provide new ships while in deep space.

This is what I expect industrial ships to be able to do.
Atandros
Atandros

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:25:00 - [37]

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.
Atandros
Atandros
Gallente
Tabula Rasa Systems
The Star Fraction

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:25:00 - [38]

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.
-------

Sun! Sex! Sin! Death and destruction!
Cheim
Cheim

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:29:00 - [39]

Blockade Runner
- Reasoning: Dangerous hauling
- Special ability: +1 warp core stability and 5% reduced signature radius per level
- Skills: Industrial 5, Electronics 5
- Cargo: Badgerish
- Speed: Slightly faster than base ship
- Slots: Few lowslots, possibly rookie ship-like layout

Courier
- Reasoning: Fast interstellar transport
- Special ability: High warp speed (12 au/s? 15?); 10% reduced capacitor need for warping and 5% reduced MWD capacitor penalty per level
- Skills: Industrial 5, Warp Drive Operation 5
- Cargo: Similar to base ship
- Speed: Ditto
- Slots: Ditto
- HP: Significantly better shields/armor than base ship
- Other: Enough powergrid for 10MN MWD

Ferry
- Reasoning: Fast turnaround for insystem hauling
- Special ability: 5% bonus to agility and inertia per level
- Skills: Industrial 5, Evasive Maneuvering 5
- Cargo: Similar to base ship
- Speed: Slower than base ship
- Slots: More lowslots than base ship
Cheim
Cheim

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:29:00 - [40]

Blockade Runner
- Reasoning: Dangerous hauling
- Special ability: +1 warp core stability and 5% reduced signature radius per level
- Skills: Industrial 5, Electronics 5
- Cargo: Badgerish
- Speed: Slightly faster than base ship
- Slots: Few lowslots, possibly rookie ship-like layout

Courier
- Reasoning: Fast interstellar transport
- Special ability: High warp speed (12 au/s? 15?); 10% reduced capacitor need for warping and 5% reduced MWD capacitor penalty per level
- Skills: Industrial 5, Warp Drive Operation 5
- Cargo: Similar to base ship
- Speed: Ditto
- Slots: Ditto
- HP: Significantly better shields/armor than base ship
- Other: Enough powergrid for 10MN MWD

Ferry
- Reasoning: Fast turnaround for insystem hauling
- Special ability: 5% bonus to agility and inertia per level
- Skills: Industrial 5, Evasive Maneuvering 5
- Cargo: Similar to base ship
- Speed: Slower than base ship
- Slots: More lowslots than base ship
Face Lifter
Face Lifter

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:35:00 - [41]

Heavy Industrial ships:
- 30% more base cargo
- 3rd ship bonus: 5% more cargo
- 4th ship bonus: 5% to agility
- same low slot loadout as t1 version, but extra med slot
- agility and size of battleship, requires 100mn AB
- same base speed
- 20% more hp with t2 resistances
- enough grid to fit 100mn AB
- Skills: Heavy Industrial lvl 1, requires race Industrial V, Space Ship Command V

Overview: The main purpose is to have a ship that can carry about twice as much as t1 indy and also an indy that is tougher to kill. The cost of t2 ships will justify such benefits.

Smuggling: please don't create "smuggler" ships. That's silly, because if everyone knows what a smuggler ship looks like, then it kinda defeats the purpose. And if Customs people are programmed to ignore "smuggler" ships, it just makes them look stupid.

I think the proper approach to smuggling would be thru introduction of special "containers", much like regular and secure cans, perhaps "smuggler cans". These would have some special ability of being invisible to cargo scanners, thus everything inside them also being invisible. Skill suggestions:

- Smuggler Agent Skill: allows player to put +1 "zero sig can" in ship cargo per level. Prereq: Sig Analysis 5

- Minicontainer Hiding Skill: allows player to access "mini zero sig can", with 50 cargo space. Reduces the risk of detection by 4% per level (for mini-cans only). Prereq: Smuggler Agent lvl 1.

- Medium Container Hiding Skill: use of "zero sig cans" with 250 cargo. Reduces the risk of detection by 4% per level (for medium cans only). Prereq: Minicontainer Hiding lvl 3

- Large Container Hiding Skill: use of "zero sig cans" with 1250 cargo. Reduces the risk of detection by 4% per level (for large cans only). Prereq: Medium Container Hiding lvl 3

the smuggler containers or "zero signature containers" would have inherent property of 21% detection rate.
So with skills that reduces to:
lvl 1 = 17%
lvl 2 = 13%
lvl 3 = 9%
lvl 4 = 5%
lvl 5 = 1%

this is for every can, so with 5 cans in cargo, risk is 5 times greater. And Customs scan at every gate.
Face Lifter
Face Lifter

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:35:00 - [42]

Heavy Industrial ships:
- 30% more base cargo
- 3rd ship bonus: 5% more cargo
- 4th ship bonus: 5% to agility
- same low slot loadout as t1 version, but extra med slot
- agility and size of battleship, requires 100mn AB
- same base speed
- 20% more hp with t2 resistances
- enough grid to fit 100mn AB
- Skills: Heavy Industrial lvl 1, requires race Industrial V, Space Ship Command V

Overview: The main purpose is to have a ship that can carry about twice as much as t1 indy and also an indy that is tougher to kill. The cost of t2 ships will justify such benefits.

Smuggling: please don't create "smuggler" ships. That's silly, because if everyone knows what a smuggler ship looks like, then it kinda defeats the purpose. And if Customs people are programmed to ignore "smuggler" ships, it just makes them look stupid.

I think the proper approach to smuggling would be thru introduction of special "containers", much like regular and secure cans, perhaps "smuggler cans". These would have some special ability of being invisible to cargo scanners, thus everything inside them also being invisible. Skill suggestions:

- Smuggler Agent Skill: allows player to put +1 "zero sig can" in ship cargo per level. Prereq: Sig Analysis 5

- Minicontainer Hiding Skill: allows player to access "mini zero sig can", with 50 cargo space. Reduces the risk of detection by 4% per level (for mini-cans only). Prereq: Smuggler Agent lvl 1.

- Medium Container Hiding Skill: use of "zero sig cans" with 250 cargo. Reduces the risk of detection by 4% per level (for medium cans only). Prereq: Minicontainer Hiding lvl 3

- Large Container Hiding Skill: use of "zero sig cans" with 1250 cargo. Reduces the risk of detection by 4% per level (for large cans only). Prereq: Medium Container Hiding lvl 3

the smuggler containers or "zero signature containers" would have inherent property of 21% detection rate.
So with skills that reduces to:
lvl 1 = 17%
lvl 2 = 13%
lvl 3 = 9%
lvl 4 = 5%
lvl 5 = 1%

this is for every can, so with 5 cans in cargo, risk is 5 times greater. And Customs scan at every gate.
Neurotic Cat
Neurotic Cat

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:42:00 - [43]


Various Special abilities that might make advanced indies fun:

1 - Drone resupply in deep space. Can transfer drones to carriers without needing to dock.

2 - Increased Cargo Scanning range - help identify good loot cans for the hunting party. Also doubles as a nice Q-Ship ability.

3 - Increased Mineral Scannnng range - help support mining operations.

4 - Ability to pack more of a certain type of cargo (ore, shuttles, drones, or ammo?)

5 - Smuggling - stealth compartments, etc

6 - Extra Armor. Make an "Assault Indy". Lots of armor, and damage resistance. Less cargo, no real offensive capability. Use it to crash gates, etc.

7 - Cloaking? Might be fun. I bet the Jove Indys have cloaking devices.

8 - System Scanning/Electronics platform. A probe launching and safe spot busting platform. Faster probe deployment or increase scanning range. Sort of the AWACS of deep space.














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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:42:00 - [44]


Various Special abilities that might make advanced indies fun:

1 - Drone resupply in deep space. Can transfer drones to carriers without needing to dock.

2 - Increased Cargo Scanning range - help identify good loot cans for the hunting party. Also doubles as a nice Q-Ship ability.

3 - Increased Mineral Scannnng range - help support mining operations.

4 - Ability to pack more of a certain type of cargo (ore, shuttles, drones, or ammo?)

5 - Smuggling - stealth compartments, etc

6 - Extra Armor. Make an "Assault Indy". Lots of armor, and damage resistance. Less cargo, no real offensive capability. Use it to crash gates, etc.

7 - Cloaking? Might be fun. I bet the Jove Indys have cloaking devices.

8 - System Scanning/Electronics platform. A probe launching and safe spot busting platform. Faster probe deployment or increase scanning range. Sort of the AWACS of deep space.














flummox
flummox

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:47:00 - [45]

Originally by: Seraph Demon
What do I expect? I would expect industrials to live up to their name, and for dependence on stations to be slowly eliminated from the game (starbases were a good first step in this direction), so on that note:

Mobile Factory:
Reasoning: build ammo/modules on-the-fly for mobile fleet engagements
Special Ability: +1 factory on board per skill level, +20% to cargo size per level
Penalties: 100% increase in production time for all items, 15% material inefficiency
Skills: Indy 5, Industry 5
Cargo: 1K (quite small; not alot that can be built)
Speed: Same-ol' indy speed, but must sit still when factories are running (can you say, easy target?)
Slots: Very few slots, maybe 1 high, 1 mid, and 2 low
Special Behaviour: The Mobile Factory can be used to build items whose material requirements exceed its cargo size (including ships - see ship-support platform below), by having an industrial ship with the necessary materials sidle up next to it and 'link' cargo-holds.

Mobile Refinery:
Reasoning: Refining (slowly) on-the-fly to provide rescources to mobile factories, for mobile fleet engagements
Special Ability: 18% reduction in refine time for one load per level, 16% reduction in refining inefficiency per level
Penalties: Base refining yield is 50% so with the Mobile Refinery skill at lvl5, yield would be 90%, note that the other refining skills do not affect yield
Skills: Indy 5, Refinery Efficiency 5
Cargo: Enough to carry one refinery load of any rescource in game
Speed: same as above, must sit still when refining
Slots: same as above

Mobile Ship Support Platform:
Reasoning: Allows ships to be repaired (for tritanium cost) and refitted (slowly), to provide greater flexibility for mobile fleet engagements (getting familiar now).
Special Ability: 15% reduction in repair and refit times for ships, +1 ship that can be worked on at a time
Skills: Indy 5, Mechanic 5
Cargo: 3-4K
Speed: same as above, must sit still to allow ships to dock with it
Slots: same as above
Special Behaviour: The mobile ship support platform can 'link' with the mobile factory to produce ships. For the duration of production one of the support platform's docking slots is taken up. Once the ship is completed, it is automatically assembled and then ejected away from the support platform for anyone to come and pilot.

Mobile Strategic Defense Platform:
Reasoning: allows a group of ships to establish a temporary dug-in location
Special Ability: 10% increase to force-field radius per level,
Skills: Indy 5, Shield Management 5
Cargo: 2-3K
Speed: quite slow,
Slots: same as above
Behaviour: The mobile strategic defense platform creates a force field (just like a starbase's force field) after anchoring itself (20 min), with 1-2M hit points, radius about 15km, and racial resistances just like those of the CTs. It does not provide any power or CPU(ie, you can't set up a real starbase with one of these mini CTs). It consumes strontium clathrates, at a rate of about 1 per 5 minutes. Once set up the pilot of the ship can eject, and it will still operate, if the shield is depleted, then it will go offline and unanchor itself so as to be ripe for the picking.

Clearly all of these put together create the opportunity for a group of willing pilots to set up a way-station for mining/scouting operations. In concert with the ability for ships to establish direct transfer of materials between them, a production platform could use the materials provided by several industrial ships and the use of a ship-support platform to provide new ships while in deep space.

This is what I expect industrial ships to be able to do.


i was just coming here to litter this thread with my ideas and saw your post. this is kinda what i was gonna do.

make the industrial ship do industrious things. like refining ore and reprocessing stuff. what about making huge modules that would go "inside" of the indy? you could have the refinery, lab, factory. they take 5000m3 or so, that way all of them can hold one. but you can only hold one at a time.

these ships would be the bigger versions. like the badger mark II (honestly? we really need more TL1 indies...) or the iteron 4+. and my other idea of the GateCrasher would be made out of the smaller hulls.

i know it's not in the format you wanted, but without just making random number up, i really don't have any hard figures for this prototype.

there is a fine, but dissasterous line between a fart and a shart. i suggest you make sure which side you want to be on...
flummox
flummox

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:47:00 - [46]

Originally by: Seraph Demon
What do I expect? I would expect industrials to live up to their name, and for dependence on stations to be slowly eliminated from the game (starbases were a good first step in this direction), so on that note:

Mobile Factory:
Reasoning: build ammo/modules on-the-fly for mobile fleet engagements
Special Ability: +1 factory on board per skill level, +20% to cargo size per level
Penalties: 100% increase in production time for all items, 15% material inefficiency
Skills: Indy 5, Industry 5
Cargo: 1K (quite small; not alot that can be built)
Speed: Same-ol' indy speed, but must sit still when factories are running (can you say, easy target?)
Slots: Very few slots, maybe 1 high, 1 mid, and 2 low
Special Behaviour: The Mobile Factory can be used to build items whose material requirements exceed its cargo size (including ships - see ship-support platform below), by having an industrial ship with the necessary materials sidle up next to it and 'link' cargo-holds.

Mobile Refinery:
Reasoning: Refining (slowly) on-the-fly to provide rescources to mobile factories, for mobile fleet engagements
Special Ability: 18% reduction in refine time for one load per level, 16% reduction in refining inefficiency per level
Penalties: Base refining yield is 50% so with the Mobile Refinery skill at lvl5, yield would be 90%, note that the other refining skills do not affect yield
Skills: Indy 5, Refinery Efficiency 5
Cargo: Enough to carry one refinery load of any rescource in game
Speed: same as above, must sit still when refining
Slots: same as above

Mobile Ship Support Platform:
Reasoning: Allows ships to be repaired (for tritanium cost) and refitted (slowly), to provide greater flexibility for mobile fleet engagements (getting familiar now).
Special Ability: 15% reduction in repair and refit times for ships, +1 ship that can be worked on at a time
Skills: Indy 5, Mechanic 5
Cargo: 3-4K
Speed: same as above, must sit still to allow ships to dock with it
Slots: same as above
Special Behaviour: The mobile ship support platform can 'link' with the mobile factory to produce ships. For the duration of production one of the support platform's docking slots is taken up. Once the ship is completed, it is automatically assembled and then ejected away from the support platform for anyone to come and pilot.

Mobile Strategic Defense Platform:
Reasoning: allows a group of ships to establish a temporary dug-in location
Special Ability: 10% increase to force-field radius per level,
Skills: Indy 5, Shield Management 5
Cargo: 2-3K
Speed: quite slow,
Slots: same as above
Behaviour: The mobile strategic defense platform creates a force field (just like a starbase's force field) after anchoring itself (20 min), with 1-2M hit points, radius about 15km, and racial resistances just like those of the CTs. It does not provide any power or CPU(ie, you can't set up a real starbase with one of these mini CTs). It consumes strontium clathrates, at a rate of about 1 per 5 minutes. Once set up the pilot of the ship can eject, and it will still operate, if the shield is depleted, then it will go offline and unanchor itself so as to be ripe for the picking.

Clearly all of these put together create the opportunity for a group of willing pilots to set up a way-station for mining/scouting operations. In concert with the ability for ships to establish direct transfer of materials between them, a production platform could use the materials provided by several industrial ships and the use of a ship-support platform to provide new ships while in deep space.

This is what I expect industrial ships to be able to do.


i was just coming here to litter this thread with my ideas and saw your post. this is kinda what i was gonna do.

make the industrial ship do industrious things. like refining ore and reprocessing stuff. what about making huge modules that would go "inside" of the indy? you could have the refinery, lab, factory. they take 5000m3 or so, that way all of them can hold one. but you can only hold one at a time.

these ships would be the bigger versions. like the badger mark II (honestly? we really need more TL1 indies...) or the iteron 4+. and my other idea of the GateCrasher would be made out of the smaller hulls.

i know it's not in the format you wanted, but without just making random number up, i really don't have any hard figures for this prototype.


... bring me my cheese... i love cheese...

"The great state of Vermont will not apologize for its cheese!"
Na'Axin
Na'Axin

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 22:11:00 - [47]

Edited by: Na'Axin on 06/01/2005 22:11:27
Originally by: Seraph Demon

Mobile Strategic Defense Platform:
Reasoning: allows a group of ships to establish a temporary dug-in location
Special Ability: 10% increase to force-field radius per level,
Skills: Indy 5, Shield Management 5
Cargo: 2-3K
Speed: quite slow,
Slots: same as above
Behaviour: The mobile strategic defense platform creates a force field (just like a starbase's force field) after anchoring itself (20 min), with 1-2M hit points, radius about 15km, and racial resistances just like those of the CTs. It does not provide any power or CPU(ie, you can't set up a real starbase with one of these mini CTs). It consumes strontium clathrates, at a rate of about 1 per 5 minutes. Once set up the pilot of the ship can eject, and it will still operate, if the shield is depleted, then it will go offline and unanchor itself so as to be ripe for the picking.



oooh, I think some pirates would like one of those.... set it up in amarr/yulai/new caldari/etc.. near a gate and shoot everybody that comes through

it's a nice idea to slowly start eliminating station needs, but very exploitable

(\_/)
(O.o)
(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination.
Na'Axin
Na'Axin
Eve University
Ivy League

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 22:11:00 - [48]

Edited by: Na'Axin on 06/01/2005 22:11:27
Originally by: Seraph Demon

Mobile Strategic Defense Platform:
Reasoning: allows a group of ships to establish a temporary dug-in location
Special Ability: 10% increase to force-field radius per level,
Skills: Indy 5, Shield Management 5
Cargo: 2-3K
Speed: quite slow,
Slots: same as above
Behaviour: The mobile strategic defense platform creates a force field (just like a starbase's force field) after anchoring itself (20 min), with 1-2M hit points, radius about 15km, and racial resistances just like those of the CTs. It does not provide any power or CPU(ie, you can't set up a real starbase with one of these mini CTs). It consumes strontium clathrates, at a rate of about 1 per 5 minutes. Once set up the pilot of the ship can eject, and it will still operate, if the shield is depleted, then it will go offline and unanchor itself so as to be ripe for the picking.



oooh, I think some pirates would like one of those.... set it up in amarr/yulai/new caldari/etc.. near a gate and shoot everybody that comes through

it's a nice idea to slowly start eliminating station needs, but very exploitable
Istvaan Shogaatsu
Istvaan Shogaatsu

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 22:19:00 - [49]

- Lock-on time that can be described as 'remotely functional enough to defend itself with' - a normal industrial takes like, 30 seconds to lock on to a frigate, in that time it is dead. There's no reason for this to be happening, an industrial should lock quickly.

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



Istvaan Shogaatsu
Istvaan Shogaatsu
Guiding Hand Social Club

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 22:19:00 - [50]

- Lock-on time that can be described as 'remotely functional enough to defend itself with' - a normal industrial takes like, 30 seconds to lock on to a frigate, in that time it is dead. There's no reason for this to be happening, an industrial should lock quickly.

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



Murple
Murple

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 22:48:00 - [51]

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.

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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 22:48:00 - [52]

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.
RollinDutchMasters
RollinDutchMasters

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:05:00 - [53]

Edited by: RollinDutchMasters on 06/01/2005 23:09:41
Heavy Cargo Transport
-Special Ability: Warp to within (15-2.5*(Skill Lvl))k of object. Cannot warp to bookmarks.
-Skills: Warp Drive Operation 5, Targeting 5
-Cargo: 20k
-Speed: 80 m/s, High Mass (~25m kg)
-Slots: 2 High, 0 Medium, 7 Low
-HP: Similar to Tech1 Indy

Express Courier
-Special Ability: Warp to within (15-2.5*(Skill Lvl))k of object. Cannot warp to bookmarks.
-Skills: Acceleration Control 5
-Cargo: 5k
-Speed: 450 m/s, Low Mass (~5m kg)
-Slots: 1 High, 0 Medium, 1 Low
-HP: Similar To Tech1 Indy

Blockade Runner
-Special Ability: +1 Warp Core Strength per Skill Lvl. 10% Velocity per Lvl. Cannot warp to bookmarks.
-Skills: High Speed Menuvering 5
-Cargo: 2k
-Speed: 600 m/s
-Slots: 1 High, 2 Medium, 2 Low
-HP: Roughly Double Tech1 Indy
Originally by: Sochin
CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
RollinDutchMasters
RollinDutchMasters
Gallente
Ordinance Delivery Services

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:05:00 - [54]

Edited by: RollinDutchMasters on 06/01/2005 23:09:41
Heavy Cargo Transport
-Special Ability: Warp to within (15-2.5*(Skill Lvl))k of object. Cannot warp to bookmarks.
-Skills: Warp Drive Operation 5, Targeting 5
-Cargo: 20k
-Speed: 80 m/s, High Mass (~25m kg)
-Slots: 2 High, 0 Medium, 7 Low
-HP: Similar to Tech1 Indy

Express Courier
-Special Ability: Warp to within (15-2.5*(Skill Lvl))k of object. Cannot warp to bookmarks.
-Skills: Acceleration Control 5
-Cargo: 5k
-Speed: 450 m/s, Low Mass (~5m kg)
-Slots: 1 High, 0 Medium, 1 Low
-HP: Similar To Tech1 Indy

Blockade Runner
-Special Ability: +1 Warp Core Strength per Skill Lvl. 10% Velocity per Lvl. Cannot warp to bookmarks.
-Skills: High Speed Menuvering 5
-Cargo: 2k
-Speed: 600 m/s
-Slots: 1 High, 2 Medium, 2 Low
-HP: Roughly Double Tech1 Indy
Kretta Daisul
Kretta Daisul

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:21:00 - [55]

Edited by: Kretta Daisul on 06/01/2005 23:22:49
Originally by: Oveur
The reason for the TL2 indies aren't like huge versions of the current ones is that this will be filled by the new Freighter ship class (as in new models, horns, front and tail lights with the fluffy dice and Type-R sticker for those extra 2m/s). They will have cargoholds closer to and above 100K M3 (and thats just the TL1 version)


SOOooo ... Tech II indies are basically the uber non-factory modded versions of our current vessels. And unfortunately your 'smuggler' ship would have to have the same old skin than the ship it was based on, or stick out like a sore thumb, or have some other role besides its clandestine one that Concorde would consider legit.

Freighters are the Kings of the Space Lanes, but still Tech I (at least at their introduction). Hell, now I'm more excited about Freighters than elite Industrials!

That being said, I'll take a ***** at this, since this is -very- similar to a 'friend' of mine's post in another thread Wink.


Packet
- Reasoning: Cuz the mail, small goods, gear, etc. has to go through, and you don't always commit -warships- to moving regular supplies down regular routes.
- Special Ability: Higher warp multiplier when initiated by AP.
- Skills: Courier, Indy 5, Navigation 5 prereq.
- Cargo: 75% that of a standard indy.
- Speed: Faster than an indy
- Slots: Similar to an indy of its race.

Flute
- Reasoning: Sturdy, reliable, and easy to rig (fit) indy, and relatively cheap (for an elite indy) to build/replace.
- Special ability: Improved fitting bonuses.
- Skills: Indy 5, Engineering 5 Engineering 5 prereq.
- Cargo: Standard indy.
- Speed: Standard indy.
- Slots: Additional low and midslot for its race.

Personnel Transport *Like to see these as tech1 actually*
- Reasoning: Gotta carry colonists, tourists, VIP's, and refuggees in something right? What, you wanna throw them in the cold hold? You beast!
- Special Ability: Secondary 'cargo bays' that only accepts 'passenger' trade goods, but can carry quite a few, depending on the transport. This needs supply and demand added for bulk passengers (Flow for Tourists: High Population Centers to Resort systems for Tourists. Empire to Empire VIP's (label each passenger type with its empire or race, ie. Amarr VIP's.). Many other possibilities. Liner Skill adds +10% (round down to nearest whole number) more passengers of each class the ship can carry per level.
- Skills: (if Tech 1: Industrial 3, Liner)
- Skills: (if Tech 2: Industrial 5, Social 5, Liner)
- Cargo: 10% of a standard indy.
- Passengers: 1000 middle class (Tourists and lower). 10 high class (VIP's, CEO's, Ambassadors, etc.).
- Speed: A little faster than an indy.
- Slots: Similar to indies of its race BUT=>

New modules:

High Class Passenger Module Takes a midslot, adds 5 more High Class passengers to capacity.

Middle Class Passenger Module Takes a lowslot, adds 100 more Middle Class passengers to capacity.

These can be added to regular indies but require Liner skill to fit and make active, allowing regular indies to dabble in speculative passenger services.





"An Eye for an Eye ... is necessary when dealing with cybernetics, unless you want to look like a borged out freak." - Kretta Daisul
Kretta Daisul
Kretta Daisul
Viziam

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:21:00 - [56]

Edited by: Kretta Daisul on 06/01/2005 23:22:49
Originally by: Oveur
The reason for the TL2 indies aren't like huge versions of the current ones is that this will be filled by the new Freighter ship class (as in new models, horns, front and tail lights with the fluffy dice and Type-R sticker for those extra 2m/s). They will have cargoholds closer to and above 100K M3 (and thats just the TL1 version)


SOOooo ... Tech II indies are basically the uber non-factory modded versions of our current vessels. And unfortunately your 'smuggler' ship would have to have the same old skin than the ship it was based on, or stick out like a sore thumb, or have some other role besides its clandestine one that Concorde would consider legit.

Freighters are the Kings of the Space Lanes, but still Tech I (at least at their introduction). Hell, now I'm more excited about Freighters than elite Industrials!

That being said, I'll take a ***** at this, since this is -very- similar to a 'friend' of mine's post in another thread Wink.


Packet
- Reasoning: Cuz the mail, small goods, gear, etc. has to go through, and you don't always commit -warships- to moving regular supplies down regular routes.
- Special Ability: Higher warp multiplier when initiated by AP.
- Skills: Courier, Indy 5, Navigation 5 prereq.
- Cargo: 75% that of a standard indy.
- Speed: Faster than an indy
- Slots: Similar to an indy of its race.

Flute
- Reasoning: Sturdy, reliable, and easy to rig (fit) indy, and relatively cheap (for an elite indy) to build/replace.
- Special ability: Improved fitting bonuses.
- Skills: Indy 5, Engineering 5 Engineering 5 prereq.
- Cargo: Standard indy.
- Speed: Standard indy.
- Slots: Additional low and midslot for its race.

Personnel Transport *Like to see these as tech1 actually*
- Reasoning: Gotta carry colonists, tourists, VIP's, and refuggees in something right? What, you wanna throw them in the cold hold? You beast!
- Special Ability: Secondary 'cargo bays' that only accepts 'passenger' trade goods, but can carry quite a few, depending on the transport. This needs supply and demand added for bulk passengers (Flow for Tourists: High Population Centers to Resort systems for Tourists. Empire to Empire VIP's (label each passenger type with its empire or race, ie. Amarr VIP's.). Many other possibilities. Liner Skill adds +10% (round down to nearest whole number) more passengers of each class the ship can carry per level.
- Skills: (if Tech 1: Industrial 3, Liner)
- Skills: (if Tech 2: Industrial 5, Social 5, Liner)
- Cargo: 10% of a standard indy.
- Passengers: 1000 middle class (Tourists and lower). 10 high class (VIP's, CEO's, Ambassadors, etc.).
- Speed: A little faster than an indy.
- Slots: Similar to indies of its race BUT=>

New modules:

High Class Passenger Module Takes a midslot, adds 5 more High Class passengers to capacity.

Middle Class Passenger Module Takes a lowslot, adds 100 more Middle Class passengers to capacity.

These can be added to regular indies but require Liner skill to fit and make active, allowing regular indies to dabble in speculative passenger services.





"An Eye for an Eye ... is necessary when dealing with cybernetics, unless you want to look like a borged out freak." - Kretta Daisul
Duke Karas
Duke Karas

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:41:00 - [57]

Originally by: Seraph Demon
What do I expect? I would expect industrials to live up to their name, and for dependence on stations to be slowly eliminated from the game (starbases were a good first step in this direction), so on that note:

Mobile Factory:
Reasoning: build ammo/modules on-the-fly for mobile fleet engagements
Special Ability: +1 factory on board per skill level, +20% to cargo size per level
Penalties: 100% increase in production time for all items, 15% material inefficiency
Skills: Indy 5, Industry 5
Cargo: 1K (quite small; not alot that can be built)
Speed: Same-ol' indy speed, but must sit still when factories are running (can you say, easy target?)
Slots: Very few slots, maybe 1 high, 1 mid, and 2 low
Special Behaviour: The Mobile Factory can be used to build items whose material requirements exceed its cargo size (including ships - see ship-support platform below), by having an industrial ship with the necessary materials sidle up next to it and 'link' cargo-holds.

Mobile Refinery:
Reasoning: Refining (slowly) on-the-fly to provide rescources to mobile factories, for mobile fleet engagements
Special Ability: 18% reduction in refine time for one load per level, 16% reduction in refining inefficiency per level
Penalties: Base refining yield is 50% so with the Mobile Refinery skill at lvl5, yield would be 90%, note that the other refining skills do not affect yield
Skills: Indy 5, Refinery Efficiency 5
Cargo: Enough to carry one refinery load of any rescource in game
Speed: same as above, must sit still when refining
Slots: same as above

Mobile Ship Support Platform:
Reasoning: Allows ships to be repaired (for tritanium cost) and refitted (slowly), to provide greater flexibility for mobile fleet engagements (getting familiar now).
Special Ability: 15% reduction in repair and refit times for ships, +1 ship that can be worked on at a time
Skills: Indy 5, Mechanic 5
Cargo: 3-4K
Speed: same as above, must sit still to allow ships to dock with it
Slots: same as above
Special Behaviour: The mobile ship support platform can 'link' with the mobile factory to produce ships. For the duration of production one of the support platform's docking slots is taken up. Once the ship is completed, it is automatically assembled and then ejected away from the support platform for anyone to come and pilot.

Mobile Strategic Defense Platform:
Reasoning: allows a group of ships to establish a temporary dug-in location
Special Ability: 10% increase to force-field radius per level,
Skills: Indy 5, Shield Management 5
Cargo: 2-3K
Speed: quite slow,
Slots: same as above
Behaviour: The mobile strategic defense platform creates a force field (just like a starbase's force field) after anchoring itself (20 min), with 1-2M hit points, radius about 15km, and racial resistances just like those of the CTs. It does not provide any power or CPU(ie, you can't set up a real starbase with one of these mini CTs). It consumes strontium clathrates, at a rate of about 1 per 5 minutes. Once set up the pilot of the ship can eject, and it will still operate, if the shield is depleted, then it will go offline and unanchor itself so as to be ripe for the picking.

Clearly all of these put together create the opportunity for a group of willing pilots to set up a way-station for mining/scouting operations. In concert with the ability for ships to establish direct transfer of materials between them, a production platform could use the materials provided by several industrial ships and the use of a ship-support platform to provide new ships while in deep space.

This is what I expect industrial ships to be able to do.


These are great ideas.

I second all of them.

Very HappyVery HappyVery Happy
Duke Karas
Duke Karas

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:41:00 - [58]

Originally by: Seraph Demon
What do I expect? I would expect industrials to live up to their name, and for dependence on stations to be slowly eliminated from the game (starbases were a good first step in this direction), so on that note:

Mobile Factory:
Reasoning: build ammo/modules on-the-fly for mobile fleet engagements
Special Ability: +1 factory on board per skill level, +20% to cargo size per level
Penalties: 100% increase in production time for all items, 15% material inefficiency
Skills: Indy 5, Industry 5
Cargo: 1K (quite small; not alot that can be built)
Speed: Same-ol' indy speed, but must sit still when factories are running (can you say, easy target?)
Slots: Very few slots, maybe 1 high, 1 mid, and 2 low
Special Behaviour: The Mobile Factory can be used to build items whose material requirements exceed its cargo size (including ships - see ship-support platform below), by having an industrial ship with the necessary materials sidle up next to it and 'link' cargo-holds.

Mobile Refinery:
Reasoning: Refining (slowly) on-the-fly to provide rescources to mobile factories, for mobile fleet engagements
Special Ability: 18% reduction in refine time for one load per level, 16% reduction in refining inefficiency per level
Penalties: Base refining yield is 50% so with the Mobile Refinery skill at lvl5, yield would be 90%, note that the other refining skills do not affect yield
Skills: Indy 5, Refinery Efficiency 5
Cargo: Enough to carry one refinery load of any rescource in game
Speed: same as above, must sit still when refining
Slots: same as above

Mobile Ship Support Platform:
Reasoning: Allows ships to be repaired (for tritanium cost) and refitted (slowly), to provide greater flexibility for mobile fleet engagements (getting familiar now).
Special Ability: 15% reduction in repair and refit times for ships, +1 ship that can be worked on at a time
Skills: Indy 5, Mechanic 5
Cargo: 3-4K
Speed: same as above, must sit still to allow ships to dock with it
Slots: same as above
Special Behaviour: The mobile ship support platform can 'link' with the mobile factory to produce ships. For the duration of production one of the support platform's docking slots is taken up. Once the ship is completed, it is automatically assembled and then ejected away from the support platform for anyone to come and pilot.

Mobile Strategic Defense Platform:
Reasoning: allows a group of ships to establish a temporary dug-in location
Special Ability: 10% increase to force-field radius per level,
Skills: Indy 5, Shield Management 5
Cargo: 2-3K
Speed: quite slow,
Slots: same as above
Behaviour: The mobile strategic defense platform creates a force field (just like a starbase's force field) after anchoring itself (20 min), with 1-2M hit points, radius about 15km, and racial resistances just like those of the CTs. It does not provide any power or CPU(ie, you can't set up a real starbase with one of these mini CTs). It consumes strontium clathrates, at a rate of about 1 per 5 minutes. Once set up the pilot of the ship can eject, and it will still operate, if the shield is depleted, then it will go offline and unanchor itself so as to be ripe for the picking.

Clearly all of these put together create the opportunity for a group of willing pilots to set up a way-station for mining/scouting operations. In concert with the ability for ships to establish direct transfer of materials between them, a production platform could use the materials provided by several industrial ships and the use of a ship-support platform to provide new ships while in deep space.

This is what I expect industrial ships to be able to do.


These are great ideas.

I second all of them.

Very HappyVery HappyVery Happy
Duke Karas
Duke Karas

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:46:00 - [59]

Originally by: Neurotic Cat

5 - Smuggling - stealth compartments, etc



For smuggling, create a module that makes it difficult for customs (and players) to know what you are carrying. The module should decrease max cargo size by 50% or something.

Wink












Duke Karas
Duke Karas

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:46:00 - [60]

Originally by: Neurotic Cat

5 - Smuggling - stealth compartments, etc



For smuggling, create a module that makes it difficult for customs (and players) to know what you are carrying. The module should decrease max cargo size by 50% or something.

Wink












Cracken
Cracken

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:48:00 - [61]

Edited by: *****en on 07/01/2005 04:32:24
Surprise Hauler

*looks like it's tech 1 counterpart*
-5 or 6 hi's (only 2 missle slots)
-6 mids
-5 lows

Pg 110
Cpu 1000

Shield:
200

Shield resists:
0% em
70% explosive
40% kinectic
15% thermal

Armor:
1200

Armor resists:
65% em
70% thermal
65% kinectic
20% explosive

19% pg reduction for smart bombs per skill level in energy pulse weapons

10% reduction in sig readius per level

-6 mids allows for electronic warfare capability or speed mod.

- High resists too increase survivability.

- the surpirise is the fact that it can fit 2x heavy missle launchers or use 3 sb's

- lows can be used for cargo expanders or armor resistance
boosters

Skill prerequites:
Race indy lvl 5
Energy pulse weapons lvl 5
Signature reduction lvl 1

Designed for use in hi threat zones such as 0.0 space or when corporations are at war.

Cracken
Cracken
Gallente

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:48:00 - [62]

Edited by: *****en on 07/01/2005 04:32:24
Surprise Hauler

*looks like it's tech 1 counterpart*
-5 or 6 hi's (only 2 missle slots)
-6 mids
-5 lows

Pg 110
Cpu 1000

Shield:
200

Shield resists:
0% em
70% explosive
40% kinectic
15% thermal

Armor:
1200

Armor resists:
65% em
70% thermal
65% kinectic
20% explosive

19% pg reduction for smart bombs per skill level in energy pulse weapons

10% reduction in sig readius per level

-6 mids allows for electronic warfare capability or speed mod.

- High resists too increase survivability.

- the surpirise is the fact that it can fit 2x heavy missle launchers or use 3 sb's

- lows can be used for cargo expanders or armor resistance
boosters

Skill prerequites:
Race indy lvl 5
Energy pulse weapons lvl 5
Signature reduction lvl 1

Designed for use in hi threat zones such as 0.0 space or when corporations are at war.

Damocles Ician
Damocles Ician

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:52:00 - [63]

I think the "smuggler" class of ships can be justified simply - The overcharged powercore that this ship uses to achieve faster warp speeds causes interference to scanning and locking. A higher skill level leeds to getting more power out of the reactor. Of course, the reactor is more heavily armoured to prevent leakage!
In stats:-
Bonus = +10% warp speed and nav speed per level
Bonus = sig radius like a frigate (longer for customs to lock onto you?)
Bonus = doubled armour, very resistant to one particular type (racial selected through what type of reactor unit)
Slap = Scan resolution seriously reduced (your own interference to deal with!)
-------------
Damocles Ician
Damocles Ician
Gallente
The Scope

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:52:00 - [64]

I think the "smuggler" class of ships can be justified simply - The overcharged powercore that this ship uses to achieve faster warp speeds causes interference to scanning and locking. A higher skill level leeds to getting more power out of the reactor. Of course, the reactor is more heavily armoured to prevent leakage!
In stats:-
Bonus = +10% warp speed and nav speed per level
Bonus = sig radius like a frigate (longer for customs to lock onto you?)
Bonus = doubled armour, very resistant to one particular type (racial selected through what type of reactor unit)
Slap = Scan resolution seriously reduced (your own interference to deal with!)
Gilgamoth
Gilgamoth

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 00:06:00 - [65]

Edited by: Gilgamoth on 07/01/2005 00:08:32
I like the idea of a Covert Ops and/or Courier Indy

Covert Ops
- Reasoning: Ammo resupply in war zone/ Contraband movement through empire.
- Special ability: Ability to use Cloak
- Skills: Indy 5 + Covert Ops skills
- Cargo: Much less than an standard indy (1500 - 2000 m3)
- Speed: Faster than an indy
- Slots: 2x Hi Slots (for Defender Launchers or Smartbombs) only, others to balance.

Courier
- Reasoning: Fast indy, yet small for moving small amounts over a great distance at speed. Similar to above, but without the ability to cloak
- Special ability: +5% velocity & +5% Agility per "Elite Indy" Level
- Skills: Indy 5 + Navigation 5 + Elite Industrial
- Cargo: Much less than an standard indy (1500 - 2000 m3)
- Speed: Faster than an indy
- Slots: 2x Hi Slots (for Defender Launchers or Smartbombs) only, others to balance.

I also like the idea of the mobile refinery/factory/lab modules to fit into current industrials. Possible size ~10000m3

Regards,

Gil


-oOo-
Captain Gilgamoth
Head of Research & Development - Hadean Drive Yards

Gilgamoth
Gilgamoth
Imperium Technologies
Firmus Ixion

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 00:06:00 - [66]

Edited by: Gilgamoth on 07/01/2005 00:08:32
I like the idea of a Covert Ops and/or Courier Indy

Covert Ops
- Reasoning: Ammo resupply in war zone/ Contraband movement through empire.
- Special ability: Ability to use Cloak
- Skills: Indy 5 + Covert Ops skills
- Cargo: Much less than an standard indy (1500 - 2000 m3)
- Speed: Faster than an indy
- Slots: 2x Hi Slots (for Defender Launchers or Smartbombs) only, others to balance.

Courier
- Reasoning: Fast indy, yet small for moving small amounts over a great distance at speed. Similar to above, but without the ability to cloak
- Special ability: +5% velocity & +5% Agility per "Elite Indy" Level
- Skills: Indy 5 + Navigation 5 + Elite Industrial
- Cargo: Much less than an standard indy (1500 - 2000 m3)
- Speed: Faster than an indy
- Slots: 2x Hi Slots (for Defender Launchers or Smartbombs) only, others to balance.

I also like the idea of the mobile refinery/factory/lab modules to fit into current industrials. Possible size ~10000m3

Regards,

Gil


Future Falcon EVE Tools - Project Leader.
IonHammer
IonHammer

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 00:22:00 - [67]

I would like to see a T2 indy that allows u to atttach bulky items to the hi slots and basically have a 1-5 k cargo space.

This would mean I could attack 8 gaints to the indy and set it up for running and defense without worrying about cargo expanders in the low slots. Also be able to atttach pos items on the high slot rails would also be very useful for moving pos bits around.

Maybe even being able to plug ships into these slots so you can haul ships.




IonHammer
IonHammer
Minmatar
Black Avatar
Firmus Ixion

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 00:22:00 - [68]

I would like to see a T2 indy that allows u to atttach bulky items to the hi slots and basically have a 1-5 k cargo space.

This would mean I could attack 8 gaints to the indy and set it up for running and defense without worrying about cargo expanders in the low slots. Also be able to atttach pos items on the high slot rails would also be very useful for moving pos bits around.

Maybe even being able to plug ships into these slots so you can haul ships.





If thats your real life i'm very jealous - Petwraith
Saerid
Saerid

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 00:24:00 - [69]

Originally by: RollinDutchMasters
Edited by: RollinDutchMasters on 06/01/2005 23:09:41
Heavy Cargo Transport
-Special Ability: Warp to within (15-2.5*(Skill Lvl))k of object. Cannot warp to bookmarks.



Now there's something that'd be worth it's weight in gold, wouldn't just make the ship good, it'd make it convenient(!).Never enough items which are actually comfortable to use. Big change to the current indys which are a bit of a pain in the arse to use.

Heavy Freighter:
- Cannot pick up loot from cans(if you gotta give them some disadvantage). Would make it pure station to station freight express.
- Warp to Within 15-2.5*skill level k of object
- More agility
- Something or the other. Basically big freight hauler with fast times into and out of warp and through gates. Give it a big huge sig radius though.

Ore Lugger:
- Insystem loot pickup specialist.
- Fast , Lower cargo space
- Enough powergrid for MWD


Saerid
Saerid
Amarr
FinFleet
Lotka Volterra

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 00:24:00 - [70]

Originally by: RollinDutchMasters
Edited by: RollinDutchMasters on 06/01/2005 23:09:41
Heavy Cargo Transport
-Special Ability: Warp to within (15-2.5*(Skill Lvl))k of object. Cannot warp to bookmarks.



Now there's something that'd be worth it's weight in gold, wouldn't just make the ship good, it'd make it convenient(!).Never enough items which are actually comfortable to use. Big change to the current indys which are a bit of a pain in the arse to use.

Heavy Freighter:
- Cannot pick up loot from cans(if you gotta give them some disadvantage). Would make it pure station to station freight express.
- Warp to Within 15-2.5*skill level k of object
- More agility
- Something or the other. Basically big freight hauler with fast times into and out of warp and through gates. Give it a big huge sig radius though.

Ore Lugger:
- Insystem loot pickup specialist.
- Fast , Lower cargo space
- Enough powergrid for MWD


Shadar Ishaan
Shadar Ishaan

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 00:26:00 - [71]

I third the idea to have a refining indy for mining ops.
---------------


Item Trading Post
Shadar Ishaan
Shadar Ishaan
Caldari
Gang of Four

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 00:26:00 - [72]

I third the idea to have a refining indy for mining ops.
----------
Cissy
Cissy

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 01:34:00 - [73]

erm erhh 25%cargo and speed racial bonus, elite indy skil 5% cargo and speed per elite indy lv...trow in some extra slots and im extrmely hapy puppy

ya ya i know i dont have a biger imagination...but rely thats al i want from the elite indys..and yes anything less then industrial l5 as preq is gona upset me biggy time...

Cissy out
____________________________________________
your logic is flawed, therfor you are flawd
Cissy
Cissy
Gallente
Aliastra

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 01:34:00 - [74]

erm erhh 25%cargo and speed racial bonus, elite indy skil 5% cargo and speed per elite indy lv...trow in some extra slots and im extrmely hapy puppy

ya ya i know i dont have a biger imagination...but rely thats al i want from the elite indys..and yes anything less then industrial l5 as preq is gona upset me biggy time...

Cissy out
____________________________________________
your logic is flawed, therfor you are flawd
Ali Bobba
Ali Bobba

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 02:51:00 - [75]

Originally by: Face Lifter
Heavy Industrial ships:
- 30% more base cargo
- 3rd ship bonus: 5% more cargo
- 4th ship bonus: 5% to agility
- same low slot loadout as t1 version, but extra med slot
- agility and size of battleship, requires 100mn AB
- same base speed
- 20% more hp with t2 resistances
- enough grid to fit 100mn AB
- Skills: Heavy Industrial lvl 1, requires race Industrial V, Space Ship Command V

Overview: The main purpose is to have a ship that can carry about twice as much as t1 indy and also an indy that is tougher to kill. The cost of t2 ships will justify such benefits.

Smuggling: please don't create "smuggler" ships. That's silly, because if everyone knows what a smuggler ship looks like, then it kinda defeats the purpose. And if Customs people are programmed to ignore "smuggler" ships, it just makes them look stupid.

I think the proper approach to smuggling would be thru introduction of special "containers", much like regular and secure cans, perhaps "smuggler cans". These would have some special ability of being invisible to cargo scanners, thus everything inside them also being invisible. Skill suggestions:

- Smuggler Agent Skill: allows player to put +1 "zero sig can" in ship cargo per level. Prereq: Sig Analysis 5

- Minicontainer Hiding Skill: allows player to access "mini zero sig can", with 50 cargo space. Reduces the risk of detection by 4% per level (for mini-cans only). Prereq: Smuggler Agent lvl 1.

- Medium Container Hiding Skill: use of "zero sig cans" with 250 cargo. Reduces the risk of detection by 4% per level (for medium cans only). Prereq: Minicontainer Hiding lvl 3

- Large Container Hiding Skill: use of "zero sig cans" with 1250 cargo. Reduces the risk of detection by 4% per level (for large cans only). Prereq: Medium Container Hiding lvl 3

the smuggler containers or "zero signature containers" would have inherent property of 21% detection rate.
So with skills that reduces to:
lvl 1 = 17%
lvl 2 = 13%
lvl 3 = 9%
lvl 4 = 5%
lvl 5 = 1%

this is for every can, so with 5 cans in cargo, risk is 5 times greater. And Customs scan at every gate.


Aye, what he said. The smuggling-specialized ships would certainly irk customs officials. What if Ford made and marketed a car specifically to people trying to smuggle drugs accross US borders? Would that go over well? yeah, not sure it would. What it needs to be for smugglers is a module (specific type of cloaking device? perhaps a scan interference device, or the cans Face Lifter mentioned) rather than a ship.
Ali Bobba
Ali Bobba
Minmatar
STK Scientific
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 02:51:00 - [76]

Originally by: Face Lifter
Heavy Industrial ships:
- 30% more base cargo
- 3rd ship bonus: 5% more cargo
- 4th ship bonus: 5% to agility
- same low slot loadout as t1 version, but extra med slot
- agility and size of battleship, requires 100mn AB
- same base speed
- 20% more hp with t2 resistances
- enough grid to fit 100mn AB
- Skills: Heavy Industrial lvl 1, requires race Industrial V, Space Ship Command V

Overview: The main purpose is to have a ship that can carry about twice as much as t1 indy and also an indy that is tougher to kill. The cost of t2 ships will justify such benefits.

Smuggling: please don't create "smuggler" ships. That's silly, because if everyone knows what a smuggler ship looks like, then it kinda defeats the purpose. And if Customs people are programmed to ignore "smuggler" ships, it just makes them look stupid.

I think the proper approach to smuggling would be thru introduction of special "containers", much like regular and secure cans, perhaps "smuggler cans". These would have some special ability of being invisible to cargo scanners, thus everything inside them also being invisible. Skill suggestions:

- Smuggler Agent Skill: allows player to put +1 "zero sig can" in ship cargo per level. Prereq: Sig Analysis 5

- Minicontainer Hiding Skill: allows player to access "mini zero sig can", with 50 cargo space. Reduces the risk of detection by 4% per level (for mini-cans only). Prereq: Smuggler Agent lvl 1.

- Medium Container Hiding Skill: use of "zero sig cans" with 250 cargo. Reduces the risk of detection by 4% per level (for medium cans only). Prereq: Minicontainer Hiding lvl 3

- Large Container Hiding Skill: use of "zero sig cans" with 1250 cargo. Reduces the risk of detection by 4% per level (for large cans only). Prereq: Medium Container Hiding lvl 3

the smuggler containers or "zero signature containers" would have inherent property of 21% detection rate.
So with skills that reduces to:
lvl 1 = 17%
lvl 2 = 13%
lvl 3 = 9%
lvl 4 = 5%
lvl 5 = 1%

this is for every can, so with 5 cans in cargo, risk is 5 times greater. And Customs scan at every gate.


Aye, what he said. The smuggling-specialized ships would certainly irk customs officials. What if Ford made and marketed a car specifically to people trying to smuggle drugs accross US borders? Would that go over well? yeah, not sure it would. What it needs to be for smugglers is a module (specific type of cloaking device? perhaps a scan interference device, or the cans Face Lifter mentioned) rather than a ship.
Dau Imperius
Dau Imperius

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 03:09:00 - [77]

Edited by: Dau Imperius on 07/01/2005 03:48:36
Well Oveur,

If you ever remember the Bestowers orignal little 'biography on the ship, there's note of a special enchanced version used by the Emperor for the treasury. Perhaps this could have been the prototype tech II for we Amarr?
For RP and story sake, let's say the Emperor now uses a tech II version of a frieghter after Khanid scientists got a hold of the blueprints for the tech II Industrial. Now both the Khanid Kingdom and the Empire have versions of this (much like current Amarr tech II ships), after the blueprint was made public for general consumption to keep the Khanids from gaining the upperhand.
Anyways, some ideas to build upon:

Imperial Treasury Bestower

Khanid name: Collector class
1 Missle slot extra
Replaces one low slot for a medium slot
Enhanced speed
Better shielding and electronics overall.


Amarr name: Treasurer class
Bonus to smuggling. (after all the Emperor family would have had some things they'd like to keep hidden form view)
Increased armor overall
Replaces one other slot for one low.
Enhanced speed

Oh and by the way, I'm also extemely pleased at the mention of a Frieghter class (as well as tech II version later). Love new ship designs. ugh
Dau Imperius
Dau Imperius
Amarr

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 03:09:00 - [78]

Edited by: Dau Imperius on 07/01/2005 03:48:36
Well Oveur,

If you ever remember the Bestowers orignal little 'biography on the ship, there's note of a special enchanced version used by the Emperor for the treasury. Perhaps this could have been the prototype tech II for we Amarr?
For RP and story sake, let's say the Emperor now uses a tech II version of a frieghter after Khanid scientists got a hold of the blueprints for the tech II Industrial. Now both the Khanid Kingdom and the Empire have versions of this (much like current Amarr tech II ships), after the blueprint was made public for general consumption to keep the Khanids from gaining the upperhand.
Anyways, some ideas to build upon:

Imperial Treasury Bestower

Khanid name: Collector class
1 Missle slot extra
Replaces one low slot for a medium slot
Enhanced speed
Better shielding and electronics overall.


Amarr name: Treasurer class
Bonus to smuggling. (after all the Emperor family would have had some things they'd like to keep hidden form view)
Increased armor overall
Replaces one other slot for one low.
Enhanced speed

Oh and by the way, I'm also extemely pleased at the mention of a Frieghter class (as well as tech II version later). Love new ship designs. ugh
Zyrla Bladestorm
Zyrla Bladestorm

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 04:07:00 - [79]

Industrial Demolitions Craft
- Reasoning : be nice to have an Industrial Ship that did something vaguely Industrial
- Special Ability : able to fit Fusion Cutter/similar devices
- Skills : Demolitions, Indy 5 and Surgical Strike 5 pre-reqs
- Cargo : small/minimal
- Speed : not very quick
- Slots : one high slot (cutter) Possibly a second and a launcher slot. few mid slots, good number of low slots
- Defences : stronger armour (deflecting any ahem "debris" :P)

Fusion Cutter Example :
Fitting : 3000 cpu, 1 pg (Only on demolitions ships)
Range : 1000m optimal, no falloff
Tracking : 0.00001 (targets must be pretty much stationary)
Damage : extremely heavy, just thermal would make RP sense, but probably not balanced
cap use : none/minimal (ship given over to the equipment for running it)



Support Industrial
- Reasoning : a "handy" industrial for those situations where you dont neccessarily need huge cargo (picking up loot, carrying ammo and generally helping out friendlys near combat)
- Special Ability : -15%/level volume for ammo and charges(which lets face it use most of the space, for this use)
- Skills : Ordnance logistics, Indy 5 and Mechanic 5 pre-reqs (or perhaps add in weapon upgrades at 4 as well)
- Cargo : perhaps half that of a normal Industrial
- Speed : faster than normal indys
- Slots : Lots of low slotw, good number of mid slots, few highs, few missiles (defensive or transfer/repair untis) cruiser or near battlecruiser level PG + Cpu so it can be configured well and/or defend itself somewhat.


.
-----
Apologys for any rambling that may have just occurred.


Zyrla Bladestorm
Zyrla Bladestorm
Minmatar
Foundation
R0ADKILL

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 04:07:00 - [80]

Industrial Demolitions Craft
- Reasoning : be nice to have an Industrial Ship that did something vaguely Industrial
- Special Ability : able to fit Fusion Cutter/similar devices
- Skills : Demolitions, Indy 5 and Surgical Strike 5 pre-reqs
- Cargo : small/minimal
- Speed : not very quick
- Slots : one high slot (cutter) Possibly a second and a launcher slot. few mid slots, good number of low slots
- Defences : stronger armour (deflecting any ahem "debris" :P)

Fusion Cutter Example :
Fitting : 3000 cpu, 1 pg (Only on demolitions ships)
Range : 1000m optimal, no falloff
Tracking : 0.00001 (targets must be pretty much stationary)
Damage : extremely heavy, just thermal would make RP sense, but probably not balanced
cap use : none/minimal (ship given over to the equipment for running it)



Support Industrial
- Reasoning : a "handy" industrial for those situations where you dont neccessarily need huge cargo (picking up loot, carrying ammo and generally helping out friendlys near combat)
- Special Ability : -15%/level volume for ammo and charges(which lets face it use most of the space, for this use)
- Skills : Ordnance logistics, Indy 5 and Mechanic 5 pre-reqs (or perhaps add in weapon upgrades at 4 as well)
- Cargo : perhaps half that of a normal Industrial
- Speed : faster than normal indys
- Slots : Lots of low slotw, good number of mid slots, few highs, few missiles (defensive or transfer/repair untis) cruiser or near battlecruiser level PG + Cpu so it can be configured well and/or defend itself somewhat.


.
-----
It's great being Minmatar, ain't it?
Apologies for any rambling that may have just occurred.


Maya Rkell
Maya Rkell

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 04:55:00 - [81]

Edited by: Maya Rkell on 07/01/2005 05:04:39
Edited by: Maya Rkell on 07/01/2005 05:01:39
Freighters can only load/unload at stations I believe.

And "smuggler" indys...

Should look IDENTICAL to the smallest racial indy. You cannot tell the difference. Period. Unless you're flying it.

TWO holds. One 1/2 the basic size, that's your "standard" hold which can be scanned.
The other 1/5 the size and the "smuggler" hold.

Yep, small volume, but...

Oh, and:

"Scanner" indies

They have 90% reduction in scan probe usage, and a special launcher (one each) which can hold say 15 probes. And a good third off their cargo size. (just a knock at the current scan system, not a serious suggestion :P)

"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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 04:55:00 - [82]

Edited by: Maya Rkell on 07/01/2005 05:04:39
Edited by: Maya Rkell on 07/01/2005 05:01:39
Freighters can only load/unload at stations I believe.

And "smuggler" indys...

Should look IDENTICAL to the smallest racial indy. You cannot tell the difference. Period. Unless you're flying it.

TWO holds. One 1/2 the basic size, that's your "standard" hold which can be scanned.
The other 1/5 the size and the "smuggler" hold.

Yep, small volume, but...

Oh, and:

"Scanner" indies

They have 90% reduction in scan probe usage, and a special launcher (one each) which can hold say 15 probes. And a good third off their cargo size. (just a knock at the current scan system, not a serious suggestion :P)

//Maya
Rattman
Rattman

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 05:01:00 - [83]

Q ships
Industials with some warship capability but with

ability to defend other industrials or ambush frigates (something like the curret battlebadgers and bestowers)

appear as t1 industrial in both graphics and info (maybe hard to do)

assault frigate/destroyer 4,

extremely limited cargo capability

same speed as standard indy

additonal turret and some bays for small/medium weapons, higher signal resolution



I would thing they should have the firepower of a frigate or destroyer



All opinions, rambling or not, expressed here are my own and not that of my corp or alliance
Rattman
Rattman

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 05:01:00 - [84]

Q ships
Industials with some warship capability but with

ability to defend other industrials or ambush frigates (something like the curret battlebadgers and bestowers)

appear as t1 industrial in both graphics and info (maybe hard to do)

assault frigate/destroyer 4,

extremely limited cargo capability

same speed as standard indy

additonal turret and some bays for small/medium weapons, higher signal resolution



I would thing they should have the firepower of a frigate or destroyer


---------------------------------------------------
I am not a complete idiot, some parts are missing
ProphetGuru
ProphetGuru

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 05:56:00 - [85]

gate crashers...... boring.

Ideas. Don't do skills/stats, but I good with ideas.

Fleet indy-area of effect warp scrambler and webber. decent area too, like 30km med armor, nothing to powerful. Drop one of those into the middle of a fleet battle..... /me shivers Would need balance on length of field emission and cooldown before reuse etc.

(Eve needs some decent AOE stuff...... yes I been playin wow :) )

Bait indy... emits a 20 km cloaking field for all gang members. low low armor. Not unlimited cloak ofc.... maybe frigs only, or in 15sec bursts only etc.

Troop transport- get one up close to a ship/station and watch the ship fall apart from the inside.

Loot indy- something that can loot cans from a distance, smaller cargohold ofc.

Biomass collection indy- built in corpse strokers!!!111 (sorry just kidding on that one)


Evolution..... Just when you thought you were winning.


ProphetGuru
ProphetGuru
Gallente
Evolution
Band of Brothers

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 05:56:00 - [86]

gate crashers...... boring.

Ideas. Don't do skills/stats, but I good with ideas.

Fleet indy-area of effect warp scrambler and webber. decent area too, like 30km med armor, nothing to powerful. Drop one of those into the middle of a fleet battle..... /me shivers Would need balance on length of field emission and cooldown before reuse etc.

(Eve needs some decent AOE stuff...... yes I been playin wow :) )

Bait indy... emits a 20 km cloaking field for all gang members. low low armor. Not unlimited cloak ofc.... maybe frigs only, or in 15sec bursts only etc.

Troop transport- get one up close to a ship/station and watch the ship fall apart from the inside.

Loot indy- something that can loot cans from a distance, smaller cargohold ofc.

Biomass collection indy- built in corpse strokers!!!111 (sorry just kidding on that one)



[CLS] Bawldeux IV- start posting all kinds of crap about BoB members, insulting their families,friends,anything that will **** them off.
Amthrianius
Amthrianius

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 07:45:00 - [87]

Tackler:

Ship Type: Elite Shuttle

hi-slots - 0
Med-slots - 3/4
low slots - 0

Base speed: 800m/s
Weight VERY LIGHT
So Speed with MWD: 6-7km/s

Req skills: Frigate 4
Adv skills: Nav 5, Spacecommand 5

Cost: 3milish

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

Amthrianius
Amthrianius
Destructive Influence
Band of Brothers

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 07:45:00 - [88]

Tackler:

Ship Type: Elite Shuttle

hi-slots - 0
Med-slots - 3/4
low slots - 0

Base speed: 800m/s
Weight VERY LIGHT
So Speed with MWD: 6-7km/s

Req skills: Frigate 4
Adv skills: Nav 5, Spacecommand 5

Cost: 3milish

Originally by: ASCN Member
Mr Testy > mabee next year i can meet some bob at fanfest and beat them up
Shadolust
Shadolust

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 07:54:00 - [89]

Ice Hauler

-Reasoning: Efficient ice hauler for large scale ops
-Special ability: -5% Volume for ice only per level
-Skills: Elite Indy 4
-Cargo: 2500m3
-Speed: 80 m/s base + 5% per level of Elite Indy
-Slots: 2 hi no turret/missile, 4 mid, 5 low


Shadolust
Shadolust
Minmatar
Interstellar eXodus
R0ADKILL

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 07:54:00 - [90]

Ice Hauler

-Reasoning: Efficient ice hauler for large scale ops
-Special ability: -5% Volume for ice only per level
-Skills: Elite Indy 4
-Cargo: 2500m3
-Speed: 80 m/s base + 5% per level of Elite Indy
-Slots: 2 hi no turret/missile, 4 mid, 5 low


Kurron
Kurron

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 08:09:00 - [91]

Q-Ship
- Reasoning: Because indy gankers need to get their teeth kicked in occasionally.
- Special ability: Tracking speed or web/scrambler range.
- Skills: Industrial 5, Propulsion jamming 5.
- Cargo: 1/4 of base industrial.
- Speed: Base speed x 1.5
- Slots: Probably 4 high slots, medium and low slots like base industrial.


---------------------------------------------
Deep Space Hauling Inc.
When it absolutely, positively, is too boring for you to haul. We move it all!
Kurron
Kurron
Caldari
The Greater Goon
The OSS

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 08:09:00 - [92]

Q-Ship
- Reasoning: Because indy gankers need to get their teeth kicked in occasionally.
- Special ability: Tracking speed or web/scrambler range.
- Skills: Industrial 5, Propulsion jamming 5.
- Cargo: 1/4 of base industrial.
- Speed: Base speed x 1.5
- Slots: Probably 4 high slots, medium and low slots like base industrial.


---------------------------------------------
From there to here, from here to there, funny things are everywhere.
DREAMWORKS
DREAMWORKS

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 08:59:00 - [93]

My responce was for real:

I expect CCP to make the bpo run only 1 batch per 1 and half day, despite an insane ammount of demand so that the item itself is sold for 50m more than its costs.
__________________________


http://www.nin.com/visuals/thtf_hi.html
DREAMWORKS
DREAMWORKS
Gallente
Kill Em All
Imperium Alliance

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 08:59:00 - [94]

My responce was for real:

I expect CCP to make the bpo run only 1 batch per 1 and half day, despite an insane ammount of demand so that the item itself is sold for 50m more than its costs.
__________________________


http://www.nin.com/visuals/thtf_hi.html
DaXes Halleck
DaXes Halleck

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:15:00 - [95]

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.


Exactly, therefore the smuggler version of a tech II hauler should be made from a base version of the hauler but fitted with special modules and special skills for that modules. And those skills should be dependent on social skills like "fast talk" and "negiation".

The modules should not block customs cargo scanning (blocking is suspicious in itself) but fake innocent results. So some dependency on some type of electronics skills might be in order too.

The modules could lessen the chance of customs finding the contraband, the higher skills trained, the lesser the chance. But never quite reach zero chance of being found.

Oveur
Oveur

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:15:00 - [96]

Originally by: MOOstradamus
FREIGHTER
  • Reasoning: ULTRA HAULING
  • Special Ability: JUMP DRIVE
  • Skills: RACE INDUSTRIAL(5), <UNKNOWN FREIGHTER SKILL>(3) & JUMP DRIVE(3)
  • Cargo: HUUUGE
  • Speed: SNAIL-ESQUE
  • Slots: DON'T CARE BUT ZERO COMBAT ABILITY


Of course for this to come into existance the mechanics of 'Jump Drives' needs to be established. The only thing I can come up with right now is that this must clearly involve time to setup & carry out as it is a 'super safe' way to travel & transport a large amount of stuff.

More to follow ...



Freighters when we start doing the Freighters. But you are pretty close to our ideas.
_____________________________
I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol.
Rangar
Rangar

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:15:00 - [97]

I would like a new Tech1 ship, maybe called Iteron Mark V-B. This ship has given up the ability to load/unload cargo in space. In exchange for not needing this expensive ability (scoop mechanism, air locks and so on) it has increased cargo space, maybe plus 50% or so.
Rangar
Rangar
Gallente
The X-Trading Company
Dusk and Dawn

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:15:00 - [98]

I would like a new Tech1 ship, maybe called Iteron Mark V-B. This ship has given up the ability to load/unload cargo in space. In exchange for not needing this expensive ability (scoop mechanism, air locks and so on) it has increased cargo space, maybe plus 50% or so.
DaXes Halleck
DaXes Halleck
Amarr
Syncore
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:15:00 - [99]

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.


Exactly, therefore the smuggler version of a tech II hauler should be made from a base version of the hauler but fitted with special modules and special skills for that modules. And those skills should be dependent on social skills like "fast talk" and "negiation".

The modules should not block customs cargo scanning (blocking is suspicious in itself) but fake innocent results. So some dependency on some type of electronics skills might be in order too.

The modules could lessen the chance of customs finding the contraband, the higher skills trained, the lesser the chance. But never quite reach zero chance of being found.

Oveur
Oveur



Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:15:00 - [100]

Originally by: MOOstradamus
FREIGHTER
  • Reasoning: ULTRA HAULING
  • Special Ability: JUMP DRIVE
  • Skills: RACE INDUSTRIAL(5), <UNKNOWN FREIGHTER SKILL>(3) & JUMP DRIVE(3)
  • Cargo: HUUUGE
  • Speed: SNAIL-ESQUE
  • Slots: DON'T CARE BUT ZERO COMBAT ABILITY


Of course for this to come into existance the mechanics of 'Jump Drives' needs to be established. The only thing I can come up with right now is that this must clearly involve time to setup & carry out as it is a 'super safe' way to travel & transport a large amount of stuff.

More to follow ...



Freighters when we start doing the Freighters. But you are pretty close to our ideas.

Senior Producer
EVE Online
Oveur
Oveur

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:16:00 - [101]

Originally by: Malena
I really like the fleet carrier suggestion would have suggested it myself if it wasn't already there so please consider this my vote for that. As a side note, I would suggest a drone transport as well, something that can tractor drones into a gangmates bay (make it gang only to avoid theft) while in space. Yes, you can kick them out of a cargo bay in a can right now, but the recipient still has to dock and put them in his bay.


Carriers are also a brand spanking new Class which is planned for this year, so TL2 indies won't do that role.
_____________________________
I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol.
Oveur
Oveur



Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:16:00 - [102]

Originally by: Malena
I really like the fleet carrier suggestion would have suggested it myself if it wasn't already there so please consider this my vote for that. As a side note, I would suggest a drone transport as well, something that can tractor drones into a gangmates bay (make it gang only to avoid theft) while in space. Yes, you can kick them out of a cargo bay in a can right now, but the recipient still has to dock and put them in his bay.


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

Senior Producer
EVE Online
Oveur
Oveur

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:17:00 - [103]

Originally by: Mikelangelo
Scavenger type industrial

Reasoning: An industrial that can be used to salvage floating space junk (Minmatar would love this one).

Special ability: +1 scavenger drone control per level
Skills: Drones 5, long range targeting 5
Cargo: Somewhat on par with a Hoarder, maybe a little lower.
Speed: Slightly faster than a Hoarder or the smaller minnie Indy (forget the name).
Slots: 2-3 high slots (2 missile, 0 turret, 1 other), 4 mid lots, 3 lows.
Armor: Maybe on par with a Mammoth.

An industrial that can defend itself against low level rats, while scouring belts, abandoned sites, debris for useful tidbits of technology which can be recycled.

I envision this thing to look like a floating trash heap, something inbetween a Jawa sand crawler, a ball of yarn and a circuit board with a banana peel on top.



Good idea when we get them Salvage drones in.
_____________________________
I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol.
Oveur
Oveur



Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:17:00 - [104]

Originally by: Mikelangelo
Scavenger type industrial

Reasoning: An industrial that can be used to salvage floating space junk (Minmatar would love this one).

Special ability: +1 scavenger drone control per level
Skills: Drones 5, long range targeting 5
Cargo: Somewhat on par with a Hoarder, maybe a little lower.
Speed: Slightly faster than a Hoarder or the smaller minnie Indy (forget the name).
Slots: 2-3 high slots (2 missile, 0 turret, 1 other), 4 mid lots, 3 lows.
Armor: Maybe on par with a Mammoth.

An industrial that can defend itself against low level rats, while scouring belts, abandoned sites, debris for useful tidbits of technology which can be recycled.

I envision this thing to look like a floating trash heap, something inbetween a Jawa sand crawler, a ball of yarn and a circuit board with a banana peel on top.



Good idea when we get them Salvage drones in.

Senior Producer
EVE Online
Eyeshadow
Eyeshadow

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:20:00 - [105]

I think a blockade running armoured indy is one of the better ideas. Anyone knows how risky it is getting minerals out and equipment into 0.0 past choke points. An armoured indy, with more speed, some sort of bonus to warp core strength, maybe a little protection would be good. Obviously at the cost of size of the cargo hold, maybe cut it down to 1.5k, 2k. Easily enuf to carry equipment in and minerals out of 0.0


Forums: Sharks - MC
Eyeshadow
Eyeshadow
Caldari
Defcon Inc.

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:20:00 - [106]

I think a blockade running armoured indy is one of the better ideas. Anyone knows how risky it is getting minerals out and equipment into 0.0 past choke points. An armoured indy, with more speed, some sort of bonus to warp core strength, maybe a little protection would be good. Obviously at the cost of size of the cargo hold, maybe cut it down to 1.5k, 2k. Easily enuf to carry equipment in and minerals out of 0.0

Oveur
Oveur

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:21:00 - [107]

Originally by: Seraph Demon
What do I expect? I would expect industrials to live up to their name, and for dependence on stations to be slowly eliminated from the game (starbases were a good first step in this direction), so on that note:

Mobile Factory:
Reasoning: build ammo/modules on-the-fly for mobile fleet engagements
Special Ability: +1 factory on board per skill level, +20% to cargo size per level
Penalties: 100% increase in production time for all items, 15% material inefficiency
Skills: Indy 5, Industry 5
Cargo: 1K (quite small; not alot that can be built)
Speed: Same-ol' indy speed, but must sit still when factories are running (can you say, easy target?)
Slots: Very few slots, maybe 1 high, 1 mid, and 2 low
Special Behaviour: The Mobile Factory can be used to build items whose material requirements exceed its cargo size (including ships - see ship-support platform below), by having an industrial ship with the necessary materials sidle up next to it and 'link' cargo-holds.

Mobile Refinery:
Reasoning: Refining (slowly) on-the-fly to provide rescources to mobile factories, for mobile fleet engagements
Special Ability: 18% reduction in refine time for one load per level, 16% reduction in refining inefficiency per level
Penalties: Base refining yield is 50% so with the Mobile Refinery skill at lvl5, yield would be 90%, note that the other refining skills do not affect yield
Skills: Indy 5, Refinery Efficiency 5
Cargo: Enough to carry one refinery load of any rescource in game
Speed: same as above, must sit still when refining
Slots: same as above

Mobile Ship Support Platform:
Reasoning: Allows ships to be repaired (for tritanium cost) and refitted (slowly), to provide greater flexibility for mobile fleet engagements (getting familiar now).
Special Ability: 15% reduction in repair and refit times for ships, +1 ship that can be worked on at a time
Skills: Indy 5, Mechanic 5
Cargo: 3-4K
Speed: same as above, must sit still to allow ships to dock with it
Slots: same as above
Special Behaviour: The mobile ship support platform can 'link' with the mobile factory to produce ships. For the duration of production one of the support platform's docking slots is taken up. Once the ship is completed, it is automatically assembled and then ejected away from the support platform for anyone to come and pilot.

Mobile Strategic Defense Platform:
Reasoning: allows a group of ships to establish a temporary dug-in location
Special Ability: 10% increase to force-field radius per level,
Skills: Indy 5, Shield Management 5
Cargo: 2-3K
Speed: quite slow,
Slots: same as above
Behaviour: The mobile strategic defense platform creates a force field (just like a starbase's force field) after anchoring itself (20 min), with 1-2M hit points, radius about 15km, and racial resistances just like those of the CTs. It does not provide any power or CPU(ie, you can't set up a real starbase with one of these mini CTs). It consumes strontium clathrates, at a rate of about 1 per 5 minutes. Once set up the pilot of the ship can eject, and it will still operate, if the shield is depleted, then it will go offline and unanchor itself so as to be ripe for the picking.

Clearly all of these put together create the opportunity for a group of willing pilots to set up a way-station for mining/scouting operations. In concert with the ability for ships to establish direct transfer of materials between them, a production platform could use the materials provided by several industrial ships and the use of a ship-support platform to provide new ships while in deep space.

This is what I expect industrial ships to be able to do.

The roles you suggest are still going to be reserved for the Starbases. The Strategic Defense Platform is far more a Carrier role, which are planned.
_____________________________
I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol.
Oveur
Oveur



Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:21:00 - [108]

Originally by: Seraph Demon
What do I expect? I would expect industrials to live up to their name, and for dependence on stations to be slowly eliminated from the game (starbases were a good first step in this direction), so on that note:

Mobile Factory:
Reasoning: build ammo/modules on-the-fly for mobile fleet engagements
Special Ability: +1 factory on board per skill level, +20% to cargo size per level
Penalties: 100% increase in production time for all items, 15% material inefficiency
Skills: Indy 5, Industry 5
Cargo: 1K (quite small; not alot that can be built)
Speed: Same-ol' indy speed, but must sit still when factories are running (can you say, easy target?)
Slots: Very few slots, maybe 1 high, 1 mid, and 2 low
Special Behaviour: The Mobile Factory can be used to build items whose material requirements exceed its cargo size (including ships - see ship-support platform below), by having an industrial ship with the necessary materials sidle up next to it and 'link' cargo-holds.

Mobile Refinery:
Reasoning: Refining (slowly) on-the-fly to provide rescources to mobile factories, for mobile fleet engagements
Special Ability: 18% reduction in refine time for one load per level, 16% reduction in refining inefficiency per level
Penalties: Base refining yield is 50% so with the Mobile Refinery skill at lvl5, yield would be 90%, note that the other refining skills do not affect yield
Skills: Indy 5, Refinery Efficiency 5
Cargo: Enough to carry one refinery load of any rescource in game
Speed: same as above, must sit still when refining
Slots: same as above

Mobile Ship Support Platform:
Reasoning: Allows ships to be repaired (for tritanium cost) and refitted (slowly), to provide greater flexibility for mobile fleet engagements (getting familiar now).
Special Ability: 15% reduction in repair and refit times for ships, +1 ship that can be worked on at a time
Skills: Indy 5, Mechanic 5
Cargo: 3-4K
Speed: same as above, must sit still to allow ships to dock with it
Slots: same as above
Special Behaviour: The mobile ship support platform can 'link' with the mobile factory to produce ships. For the duration of production one of the support platform's docking slots is taken up. Once the ship is completed, it is automatically assembled and then ejected away from the support platform for anyone to come and pilot.

Mobile Strategic Defense Platform:
Reasoning: allows a group of ships to establish a temporary dug-in location
Special Ability: 10% increase to force-field radius per level,
Skills: Indy 5, Shield Management 5
Cargo: 2-3K
Speed: quite slow,
Slots: same as above
Behaviour: The mobile strategic defense platform creates a force field (just like a starbase's force field) after anchoring itself (20 min), with 1-2M hit points, radius about 15km, and racial resistances just like those of the CTs. It does not provide any power or CPU(ie, you can't set up a real starbase with one of these mini CTs). It consumes strontium clathrates, at a rate of about 1 per 5 minutes. Once set up the pilot of the ship can eject, and it will still operate, if the shield is depleted, then it will go offline and unanchor itself so as to be ripe for the picking.

Clearly all of these put together create the opportunity for a group of willing pilots to set up a way-station for mining/scouting operations. In concert with the ability for ships to establish direct transfer of materials between them, a production platform could use the materials provided by several industrial ships and the use of a ship-support platform to provide new ships while in deep space.

This is what I expect industrial ships to be able to do.

The roles you suggest are still going to be reserved for the Starbases. The Strategic Defense Platform is far more a Carrier role, which are planned.

Senior Producer
EVE Online
Oveur
Oveur

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:22:00 - [109]

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
_____________________________
I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol.
Oveur
Oveur



Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:22:00 - [110]

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

Senior Producer
EVE Online
Arud
Arud

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:23:00 - [111]

Military Industrials
- Get same shield and armor resistance as assault ships
- Default bonus that ammo and missiles take -10% size per level of Military Industrial skill
- 50% lower cargo from t1 version
- Ability to use t2 cargo optimizers
- Rest the same
- Skills needed: Military Industrial 1 + some skills needed to fly assault ships


New modules: Cargo Optimizers
- Each type lowers the cargo space items need by 20%
- For example, Mineral Optimizer, Starbase Optimizer
- Med slot item
- Only usable on t2 indies
Arud
Arud
Rampage Eternal
Ka-Tet

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:23:00 - [112]

Military Industrials
- Get same shield and armor resistance as assault ships
- Default bonus that ammo and missiles take -10% size per level of Military Industrial skill
- 50% lower cargo from t1 version
- Ability to use t2 cargo optimizers
- Rest the same
- Skills needed: Military Industrial 1 + some skills needed to fly assault ships


New modules: Cargo Optimizers
- Each type lowers the cargo space items need by 20%
- For example, Mineral Optimizer, Starbase Optimizer
- Med slot item
- Only usable on t2 indies
Arud
Arud

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:26:00 - [113]

Oveur,
you mention alot of new ship classes that are being planned, any chance of a devblog sometimes soon about those Wink

more carrots to lead us onVery Happy
Arud
Arud
Rampage Eternal
Ka-Tet

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:26:00 - [114]

Oveur,
you mention alot of new ship classes that are being planned, any chance of a devblog sometimes soon about those Wink

more carrots to lead us onVery Happy
DigitalCommunist
DigitalCommunist

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:28:00 - [115]

Edited by: DigitalCommunist on 07/01/2005 10:30:19
just a suggestion, but if industrial ships are extended into combat support roles and then the only industrial-ish sounding thing they could do is give gang buffs.

for example:

amarrian elite industrial could anchor portable energy emitting batteries, gives anyone within 10km radius +5% capacitor recharge per emitter.. special bonus would be -90% volume and anchor time of energy emitters

similarily, gallente would add damage, caldari would increase lock range/speed, minmatar would increase tracking or ship velocity

edit: there would have to be serious limitations to how many portable emitters/sensor arrays/whatever you could carry on you and their duration would be limited
_____________________________________
Perpetually driven, your end is our beginning.
"Can I be a consultant for EVE II?" - WhiteDwarf
DigitalCommunist
DigitalCommunist
Evolution
Band of Brothers

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:28:00 - [116]

Edited by: DigitalCommunist on 07/01/2005 10:30:19
just a suggestion, but if industrial ships are extended into combat support roles and then the only industrial-ish sounding thing they could do is give gang buffs.

for example:

amarrian elite industrial could anchor portable energy emitting batteries, gives anyone within 10km radius +5% capacitor recharge per emitter.. special bonus would be -90% volume and anchor time of energy emitters

similarily, gallente would add damage, caldari would increase lock range/speed, minmatar would increase tracking or ship velocity

edit: there would have to be serious limitations to how many portable emitters/sensor arrays/whatever you could carry on you and their duration would be limited


Purchasing Complex Fullerene Shards, contact me ingame.
Helmut 314
Helmut 314

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:32:00 - [117]

Edited by: Helmut 314 on 07/01/2005 10:43:22
Many nice ideas here, smugglers, q-ships etc.

I would like to see the T2 indys capitalizing on their massive CPU. Maybe 2 variants per race, one Ýndustry-oriented, one military.

Military type :

2-4 turrets / launcher slots
3-5 highslots
4-8 medslots
2-6 lowslots
Base speed like a fast cruiser
2000-3000 m3 cargohold

Grid enough to fit frigate size weapons and adequate defences. Bonuses to gunnery / missiles and shield tanking or armor repair.

Purpose : Fleet ammo hauler with teeth, able to defend itself from frigate raiders but not powerful enough to be a true combat vessel.

Skills : Industrial 4, Engineering 5, Mechanic 5, Support ship 1

Industry type :

1 highslot
0 turret / launcher
2-4 medslot
8 lowslots

Base speed of 60-80
Base cargo of 25000
Heavy armor / shields
Special ability to fit an OnSite Refining Module, a mobile refining thingamajig to support mining ops far from stations. Reduced efficiency, say 60% total yield with 5/5/5 refining.
Skill reqs : Industrial level 4, Engineering 5, Mechanic 5, Support ship 1.
Onsite refining module demands : Refining 5, Industry 5, Mining 5

Purpose : The empires response to starbases and ORE conglomerate mining barges, intensive refinery arrays etc.




___________________________________

Trying is the first step of failure
- Homer J Simpson
Helmut 314
Helmut 314
Amarr
J.H.E.N.R
Pure.

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:32:00 - [118]

Edited by: Helmut 314 on 07/01/2005 10:43:22
Many nice ideas here, smugglers, q-ships etc.

I would like to see the T2 indys capitalizing on their massive CPU. Maybe 2 variants per race, one fndustry-oriented, one military.

Military type :

2-4 turrets / launcher slots
3-5 highslots
4-8 medslots
2-6 lowslots
Base speed like a fast cruiser
2000-3000 m3 cargohold

Grid enough to fit frigate size weapons and adequate defences. Bonuses to gunnery / missiles and shield tanking or armor repair.

Purpose : Fleet ammo hauler with teeth, able to defend itself from frigate raiders but not powerful enough to be a true combat vessel.

Skills : Industrial 4, Engineering 5, Mechanic 5, Support ship 1

Industry type :

1 highslot
0 turret / launcher
2-4 medslot
8 lowslots

Base speed of 60-80
Base cargo of 25000
Heavy armor / shields
Special ability to fit an OnSite Refining Module, a mobile refining thingamajig to support mining ops far from stations. Reduced efficiency, say 60% total yield with 5/5/5 refining.
Skill reqs : Industrial level 4, Engineering 5, Mechanic 5, Support ship 1.
Onsite refining module demands : Refining 5, Industry 5, Mining 5

Purpose : The empires response to starbases and ORE conglomerate mining barges, intensive refinery arrays etc.




________________________________

Trying is the first step of failure
- Homer J Simpson
Oveur
Oveur

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:35:00 - [119]

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 say hey sky, s'other say I won say, I pray to J I get the same ol' same ol.
Oveur
Oveur



Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.07 10:35:00 - [120]

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.

Senior Producer
EVE Online
Arud
Arud

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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.
_____________________________
I say hey sky, s'other say I won say, I pray to J I get the same ol' same ol.
Oveur
Oveur



Take me to the EVE-Online forum thread View author posting habits View only posts by author
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.

Senior Producer
EVE Online
Arud
Arud
Rampage Eternal
Ka-Tet

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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.

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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...


Intercepting since BETA
Kunming
Kunming
Amarr
adeptus gattacus
Lotka Volterra

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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...
Quote:
READ THIS NEXT PART CAREFULLY AS IT IS VERY IMPORTANT AND POSTING A REPLY WITHOUT READING IT MAY RESULT IN YOU LOOKING STUPID.
KingsGambit
KingsGambit

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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.

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


BYOC Crow Interceptor Deals
KingsGambit
KingsGambit
Caldari Knights

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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.
-------

Sun! Sex! Sin! Death and destruction!
Azryen
Azryen

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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"

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


BYOC Crow Interceptor Deals
KingsGambit
KingsGambit
Caldari Knights

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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
hatchette
hatchette

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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*
-
POST WITH YOUR MAIN!

New sig coming soon...

This post is my personal opinion. It does not represent the standpoint of the DICE Corporation.
Germain
Germain

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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.

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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?
-------

Sun! Sex! Sin! Death and destruction!
Mayfer
Mayfer

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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
_________________

Never Give Up, Never Surrender!
Dzikus
Dzikus
Minmatar
Brutor tribe

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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).


Atandros
Atandros

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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.

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Thrak
Thrak

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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


[ md5 checksum calculator ]
Holi
Holi
Minmatar
Simplexion Ltd.

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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


[ md5 checksum calculator ]
Lagar
Lagar

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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.

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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

Take me to the EVE-Online forum thread View author posting habits View only posts by author
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.
fairimear
fairimear

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 10:32:00 - [241]

smuggler

level 5 indy and sig would be fair with:

Customs scan resistant.
Faster warp out (allinment)
lower cargo.
same slots.

Blockade runner.
Requires indy 5, sig 5, smuggler 5, Blockade runner lvl 1.
(Make smuggler 5 a x3 skill so its about 16 days for level 5 training).

+Same cargo as normal best indy of a race.
+1warp core built in (+1 warp power per level of blockade runner).


With all the Really expensive crap entering game and t2 warp scrams soon.




(\_/)
(O.o)
(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world Domination.
fairimear
fairimear
Gallente
S.A.S
Cruel Intentions

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 10:32:00 - [242]

smuggler

level 5 indy and sig would be fair with:

Customs scan resistant.
Faster warp out (allinment)
lower cargo.
same slots.

Blockade runner.
Requires indy 5, sig 5, smuggler 5, Blockade runner lvl 1.
(Make smuggler 5 a x3 skill so its about 16 days for level 5 training).

+Same cargo as normal best indy of a race.
+1warp core built in (+1 warp power per level of blockade runner).


With all the Really expensive crap entering game and t2 warp scrams soon.







Makeing your npc hunters SS.
babylonstew
babylonstew

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 12:40:00 - [243]

fleet support/ammo supply ship

Hull:standard race

Speed:standard

slots:standard

skills: indy 5,logistics 3, Remote supply lvl ?

special ability: Remote depositing of ammo/supplies to all ganged ships, 5k range per lvl to remote jettisoning, ie target friendly vessel to deposit ammo etc in taeget ships hold. Note canot remove from hold so no use for mining ops.

Remote mining access ship
oposite of above

allows ship to access and remove from remote friendly ship ie mining barge for mining ops, thus avoiding jet cans.
to help avoid multi accounts each access requires player aceptance per access or whatever., not really thought it thru but i hope you get the idea :)

(\_/)
(O.o)
(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination.
babylonstew
babylonstew
Caldari
Caldari Scouting and Intel Group

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 12:40:00 - [244]

fleet support/ammo supply ship

Hull:standard race

Speed:standard

slots:standard

skills: indy 5,logistics 3, Remote supply lvl ?

special ability: Remote depositing of ammo/supplies to all ganged ships, 5k range per lvl to remote jettisoning, ie target friendly vessel to deposit ammo etc in taeget ships hold. Note canot remove from hold so no use for mining ops.

Remote mining access ship
oposite of above

allows ship to access and remove from remote friendly ship ie mining barge for mining ops, thus avoiding jet cans.
to help avoid multi accounts each access requires player aceptance per access or whatever., not really thought it thru but i hope you get the idea :)


Originally by: Devilish Ledoux
Don't think of it as being kicked out of the Federation; think of it as beating the rush
Kaylona Tso
Kaylona Tso

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 14:01:00 - [245]

Edited by: Kaylona Tso on 09/01/2005 14:12:50
Smuggler

-Reasoning: new profession
-Specail Smuggling ability: resistance to customs scanning BUT no cloak speed penalty is also nice
-Skills: Smuggling, Indy 5, Sig Analysis 5, mechanic 5
-Cargo : - 30% off base cargo of t1 platform
-Speed : +25% speed boost of t1 platform
-armor/shield resistance ( depending on race ) : ~+15% to t1 platform for all damage types
-Agility : give 10% better agility over t1 platform
-Electronic Scrambling : +1 warp core stabilizer power

Badger mkII variant :
2 high slot w/ 2 frig sized missile points
7 midslots
4 low slots

Iteron mkV :
1 high slot no missile or turret
5 midslots
7 low slots

Bestower :
2 high slot no missile or turret
5 midslots
5 lowslots

Mammoth :
2 high slot w/ 1 missile point
5 midslots
6 low slots
-----

Kaylona Tso
Kaylona Tso
Doomheim

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 14:01:00 - [246]

Edited by: Kaylona Tso on 09/01/2005 14:12:50
Smuggler

-Reasoning: new profession
-Specail Smuggling ability: resistance to customs scanning BUT no cloak speed penalty is also nice
-Skills: Smuggling, Indy 5, Sig Analysis 5, mechanic 5
-Cargo : - 30% off base cargo of t1 platform
-Speed : +25% speed boost of t1 platform
-armor/shield resistance ( depending on race ) : ~+15% to t1 platform for all damage types
-Agility : give 10% better agility over t1 platform
-Electronic Scrambling : +1 warp core stabilizer power

Badger mkII variant :
2 high slot w/ 2 frig sized missile points
7 midslots
4 low slots

Iteron mkV :
1 high slot no missile or turret
5 midslots
7 low slots

Bestower :
2 high slot no missile or turret
5 midslots
5 lowslots

Mammoth :
2 high slot w/ 1 missile point
5 midslots
6 low slots
-----

Arte
Arte

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 16:06:00 - [247]

Originally by: Atandros
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?


I agree totally but if we're applying "human" instincts to a game, then why don't people with hi standings get ignored by customs because 'they wouldnt be smuggling, they're good guys... aren't they?'. The game does require a certain suspension of belief. As I said in my original post. The hull mods. or whatever, would be good if they could be fitted to any ship (ford escort analogy), but the industrials could extended to smuggling variants (trucks passing thru customs with contraband/asylum seekers analogy).
Unless of course.... hi standings reduce your chance of being scanned as well????
Arte
Arte

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 16:06:00 - [248]

Originally by: Atandros
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?


I agree totally but if we're applying "human" instincts to a game, then why don't people with hi standings get ignored by customs because 'they wouldnt be smuggling, they're good guys... aren't they?'. The game does require a certain suspension of belief. As I said in my original post. The hull mods. or whatever, would be good if they could be fitted to any ship (ford escort analogy), but the industrials could extended to smuggling variants (trucks passing thru customs with contraband/asylum seekers analogy).
Unless of course.... hi standings reduce your chance of being scanned as well????
Incub
Incub

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 16:45:00 - [249]

I'm sorry, i dont see the connection between smuggling and Industrials...
why in the world would a smuggler who always risks getting caugt, so always looking over his shoulder fly the Slowest ship ingame :| personally, i'd expected a module or a frigate for that role (like a Probe, for minmatar).

what i'd expect from T2 Industrials is an increased cargohold, and a bit tougher to kill. i dont think the T2 smuggling indy's will make a good roleplaying part either

"Oh Crap i got Concord on my Ass, lets kick the pedal to the metal. Oh crap wish i installed those overdrives now..."

ofcourse with immunity it aint true, but isn't the chance getting caught what would appeal to the smuggler proffesion to begin with? you're just making it an elite hauling bussiness.

besides i'm sure most ppl will be happy when you double the basespeed of the dang things :P


250's are definitely more versatile, but All the cool kids are using 280's.
Incub
Incub
Minmatar
DarkStar 1
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 16:45:00 - [250]

I'm sorry, i dont see the connection between smuggling and Industrials...
why in the world would a smuggler who always risks getting caugt, so always looking over his shoulder fly the Slowest ship ingame :| personally, i'd expected a module or a frigate for that role (like a Probe, for minmatar).

what i'd expect from T2 Industrials is an increased cargohold, and a bit tougher to kill. i dont think the T2 smuggling indy's will make a good roleplaying part either

"Oh Crap i got Concord on my Ass, lets kick the pedal to the metal. Oh crap wish i installed those overdrives now..."

ofcourse with immunity it aint true, but isn't the chance getting caught what would appeal to the smuggler proffesion to begin with? you're just making it an elite hauling bussiness.

besides i'm sure most ppl will be happy when you double the basespeed of the dang things :P

250's are definitely more versatile, but All the cool kids are using 280's.
Kaylona Tso
Kaylona Tso

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 17:09:00 - [251]

Originally by: Incub
I'm sorry, i dont see the connection between smuggling and Industrials...
why in the world would a smuggler who always risks getting caugt, so always looking over his shoulder fly the Slowest ship ingame :| personally, i'd expected a module or a frigate for that role (like a Probe, for minmatar).

what i'd expect from T2 Industrials is an increased cargohold, and a bit tougher to kill. i dont think the T2 smuggling indy's will make a good roleplaying part either

"Oh Crap i got Concord on my Ass, lets kick the pedal to the metal. Oh crap wish i installed those overdrives now..."

ofcourse with immunity it aint true, but isn't the chance getting caught what would appeal to the smuggler proffesion to begin with? you're just making it an elite hauling bussiness.

besides i'm sure most ppl will be happy when you double the basespeed of the dang things :P


I couldn't disagree with you more.

The mids and low slots on these ships will even make them common place in combat if the price isn't too high ( especially if they are cheaper than logistics ). Not to mention they would be agent runners dream. If they have 2 bonuses like I would like, read my post, then it would not only make smugglers a tactical ship but one that could make the covert ops frigs want to team up. Finding good places to drop ammo and such in blobs would be great if you could cloak without speed penalty.
-----

Kaylona Tso
Kaylona Tso
Doomheim

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 17:09:00 - [252]

Originally by: Incub
I'm sorry, i dont see the connection between smuggling and Industrials...
why in the world would a smuggler who always risks getting caugt, so always looking over his shoulder fly the Slowest ship ingame :| personally, i'd expected a module or a frigate for that role (like a Probe, for minmatar).

what i'd expect from T2 Industrials is an increased cargohold, and a bit tougher to kill. i dont think the T2 smuggling indy's will make a good roleplaying part either

"Oh Crap i got Concord on my Ass, lets kick the pedal to the metal. Oh crap wish i installed those overdrives now..."

ofcourse with immunity it aint true, but isn't the chance getting caught what would appeal to the smuggler proffesion to begin with? you're just making it an elite hauling bussiness.

besides i'm sure most ppl will be happy when you double the basespeed of the dang things :P


I couldn't disagree with you more.

The mids and low slots on these ships will even make them common place in combat if the price isn't too high ( especially if they are cheaper than logistics ). Not to mention they would be agent runners dream. If they have 2 bonuses like I would like, read my post, then it would not only make smugglers a tactical ship but one that could make the covert ops frigs want to team up. Finding good places to drop ammo and such in blobs would be great if you could cloak without speed penalty.
-----

Sergeant Spot
Sergeant Spot

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 17:30:00 - [253]

Reason for using an Industry Ship: Hauling

Function of an Elite Industry Ship: Haul better.

"Better" could be with great efficiency, and/or better security.

Suggestion to CCP: Give each race one Industry ship (maybe 2), but give them variety in function. For example, one race might have a ship that can ignore Customs agents. Another race might have a Blockade Running Hauler, another might have a Q-ship, and another might have a fast hauler.

Functions for a smuggling Hauler: IMMUNE to Customs detection.

Functions for a Blockade Runner: IMMUNE to warp bubbles, and 1 point of warp core stablization per point of skill (in addition to any warp core stabs that are mounted in low slots). Also, effect of webs is reduced by 20% per point of skill. Speed needed to warp out is reduced by 10% per point of skill.

Function of a Fast hauler: Speed, pure and simple. It would fly like a frigate (so could double as a weaker blockade runner)

Function of a Q-Ship: LOTS of extra Grid. Extra high slots and turret mounts. Extra armor, shields, etc. Looks just like a common hauler. In space, any "Show Info" will show it as a normal hauler, and on scanner it will look like a normal hauler. In a trade box and on escrow it will look like a Q-ship. Combat ability will be like a tier 3 cruiser designed to gank Frigates and Interceptors. When in base, the pilot can CHOOSE which hauler his Q-ship will be disguised as, and can change it everytime he docks. Special abilities: 20% bonus to warp scramble and web range per point of skill. Weapon Bonuses will improve tracking speed. There will need to be some function to fool ship scanners, or it will to easy to avoid. It can also carry cargo:)

Sergeant Spot
Sergeant Spot
Black Eclipse Corp
Band of Brothers

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 17:30:00 - [254]

Reason for using an Industry Ship: Hauling

Function of an Elite Industry Ship: Haul better.

"Better" could be with great efficiency, and/or better security.

Suggestion to CCP: Give each race one Industry ship (maybe 2), but give them variety in function. For example, one race might have a ship that can ignore Customs agents. Another race might have a Blockade Running Hauler, another might have a Q-ship, and another might have a fast hauler.

Functions for a smuggling Hauler: IMMUNE to Customs detection.

Functions for a Blockade Runner: IMMUNE to warp bubbles, and 1 point of warp core stablization per point of skill (in addition to any warp core stabs that are mounted in low slots). Also, effect of webs is reduced by 20% per point of skill. Speed needed to warp out is reduced by 10% per point of skill.

Function of a Fast hauler: Speed, pure and simple. It would fly like a frigate (so could double as a weaker blockade runner)

Function of a Q-Ship: LOTS of extra Grid. Extra high slots and turret mounts. Extra armor, shields, etc. Looks just like a common hauler. In space, any "Show Info" will show it as a normal hauler, and on scanner it will look like a normal hauler. In a trade box and on escrow it will look like a Q-ship. Combat ability will be like a tier 3 cruiser designed to gank Frigates and Interceptors. When in base, the pilot can CHOOSE which hauler his Q-ship will be disguised as, and can change it everytime he docks. Special abilities: 20% bonus to warp scramble and web range per point of skill. Weapon Bonuses will improve tracking speed. There will need to be some function to fool ship scanners, or it will to easy to avoid. It can also carry cargo:)

Kaylona Tso
Kaylona Tso

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 18:02:00 - [255]

I think haulers need more role in combat as the storylines have suggested. Caldari ships already have great combat indies and mammoth isn't shabby either. Remeber that as more P.O.S. stuff comes in game we need ways to get them safely out to 0.0. Smuggler ships like Oveur suggested at first is that ship. The idea is great and the cargo isn't a problem. You can get a t1 mammoth to 200ms with expanders... with more lows you could throw in some nanofibers to ofset the speed penalty... Smuggler imho is the best idea yet.
-----

Kaylona Tso
Kaylona Tso
Doomheim

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 18:02:00 - [256]

I think haulers need more role in combat as the storylines have suggested. Caldari ships already have great combat indies and mammoth isn't shabby either. Remeber that as more P.O.S. stuff comes in game we need ways to get them safely out to 0.0. Smuggler ships like Oveur suggested at first is that ship. The idea is great and the cargo isn't a problem. You can get a t1 mammoth to 200ms with expanders... with more lows you could throw in some nanofibers to ofset the speed penalty... Smuggler imho is the best idea yet.
-----

ariola
ariola

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 21:25:00 - [257]

Bandit
Reasoning: Ore theft hauler
Special Ability: 50% range to open cargo per skill level
Skills: Indy 5, Long Range Targeting 5, Cloaking 3
Cargo: same as other haulers
Speed: 20% faster
Slots: 1 extra low slot

With this ship, you could swipe people's ore from afar... greatly reducing the risk of this wonderful profession in 0.0 space. :)


ariola
ariola
Gallente
Sniggerdly

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 21:25:00 - [258]

Bandit
Reasoning: Ore theft hauler
Special Ability: 50% range to open cargo per skill level
Skills: Indy 5, Long Range Targeting 5, Cloaking 3
Cargo: same as other haulers
Speed: 20% faster
Slots: 1 extra low slot

With this ship, you could swipe people's ore from afar... greatly reducing the risk of this wonderful profession in 0.0 space. :)


Randay
Randay

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 21:40:00 - [259]

Covert Ops Industrial
Reasoning: Like someone said, the reason for T2 industrials would be to haul better, haul faster, haul more, haul SAFER.
Special ability: 90% cpu need reduction on covert ops cloaking device module. 5% bonus to inertia (for faster warping) per covert ops industrial skill level
Skills: Covert ops industrial, electronics upgrade 5, industrial 5, evasive maneuvering 5(?)
Cargo: Average
Speed: Average
Slots: at least 1 utility slot for the cloak module, mids and lows same as regular indies.

Very Happy comments welcome
Randay
Randay
0utbreak

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.09 21:40:00 - [260]

Covert Ops Industrial
Reasoning: Like someone said, the reason for T2 industrials would be to haul better, haul faster, haul more, haul SAFER.
Special ability: 90% cpu need reduction on covert ops cloaking device module. 5% bonus to inertia (for faster warping) per covert ops industrial skill level
Skills: Covert ops industrial, electronics upgrade 5, industrial 5, evasive maneuvering 5(?)
Cargo: Average
Speed: Average
Slots: at least 1 utility slot for the cloak module, mids and lows same as regular indies.

Very Happy comments welcome



Colthor
Colthor

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 00:33:00 - [261]

Even a few simple mods for my beloved Badger II would be great. Any (or all!) of:
- Special Abilities: +1 Warp Core Strength per skill-level, armour/shield resistances, more speed, EW bonuses, or -maybe- +1 lowslot per level?
- Speed: More is better :)
- HP: Lots more. You already lose plenty af ISK when your cargo's... Borrowed. Don't want to lose overpriced Indies much - Or make nobody fly them below 0.5.
- Lowslots - one more would be great. Two more? Pretty please?
- Powergrid: About double - enough to fit a 10MN MWD. Unless...
- Launcher Hardpoints: hehe... Siege launchers on an indy? That could be amusing.

--
OTO are selling Impel and Bustard transport ships. Contact Tsavong Lah or Lacero Callrisian for details.
Like mining, hauling or building? Join OTO!
Colthor
Colthor
Deep Core Mining Inc.

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 00:33:00 - [262]

Even a few simple mods for my beloved Badger II would be great. Any (or all!) of:
- Special Abilities: +1 Warp Core Strength per skill-level, armour/shield resistances, more speed, EW bonuses, or -maybe- +1 lowslot per level?
- Speed: More is better :)
- HP: Lots more. You already lose plenty af ISK when your cargo's... Borrowed. Don't want to lose overpriced Indies much - Or make nobody fly them below 0.5.
- Lowslots - one more would be great. Two more? Pretty please?
- Powergrid: About double - enough to fit a 10MN MWD. Unless...
- Launcher Hardpoints: hehe... Siege launchers on an indy? That could be amusing.

Ryctor
Ryctor

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 03:41:00 - [263]

Originally by: Colthor
Powergrid: About double - enough to fit a 10MN MWD. Unless...




My BattleIndy can already fit one Rolling Eyes


Ryctor
Ryctor
Amarr Defence Initiative

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 03:41:00 - [264]

Originally by: Colthor
Powergrid: About double - enough to fit a 10MN MWD. Unless...




My BattleIndy can already fit one Rolling Eyes


Lineaa MK2
Lineaa MK2

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 04:40:00 - [265]

Transport
Reasoning: A fast hauler is often needed to transport those high-value, low-volume minerals, etc.
Slots: 1 High, 1 Medium, 4 Low
Bonuses: +5% Cargo Capacity per Industrial Level, +5% Speed per Transport level
Requirements: Indy Lvl 5, Navigation Lvl 5, High Speed Manuevering Lvl 3
Cargo: Say about 500 or 400 m^3
Speed: Around 300 or 250 m/s
Strength: Around the strength of one of the strongest frigates

Heavy Transport
Reasoning: Just in case frigate-like indys aren't an option, a heavy transport can always work :-D
Slots: 2 High, 2 Medium, 6 Low
Bonuses: +5% Cargo Capacity per Industrial Level, +5% Maximum Ship Velocity per level
Req. Skills: Indy lvl 5, Navigation Level 5, Evasive Manuevering Level 5
Cargo: Around 1,000 or 1,200 m^3
Speed: 150 m^3 or 200 m^3
Strength: Around mid-cruiser strength

Smuggler
Reasoning: A transport made specifically for carrying those goods through unfriendly space
Slots: 1 High, 3 Mediums, 4 Lows
Bonuses: +5% Cargo Capacity per Indy level, +5% resistance to Electronic Warfare and Custom evasions per Smuggler level
Req. Skills: Indy 5, Smuggling 5
Cargo: Say around 1.5-3k m^3
Speed: How about 150 m/s
Strength: Around Indy strength, but really good resistances
Lineaa MK2
Lineaa MK2
Gallente
The Scope

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 04:40:00 - [266]

Transport
Reasoning: A fast hauler is often needed to transport those high-value, low-volume minerals, etc.
Slots: 1 High, 1 Medium, 4 Low
Bonuses: +5% Cargo Capacity per Industrial Level, +5% Speed per Transport level
Requirements: Indy Lvl 5, Navigation Lvl 5, High Speed Manuevering Lvl 3
Cargo: Say about 500 or 400 m^3
Speed: Around 300 or 250 m/s
Strength: Around the strength of one of the strongest frigates

Heavy Transport
Reasoning: Just in case frigate-like indys aren't an option, a heavy transport can always work :-D
Slots: 2 High, 2 Medium, 6 Low
Bonuses: +5% Cargo Capacity per Industrial Level, +5% Maximum Ship Velocity per level
Req. Skills: Indy lvl 5, Navigation Level 5, Evasive Manuevering Level 5
Cargo: Around 1,000 or 1,200 m^3
Speed: 150 m^3 or 200 m^3
Strength: Around mid-cruiser strength

Smuggler
Reasoning: A transport made specifically for carrying those goods through unfriendly space
Slots: 1 High, 3 Mediums, 4 Lows
Bonuses: +5% Cargo Capacity per Indy level, +5% resistance to Electronic Warfare and Custom evasions per Smuggler level
Req. Skills: Indy 5, Smuggling 5
Cargo: Say around 1.5-3k m^3
Speed: How about 150 m/s
Strength: Around Indy strength, but really good resistances
Calleb
Calleb

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 11:46:00 - [267]

As an elite frigate manufacturer i would love to see a ship that is able to haul say for example 3 elite frigs in packaged form rather than any actual cargo space(like a ship transporter version). It is a real pain delivering ships around the eve universe and because of the way elite ships are manufactured it is not practical to make a BPC and haul the parts to wherever the ship is needed and build there. This would realy help me Very Happy
Calleb
Calleb

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 11:46:00 - [268]

As an elite frigate manufacturer i would love to see a ship that is able to haul say for example 3 elite frigs in packaged form rather than any actual cargo space(like a ship transporter version). It is a real pain delivering ships around the eve universe and because of the way elite ships are manufactured it is not practical to make a BPC and haul the parts to wherever the ship is needed and build there. This would realy help me Very Happy
Hawk Firestorm
Hawk Firestorm

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 12:18:00 - [269]

Obviously capacity.

Not just with the t2 but all of them it needs increasing alot to reduce the chore of hauling, especially in 0 space, but not so it becomes a uber trader.

No insane skill tree, there's enough skills to keep me training as is till I 89.

Defensively quite tough though not offensively.


Hawk Firestorm
Hawk Firestorm

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 12:18:00 - [270]

Obviously capacity.

Not just with the t2 but all of them it needs increasing alot to reduce the chore of hauling, especially in 0 space, but not so it becomes a uber trader.

No insane skill tree, there's enough skills to keep me training as is till I 89.

Defensively quite tough though not offensively.


Gun Kata
Gun Kata

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 13:24:00 - [271]

How about an indy that can dock/join to another indy to increase total cargo space for hauling large items?


"I have seen everything now."
"Yeah? Have you seen a man eat his own head?"
Gun Kata
Gun Kata
F.R.E.E. Explorer
EVE Animal Control

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 13:24:00 - [272]

How about an indy that can dock/join to another indy to increase total cargo space for hauling large items?


"Psychos do not explode when sunlight hits them, I don't give a f*** how crazy they are."
Jim Steele
Jim Steele

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 14:05:00 - [273]

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? what have you been smoking. Its taking me 18 to learn level 5 for iteron 5's


Death to the Galante
Jim Steele
Jim Steele
Confederation of Red Moon
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 14:05:00 - [274]

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? what have you been smoking. Its taking me 18 to learn level 5 for iteron 5's

Author of "The Apoc Guide"
Jim Steele
Jim Steele

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 14:06:00 - [275]

Edited by: Jim Steele on 10/01/2005 14:07:13
How about a hauler capable of fitting a covert ops cloak


Death to the Galante
Jim Steele
Jim Steele
Confederation of Red Moon
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 14:06:00 - [276]

Edited by: Jim Steele on 10/01/2005 14:07:13
How about a hauler capable of fitting a covert ops cloak

Author of "The Apoc Guide"
Dupree
Dupree

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 20:03:00 - [277]

Ok this would require a new line of stuff but would add a great deal to current game play.....

one for each race.......

scavanger class indys

reason... to clean up all that junk in space.

special ability: able to fit debris havesting arrays.
skills: indy 5, scrap metal rep. 4, refining 5
cargo: equal to current but, (able to compress debis to fit 1.5x amount)
speed: slower than current ones
slots: 2 high, 5 med, 2 low, 0/1 turret/missile

just a ruff idea, but harvester array would fit like a smart bomb, meaning not a turret type, but a focused short range pulse. not too sure about that one????

The things we do in life echo in eternity. "Maximus Decimus Murideus"
Dupree
Dupree
Caldari
Excell Industries

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.10 20:03:00 - [278]

Ok this would require a new line of stuff but would add a great deal to current game play.....

one for each race.......

scavanger class indys

reason... to clean up all that junk in space.

special ability: able to fit debris havesting arrays.
skills: indy 5, scrap metal rep. 4, refining 5
cargo: equal to current but, (able to compress debis to fit 1.5x amount)
speed: slower than current ones
slots: 2 high, 5 med, 2 low, 0/1 turret/missile

just a ruff idea, but harvester array would fit like a smart bomb, meaning not a turret type, but a focused short range pulse. not too sure about that one????

The things we do in life echo in eternity. "Maximus Decimus Murideus"
DUFFMANX
DUFFMANX

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.11 01:41:00 - [279]

Originally by: Ghostfire

Suggestions:

Fleet Ammo Carrier - Reasoning: To allow fleets to set up cloaked meeting point to rearm.
- Special ability:
Remain cloaked within 500m of object providing speed = 0
Cargo Increase +10% per level, 10% Inertia per level

- Skills: Cloaking 5 Sig Analysis 5 Covert Ops 5
- Cargo: 2500 m3
- Speed: Slightly Faster than an indy .
- Slots: 1 High Slot 5 Medium 3 Low

Frigate Carrier - Reasoning: To allow fleets to bring ships with them
- Special ability:
Can carry 5 frigates +1 frig per level.
Can only carry frigates. Launched in a simular way to drones and remain inactive until boarded or scooped.

- Skills: Logistics 4 , Hull Upgrades 5 ,
- Cargo: ? not sure how this idea can be implemented.
- Speed: 100 m/s
- Slots: 3 High Slot[2 launcher] 5 Medium 1 Low


The ammo carriers cloaking ability would make it difficult unless at a ss. If it gets bumped by accident or cos of lenght of time to come to a full standstill would make it vunerable. Maybe have ability to cloak if doin 10m/s or under, but a nice idea.

As for the frig carrier thats just sweet. It would make an excellent deployable for ceptors and assaults. Maybe the pilots should be allowed to be carried inside also so when deployed they can goto work.
(\_/)
(O.o)
(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination.
DUFFMANX
DUFFMANX
Alcatraz Inc.
Tactical Narcotics Team

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.11 01:41:00 - [280]

Originally by: Ghostfire

Suggestions:

Fleet Ammo Carrier - Reasoning: To allow fleets to set up cloaked meeting point to rearm.
- Special ability:
Remain cloaked within 500m of object providing speed = 0
Cargo Increase +10% per level, 10% Inertia per level

- Skills: Cloaking 5 Sig Analysis 5 Covert Ops 5
- Cargo: 2500 m3
- Speed: Slightly Faster than an indy .
- Slots: 1 High Slot 5 Medium 3 Low

Frigate Carrier - Reasoning: To allow fleets to bring ships with them
- Special ability:
Can carry 5 frigates +1 frig per level.
Can only carry frigates. Launched in a simular way to drones and remain inactive until boarded or scooped.

- Skills: Logistics 4 , Hull Upgrades 5 ,
- Cargo: ? not sure how this idea can be implemented.
- Speed: 100 m/s
- Slots: 3 High Slot[2 launcher] 5 Medium 1 Low


The ammo carriers cloaking ability would make it difficult unless at a ss. If it gets bumped by accident or cos of lenght of time to come to a full standstill would make it vunerable. Maybe have ability to cloak if doin 10m/s or under, but a nice idea.

As for the frig carrier thats just sweet. It would make an excellent deployable for ceptors and assaults. Maybe the pilots should be allowed to be carried inside also so when deployed they can goto work.
Originally by: dimensionZ
The biggest threat we ever had was xirtam mining plagioclase in aridia ...
Zaintiraris
Zaintiraris

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.11 04:06:00 - [281]

Trojan Badger
-Reasoning: Works as is, but could use specialization. Use this badger to make an enemy attack, then snare them, like a stationary tackler
-Special ability: Much increased shield booster % and/or increased propulsion jamming range
-Skills: Caldari Industrial 4, Electronic Warfare 4, Propulsion Jamming 5
-Cargo: Very low, 500-1000m3
-Speed: Same as Badger Mk 2
-Slots: No high, 8 medium, a couple of low

I think this would be a good thing. Get a corp that is mining hardcore, and let them leave behind one trojan badger in a field when the rest dispurse. If a pirate comes in and tries to attack it, it can tackle that pirate and let the rest of the people come back to smack it.
---
Originally by: CCP Hammer
This game was so much better back before people knew math.

Zaintiraris
Zaintiraris
Caldari
Archon Industries

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.11 04:06:00 - [282]

Trojan Badger
-Reasoning: Works as is, but could use specialization. Use this badger to make an enemy attack, then snare them, like a stationary tackler
-Special ability: Much increased shield booster % and/or increased propulsion jamming range
-Skills: Caldari Industrial 4, Electronic Warfare 4, Propulsion Jamming 5
-Cargo: Very low, 500-1000m3
-Speed: Same as Badger Mk 2
-Slots: No high, 8 medium, a couple of low

I think this would be a good thing. Get a corp that is mining hardcore, and let them leave behind one trojan badger in a field when the rest dispurse. If a pirate comes in and tries to attack it, it can tackle that pirate and let the rest of the people come back to smack it.
---
Originally by: CCP Hammer
This game was so much better back before people knew math.

Crayathan
Crayathan

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.11 14:21:00 - [283]

Blockade Runner

Maybe no more m3 than normal

Tech 2 indy skill

5% to shield resistence per lvl
10% to shield hit points per lvl

Indy skill

5% more cargo space per lvl
10% to velocity

extra mid slots
AND jump drive ability (limited)


Even though I walk through the valley of the shadow of death, I fear no evil
Crayathan
Crayathan
Gallente
Contraband Inc.
Mercenary Coalition

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.11 14:21:00 - [284]

Blockade Runner

Maybe no more m3 than normal

Tech 2 indy skill

5% to shield resistence per lvl
10% to shield hit points per lvl

Indy skill

5% more cargo space per lvl
10% to velocity

extra mid slots
AND jump drive ability (limited)




Even though I walk through the valley of the shadow of death, I fear no evil
Hygelac
Hygelac

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.11 16:01:00 - [285]

I've borrowed heavily from historical uses:

Q-Ship
- Reasoning: A decoy ship, especially an armed ship disguised as a merchant ship to entice pirate attack, then hold them there until the support can arrive.
- Special ability: Bonus to EW strength and Special Warp Disruption Unit that can only be used on a limited basis
- Skills: Electronic Warfare 5, Engine Disruption 5
- Cargo: Virtually Non
- Speed: Same as Indy
- Slots: 1 high, 6 Mid, 3 low


Re-supply Freighter
- Reasoning: A resupply/refuel ship. Especially designed to carry arms and munitions for deepspace fleet support
- Special ability: Bonus to Carrying Charges/Ammo/Drones/Missiles etc. Plus ability to install drones in space!
- Skills: Weapons Upgrades 5, Drone Interfacing 5 (I'm struggling here)
- Cargo: Same as Indy
- Speed: Same as Indy
- Slots: Same as Indy


Clipper Ship
- Reasoning: A fast ship designed to deliver good quickly over great distances.
- Special ability: Warps at 20au, Boost to effectiveness of MWD/AB
- Skills: Navigation Lvl 5, Warp lvl5, MWD lvl5
- Cargo: Greatly reduced, 2000m3 base perhaps?
- Speed: Greatly increased, 300m/s base
- Slots: 2 high, 3 mid, 3 low


Liberty Ship
- Reasoning: A kind of do-it-youself hauler. It cannot be built only assembled out of components which do not use a huge amount of cargo space. Would allow pilots to get to 0.0 systems in a cruiser, extract the components out of their hold then assemble them there on the spot.
- Special ability: Prefabricated construction makes them quick and cheap, perhaps you wouldn’t even need a station to assemble one!
- Speacial disadvantage: When in warp there is a small percentage that the ship will breakapart, say 3%/AU warped!!!
- Skills: Starship Construction 5, Engineering 5, Hull Upgrades 5
- Cargo: Average
- Speed: Average
- Slots: None!


Blockade Runner
- Reasoning: Pirates are rife and in these dangerous times you need a ship capable of getting away from trouble whilst keeping your supply lines in tact.
- Special ability: Signature Radius advantage (like Intys) gives a greatly increased lock-on time, 50% resistance to webbing, 50% increase in effectiveness of warpcore stabilizers. Greater hull and armour values.
- Skills: Industrial 5, Electronic Warfare 5, Engine Disruption 5
- Cargo: Average
- Speed: Average
- Slots: 3 high, 4 mid, 5 low


Tugboat
- Reasoning: Moving ships around the eve universe has to be the most painful task in the game. This is a special 'tug' class of ship that is capable of moving 2-3 ships at a time, but not storing them in cargo, by using field technology to pull the ships. But this is the best bit, if a pirate destroys the tugs, the ships stay in tact!
- Special ability: Special 'Tractor beam' style module use.
- Skills: Industrial 5, Spaceship Command 5, Tug Skill 3
- Cargo: VERY low, cruiser lvl
- Speed: VERL slow, we're talking 50m/s
- Slots: 3 high (tow module?), 2 mid, 2 low


Ore Ship
- Reasoning: Carebears love to mine, this ship specializes in storing raw mineral ore efficiently.
- Special ability: Increased ability to store ore, say -10% per level
- Skills: Industrial 5, Astrogeology5, Science 5, Mining 5
- Cargo: Same as Mammoth
- Speed: Slow, 90m/s
- Slots: 2 High, 4 Mid, 4 low



Hygelac
Hygelac
Body Count Inc.
Mercenary Coalition

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.11 16:01:00 - [286]

I've borrowed heavily from historical uses:

Q-Ship
- Reasoning: A decoy ship, especially an armed ship disguised as a merchant ship to entice pirate attack, then hold them there until the support can arrive.
- Special ability: Bonus to EW strength and Special Warp Disruption Unit that can only be used on a limited basis
- Skills: Electronic Warfare 5, Engine Disruption 5
- Cargo: Virtually Non
- Speed: Same as Indy
- Slots: 1 high, 6 Mid, 3 low


Re-supply Freighter
- Reasoning: A resupply/refuel ship. Especially designed to carry arms and munitions for deepspace fleet support
- Special ability: Bonus to Carrying Charges/Ammo/Drones/Missiles etc. Plus ability to install drones in space!
- Skills: Weapons Upgrades 5, Drone Interfacing 5 (I'm struggling here)
- Cargo: Same as Indy
- Speed: Same as Indy
- Slots: Same as Indy


Clipper Ship
- Reasoning: A fast ship designed to deliver good quickly over great distances.
- Special ability: Warps at 20au, Boost to effectiveness of MWD/AB
- Skills: Navigation Lvl 5, Warp lvl5, MWD lvl5
- Cargo: Greatly reduced, 2000m3 base perhaps?
- Speed: Greatly increased, 300m/s base
- Slots: 2 high, 3 mid, 3 low


Liberty Ship
- Reasoning: A kind of do-it-youself hauler. It cannot be built only assembled out of components which do not use a huge amount of cargo space. Would allow pilots to get to 0.0 systems in a cruiser, extract the components out of their hold then assemble them there on the spot.
- Special ability: Prefabricated construction makes them quick and cheap, perhaps you wouldn’t even need a station to assemble one!
- Speacial disadvantage: When in warp there is a small percentage that the ship will breakapart, say 3%/AU warped!!!
- Skills: Starship Construction 5, Engineering 5, Hull Upgrades 5
- Cargo: Average
- Speed: Average
- Slots: None!


Blockade Runner
- Reasoning: Pirates are rife and in these dangerous times you need a ship capable of getting away from trouble whilst keeping your supply lines in tact.
- Special ability: Signature Radius advantage (like Intys) gives a greatly increased lock-on time, 50% resistance to webbing, 50% increase in effectiveness of warpcore stabilizers. Greater hull and armour values.
- Skills: Industrial 5, Electronic Warfare 5, Engine Disruption 5
- Cargo: Average
- Speed: Average
- Slots: 3 high, 4 mid, 5 low


Tugboat
- Reasoning: Moving ships around the eve universe has to be the most painful task in the game. This is a special 'tug' class of ship that is capable of moving 2-3 ships at a time, but not storing them in cargo, by using field technology to pull the ships. But this is the best bit, if a pirate destroys the tugs, the ships stay in tact!
- Special ability: Special 'Tractor beam' style module use.
- Skills: Industrial 5, Spaceship Command 5, Tug Skill 3
- Cargo: VERY low, cruiser lvl
- Speed: VERL slow, we're talking 50m/s
- Slots: 3 high (tow module?), 2 mid, 2 low


Ore Ship
- Reasoning: Carebears love to mine, this ship specializes in storing raw mineral ore efficiently.
- Special ability: Increased ability to store ore, say -10% per level
- Skills: Industrial 5, Astrogeology5, Science 5, Mining 5
- Cargo: Same as Mammoth
- Speed: Slow, 90m/s
- Slots: 2 High, 4 Mid, 4 low

---

Veni Vidi Castratavi Illegitimos
Germain
Germain

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.11 16:39:00 - [287]

Tech 2 inty.

use mainly for smugaling - more mid slots and low slots then normal and new med slot module for countering customs scaning. well they scan you with some thing, that can go to the heart of your ship.
hiden compartment swould only work if customs boarded your ship. but they use uber scanner of some kind. some EM module to stop or reduce efficancy of scans - increase with skill lvl for that module (lvl 4 eletronics and lvl 4 electronic weapons and connectins as well to lvl 3 and indy lvl5) new skill could be call called 'Covert/advanced Indi'.
Germain
Germain
Minmatar
DaIaRo Corp

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.11 16:39:00 - [288]

Tech 2 inty.

use mainly for smugaling - more mid slots and low slots then normal and new med slot module for countering customs scaning. well they scan you with some thing, that can go to the heart of your ship.
hiden compartment swould only work if customs boarded your ship. but they use uber scanner of some kind. some EM module to stop or reduce efficancy of scans - increase with skill lvl for that module (lvl 4 eletronics and lvl 4 electronic weapons and connectins as well to lvl 3 and indy lvl5) new skill could be call called 'Covert/advanced Indi'.
Dawnstar
Dawnstar

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 00:41:00 - [289]

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.


If I understood correctly, the freighters were strictly for station to station transport. A configurable cargo hold which grants a carrying bonus for different types of items, such as ammo, drones, starbase modules, or even ships might be entirely appropriate for some sort of resupply ship brought along for deep space operations, where a freighter can't drop things off. A lot of the various thoughts for indies seem to be to give it a carrying bonus for some type of item. Using the configurable stuff you're planning for freighters might also work for tech 2 indies (freighters would still be a better choice for station to station tasks).

Another type I haven't seen mentioned would be a construction industrial whose primary purpose is hauling around and deploying starbase pieces. Give it some sort of bonus to hauling starbase stuff around and deploying them.

I also would favor a Q-Ship of some sort. The problem here is the models. This type of operation might be better accomplished with some sort of cloaking module which makes your ship look like a different type however. Hmmm I think I'll go post that thought over in the appropriate area.


-D


Proposal for Overhauling Manufacturing.
Dawnstar
Dawnstar
Gallente
Kiroshi Group

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 00:41:00 - [290]

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.


If I understood correctly, the freighters were strictly for station to station transport. A configurable cargo hold which grants a carrying bonus for different types of items, such as ammo, drones, starbase modules, or even ships might be entirely appropriate for some sort of resupply ship brought along for deep space operations, where a freighter can't drop things off. A lot of the various thoughts for indies seem to be to give it a carrying bonus for some type of item. Using the configurable stuff you're planning for freighters might also work for tech 2 indies (freighters would still be a better choice for station to station tasks).

Another type I haven't seen mentioned would be a construction industrial whose primary purpose is hauling around and deploying starbase pieces. Give it some sort of bonus to hauling starbase stuff around and deploying them.

I also would favor a Q-Ship of some sort. The problem here is the models. This type of operation might be better accomplished with some sort of cloaking module which makes your ship look like a different type however. Hmmm I think I'll go post that thought over in the appropriate area.


-D
Temerlyn
Temerlyn

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 01:48:00 - [291]

this is a radical concept that i hope gets looked at in the future. Prolly post kali or something but would be coolness to the extreem.

Firstly i saw a hauler that was dedicated to hauling ships so my idea extends from this.

a massive fleet carrier that allows ships (that are assembled) to be inside it and launch from it. It has very little in the way of defensive abilities except designed to take alot of crap.

With this you add a cloning storage ship that can store a certain amount of paid for clones.

So what happens is a fleet brings the reinforcements with them, so when you die you can go to a clone on the cloning ship then use one of the carrier ships 'ships' and enter the fight again. This would allow for more extended campaigns in deep space against enemies, especially if there with uber pos.

my 2 cents

Temerlyn
Temerlyn
Minmatar
STK Scientific
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 01:48:00 - [292]

this is a radical concept that i hope gets looked at in the future. Prolly post kali or something but would be coolness to the extreem.

Firstly i saw a hauler that was dedicated to hauling ships so my idea extends from this.

a massive fleet carrier that allows ships (that are assembled) to be inside it and launch from it. It has very little in the way of defensive abilities except designed to take alot of crap.

With this you add a cloning storage ship that can store a certain amount of paid for clones.

So what happens is a fleet brings the reinforcements with them, so when you die you can go to a clone on the cloning ship then use one of the carrier ships 'ships' and enter the fight again. This would allow for more extended campaigns in deep space against enemies, especially if there with uber pos.

my 2 cents

Ramius Monteagne
Ramius Monteagne

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 02:35:00 - [293]

Q-Ship

Reason : SURPRISE.
Special Ability : Additional Damage from first volley (not expecting it). Some EW or Holding bonus.
Skills : Racial Industrial 5, Weapon Upgrades 5, Gunnery 5 (or Missile Launcher Operations 5 for Caldari)
Cargo : 10% of Original
Speed : Same as Base
Slots : As existing
Other changes : Adjust Powergrid and CPU to allow the fitting of 1 Battleship class weapon, the rest are frigate class. Increase Armour and Shield as per Racial Prefs to be similar to a low end Cruiser, or alternately increase one of them to be equal to a High end Cruiser (shield fo Caldari, Armour for Amarr pick for others). You have modified a ship that is not designed for this so you can pick one or the other for the upgrade.

Explaination : Q-Ships where all based on surprise and packing a large amount of damage into the first volley. With this design you are able to take out a frigate, you could take a low end cruiser of you get lucky and would get owned by the rest. If the victum survives the first volley then you better hope that your support is on it's way.

AS for smuggler ships I think that it should be more Module and skill based, which will allow people to pick any ship they like to reconfigure to be a smuggler ship.

As for bigger better Hualers, I think that is wht Frieghters are for and can wait for that.

I like the idea of supply ships, especially the Drone supply ships, but not mobile repair stations (we have logistics ships for that).


Ramius Monteagne
Forge Region Commander
Celestial Horizon Corporation
A battle plan lasts until the first enemy engagement.
Ramius Monteagne
Ramius Monteagne
Caldari
Celestial Horizon Corp.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 02:35:00 - [294]

Q-Ship

Reason : SURPRISE.
Special Ability : Additional Damage from first volley (not expecting it). Some EW or Holding bonus.
Skills : Racial Industrial 5, Weapon Upgrades 5, Gunnery 5 (or Missile Launcher Operations 5 for Caldari)
Cargo : 10% of Original
Speed : Same as Base
Slots : As existing
Other changes : Adjust Powergrid and CPU to allow the fitting of 1 Battleship class weapon, the rest are frigate class. Increase Armour and Shield as per Racial Prefs to be similar to a low end Cruiser, or alternately increase one of them to be equal to a High end Cruiser (shield fo Caldari, Armour for Amarr pick for others). You have modified a ship that is not designed for this so you can pick one or the other for the upgrade.

Explaination : Q-Ships where all based on surprise and packing a large amount of damage into the first volley. With this design you are able to take out a frigate, you could take a low end cruiser of you get lucky and would get owned by the rest. If the victum survives the first volley then you better hope that your support is on it's way.

AS for smuggler ships I think that it should be more Module and skill based, which will allow people to pick any ship they like to reconfigure to be a smuggler ship.

As for bigger better Hualers, I think that is wht Frieghters are for and can wait for that.

I like the idea of supply ships, especially the Drone supply ships, but not mobile repair stations (we have logistics ships for that).


Ramius Monteagne
ASCN Diplomat
Celestial Horizon Corporation
A battle plan lasts until the first enemy engagement.
Uglious
Uglious

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 06:00:00 - [295]

Not going to go through 9 pages of suggestions on this, so I'll just throw mine in trying to be creative enough not to cause too much duplication:

Tug Boat: Allows you to haul ONE object of any reasonable size (read anything smaller than a station container), with a speed depending on the mass/size of the object. This can include hauling other ships around, including BS's. Useful for moving ships from station to station, setting up spare ships near a combat zone, etc. No bonus, just the special ability to haul out ships from the hanger and "deploy" them into space for other players to take control over. Also useful to bring ships into a combat zone for pod pilots to refit into or hauling ships found in space back to station.

Combat Reloader: heavily armored indy with smaller than typical cargo size and improved speed to provide ammo in fleet warfare (taking POS anybody). Bonus of 10%/level to armor/shield resistances and a flat bonus of having two mwd/ab's with a 10% mass reduction per level (to boost their speeds when hauling in war zones).

smuggler (saw enough of these on the first page to not talk about them)

Cargo Barge: Indy that "docks" with another ship and enhances that ships cargo capacity while joined. Very little propulsion on it's own (enough to undock), it relies on the partner ship's engines or a tug to move it around and likewise slow's down the partner ship's speed based on mass vs. propulsion. Useful for mining ops to prevent ore stealing and to enhance ammo supply for LONG engagements (taking POS).

Mobile Refinery: Allows one to refine (at low effeciency) ore to minerals in space. Req: Mining 5, astro 5, indy 5, etc. Bonus, starting at 10% refining effeciency, 5% effeciency per level, also starting at 500m3/m refining (this reasonable), +25% refining rate per level. VERY slow, need to be hauled by a tug into position.


Uglious
Uglious

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 06:00:00 - [296]

Not going to go through 9 pages of suggestions on this, so I'll just throw mine in trying to be creative enough not to cause too much duplication:

Tug Boat: Allows you to haul ONE object of any reasonable size (read anything smaller than a station container), with a speed depending on the mass/size of the object. This can include hauling other ships around, including BS's. Useful for moving ships from station to station, setting up spare ships near a combat zone, etc. No bonus, just the special ability to haul out ships from the hanger and "deploy" them into space for other players to take control over. Also useful to bring ships into a combat zone for pod pilots to refit into or hauling ships found in space back to station.

Combat Reloader: heavily armored indy with smaller than typical cargo size and improved speed to provide ammo in fleet warfare (taking POS anybody). Bonus of 10%/level to armor/shield resistances and a flat bonus of having two mwd/ab's with a 10% mass reduction per level (to boost their speeds when hauling in war zones).

smuggler (saw enough of these on the first page to not talk about them)

Cargo Barge: Indy that "docks" with another ship and enhances that ships cargo capacity while joined. Very little propulsion on it's own (enough to undock), it relies on the partner ship's engines or a tug to move it around and likewise slow's down the partner ship's speed based on mass vs. propulsion. Useful for mining ops to prevent ore stealing and to enhance ammo supply for LONG engagements (taking POS).

Mobile Refinery: Allows one to refine (at low effeciency) ore to minerals in space. Req: Mining 5, astro 5, indy 5, etc. Bonus, starting at 10% refining effeciency, 5% effeciency per level, also starting at 500m3/m refining (this reasonable), +25% refining rate per level. VERY slow, need to be hauled by a tug into position.


Xthril Ranger
Xthril Ranger

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 10:28:00 - [297]

Fleet logistics:

This is a support ship for large fleet campaigns in 0.0. Its role is to support the fleet off the battlefield and pick up loot if the fleet controls the battlefield in the end.

- Able to use large hull and armor repairers at reduced fitting and energy cost
- Can load drones into drone bays of other ships.
- Got decent armour/shield
- Able to refit other ships?

Smugglers:

This is covered already. All I would like to add is that this is pirate faction modified ships. There will be a lot of trouble when the public discovers that some respectable research companies have supplied the pirate factions with specially modified blueprints. YARRRR!!
Xthril Ranger
Xthril Ranger
hirr
Morsus Mihi

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 10:28:00 - [298]

Fleet logistics:

This is a support ship for large fleet campaigns in 0.0. Its role is to support the fleet off the battlefield and pick up loot if the fleet controls the battlefield in the end.

- Able to use large hull and armor repairers at reduced fitting and energy cost
- Can load drones into drone bays of other ships.
- Got decent armour/shield
- Able to refit other ships?

Smugglers:

This is covered already. All I would like to add is that this is pirate faction modified ships. There will be a lot of trouble when the public discovers that some respectable research companies have supplied the pirate factions with specially modified blueprints. YARRRR!!

you'll never jump alone
Rakir Thorshavn
Rakir Thorshavn

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 10:37:00 - [299]

Edited by: Rakir Thorshavn on 12/01/2005 11:04:19
Scientific Vessel (caldari or gallente)
Special ship used for space data gathering (ok ok i'm a Star Trek fan)
- Special ability: +10% to probes flight time, +10% scanners range, built-in cargo, ship and ore scanners, can fit special modules that record and store probe data, creating a permanent corp-accessible (from offices?) data base, much better sensors than standard indy.
- Skills: science 4, indy 5, signature analysis 3, survey 3, astrometrics 5
- Cargo: less than standard, cause of increased electronic and life support bays
- speed: faster than standard, decreased amount of energy needed for warping
- slots: similar to current, but with less med slots (used by built-in scanners)

Slavery Saboteur (Minmatar)
Minmatar stealth indy used to exfiltrate set free slaves from Amarr territory.
- Special: -5% signature (reduced radar cross section), +5% resistance to scrambling and webbing, can use decoy/chaff/flares launchers to create false targets when intercepted (either a % chance of locking a decoy instead of the ship or having the clutter slowing down a lot lock time)
- skills: indy 5, electronic warfare 5
- cargo: half standard indy (anyway i wont benefit too much armor, as space is used by Radar Absorbent Materials)
- speed: slower than standard (to reduce signature against heat-seeking sensors)
- slots: two missile slots, maybe more mid, less low.
- other: no active sensors, requires fitting a passive targeter

Amarrian Tax Collector
Bestower used by Imperial Revenue Service to collect taxes in the Empire.
- Special Ability: IFF-based EW suit that allow customs scanning, but blocks players' cargo scanners, +5% afterburner speed bonus, -5% mass, +10% defender missiles RoF.
- skills: indy 5, ab 4, acceleration control 4, evasive manouvering 4.
- Cargo: less than standard, increased armor resistance (not hit points to avoid mass increasing).
- Speed: faster than standard
- Slots: more low, less med, 1 high.

Rakir Thorshavn
Rakir Thorshavn
Caldari
Sukuuvestaa Corporation

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 10:37:00 - [300]

Edited by: Rakir Thorshavn on 12/01/2005 11:04:19
Scientific Vessel (caldari or gallente)
Special ship used for space data gathering (ok ok i'm a Star Trek fan)
- Special ability: +10% to probes flight time, +10% scanners range, built-in cargo, ship and ore scanners, can fit special modules that record and store probe data, creating a permanent corp-accessible (from offices?) data base, much better sensors than standard indy.
- Skills: science 4, indy 5, signature analysis 3, survey 3, astrometrics 5
- Cargo: less than standard, cause of increased electronic and life support bays
- speed: faster than standard, decreased amount of energy needed for warping
- slots: similar to current, but with less med slots (used by built-in scanners)

Slavery Saboteur (Minmatar)
Minmatar stealth indy used to exfiltrate set free slaves from Amarr territory.
- Special: -5% signature (reduced radar cross section), +5% resistance to scrambling and webbing, can use decoy/chaff/flares launchers to create false targets when intercepted (either a % chance of locking a decoy instead of the ship or having the clutter slowing down a lot lock time)
- skills: indy 5, electronic warfare 5
- cargo: half standard indy (anyway i wont benefit too much armor, as space is used by Radar Absorbent Materials)
- speed: slower than standard (to reduce signature against heat-seeking sensors)
- slots: two missile slots, maybe more mid, less low.
- other: no active sensors, requires fitting a passive targeter

Amarrian Tax Collector
Bestower used by Imperial Revenue Service to collect taxes in the Empire.
- Special Ability: IFF-based EW suit that allow customs scanning, but blocks players' cargo scanners, +5% afterburner speed bonus, -5% mass, +10% defender missiles RoF.
- skills: indy 5, ab 4, acceleration control 4, evasive manouvering 4.
- Cargo: less than standard, increased armor resistance (not hit points to avoid mass increasing).
- Speed: faster than standard
- Slots: more low, less med, 1 high.

Dark Pony
Dark Pony

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 16:39:00 - [301]

Edited by: Dark Pony on 12/01/2005 17:00:48
Mobile Space Bar
-Reasoning: After a hard day of minin' there's only one relief; a mobile space-bar hits your belt; a good pint of ale and a laugh with your fellow miners about 'the rats that spawned on the windshield of your hauler today', or for bored pvp pirates to have a shot of their favorite drug and drift away on dreams about when they where young and still welcome in empire space
-Special: Resistance to customs scanning, +1 frigate or smaller ship dockable per elite indy lvl.
-Skills: Smuggling, Indy lvl5, Social lvl5
-Speed: Slomo
-Slots: Whateva

Just make it look like a big ad, with broken neon-signs promoting semi-nude women all arvo Cool
Dark Pony
Dark Pony
Minmatar
Brutor tribe

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 16:39:00 - [302]

Edited by: Dark Pony on 12/01/2005 17:00:48
Mobile Space Bar
-Reasoning: After a hard day of minin' there's only one relief; a mobile space-bar hits your belt; a good pint of ale and a laugh with your fellow miners about 'the rats that spawned on the windshield of your hauler today', or for bored pvp pirates to have a shot of their favorite drug and drift away on dreams about when they where young and still welcome in empire space
-Special: Resistance to customs scanning, +1 frigate or smaller ship dockable per elite indy lvl.
-Skills: Smuggling, Indy lvl5, Social lvl5
-Speed: Slomo
-Slots: Whateva

Just make it look like a big ad, with broken neon-signs promoting semi-nude women all arvo Cool
MatStar
MatStar

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 17:27:00 - [303]

imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.

T2 indys how about we have 2 for each race, one is just increased cargo and durability, the other a speed lower cargo capacity courier.

as for the ol millenium falcon its a standard cargo ship modified by some1 to have smuggling bays.

However smuggling ships designed by pirate npc corps would be fine and that fits with the RP but alas no pirate npc corp has r&d agents afaik.

possibly a smuggling module would be a better idea?

Smuggling Mod:

-Cargo -60% bulky mod uses complex layers of different materials to "hide" the real cargo
-Smuggling bonus gives 50% less chance of customs detecting contraband

Smuggling Skill:

-5% less chance per lvl of customs detecting contraband


feel free to flame/punch/kick me Smile
MatStar
MatStar
Caldari Provisions

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 17:27:00 - [304]

imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.

T2 indys how about we have 2 for each race, one is just increased cargo and durability, the other a speed lower cargo capacity courier.

as for the ol millenium falcon its a standard cargo ship modified by some1 to have smuggling bays.

However smuggling ships designed by pirate npc corps would be fine and that fits with the RP but alas no pirate npc corp has r&d agents afaik.

possibly a smuggling module would be a better idea?

Smuggling Mod:

-Cargo -60% bulky mod uses complex layers of different materials to "hide" the real cargo
-Smuggling bonus gives 50% less chance of customs detecting contraband

Smuggling Skill:

-5% less chance per lvl of customs detecting contraband


feel free to flame/punch/kick me Smile
John Blackthorn
John Blackthorn

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 22:00:00 - [305]

1k armor, 2k shields, 450 m/s base speed, 2500 cargo.

3 highs, 4 med, 3 lows.

3 missle/turret

5% resist per level to scanning your cargo (with cargo scanners)
5% resist per level to customs
1 level of warp core stab per level.

This would be a smuggling ship, cruiser sized.

John Blackthorn
John Blackthorn
Foundation
R0ADKILL

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.12 22:00:00 - [306]

1k armor, 2k shields, 450 m/s base speed, 2500 cargo.

3 highs, 4 med, 3 lows.

3 missle/turret

5% resist per level to scanning your cargo (with cargo scanners)
5% resist per level to customs
1 level of warp core stab per level.

This would be a smuggling ship, cruiser sized.

Pagefault
Pagefault

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 01:56:00 - [307]

Express Indy:

Reasoning: Very fast travelling Indy, but very vulnerable to attacks
Special Ability: Can fit Leap Drive
Attributes: Same as TL1

Leap Drive:
- Makes exactly 15km Leap in about 30 sec
- You cannot maneuver with this thing active, nor go to warp or jump a gate
- If you recieve any damage with a Leap Drive active, your main computer overloads and needs 3 minutes to restart, time to watch your ship blow up. Happy smartbombing.

Pagefault
Pagefault
Federation of Synthetic Persons
YouWhat

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 01:56:00 - [308]

Express Indy:

Reasoning: Very fast travelling Indy, but very vulnerable to attacks
Special Ability: Can fit Leap Drive
Attributes: Same as TL1

Leap Drive:
- Makes exactly 15km Leap in about 30 sec
- You cannot maneuver with this thing active, nor go to warp or jump a gate
- If you recieve any damage with a Leap Drive active, your main computer overloads and needs 3 minutes to restart, time to watch your ship blow up. Happy smartbombing.

Sergeant Spot
Sergeant Spot

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 03:56:00 - [309]

Originally by: MatStar
imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.


Actually, if you go back to the 1800s and earlier, some reputable ship builders did build ships for owners who intended to use them to smuggle and otherwise break laws.....

Sergeant Spot
Sergeant Spot
Black Eclipse Corp
Band of Brothers

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 03:56:00 - [310]

Originally by: MatStar
imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.


Actually, if you go back to the 1800s and earlier, some reputable ship builders did build ships for owners who intended to use them to smuggle and otherwise break laws.....

MatStar
MatStar

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 05:15:00 - [311]

Originally by: Sergeant Spot
Originally by: MatStar
imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.


Actually, if you go back to the 1800s and earlier, some reputable ship builders did build ships for owners who intended to use them to smuggle and otherwise break laws.....



and would they get away with it now? Rolling Eyes
MatStar
MatStar
Caldari Provisions

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 05:15:00 - [312]

Originally by: Sergeant Spot
Originally by: MatStar
imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.


Actually, if you go back to the 1800s and earlier, some reputable ship builders did build ships for owners who intended to use them to smuggle and otherwise break laws.....



and would they get away with it now? Rolling Eyes
Flammius
Flammius

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 11:47:00 - [313]

Lots of fancy suggestions in this thread...

Personally I would just like to see some beefed up indys (much like the assault cruisers are cruisers on steroids). So, how about indys that can haul more/or faster than the current ones, with better resists, some neat bonus and maybe some drawback (so they don't become that much of a no brainer to use). Just to keep it simple ;)

Big hauler
High: 1 (1 launcher)
Med: 2-3
Low: 6-7 (8?)
Cargo: same as current inyds
Speed: lower; and also higher mass (so you enter warp sloooow)
Bonus: cargo/armor hp/shield hp/resists/+warp core strenght
Skill req: indy 5, hull upgrades 5, mechanic 5


Fast hauler
High: 1 (1 launcher)
Med: 3
Low: 3-4
Cargo: 1000
Speed: higher (base of 200+?)
Mass: low mass
Ship bonus: speed/+warp core strenght/-sig radius/+resists = things that either make you go faster or makes you harder to catch/destroy.
Skill req: indy 5, navigation 5, evasive man 5

Some racial flavors would be nice too; better anti EW/scrabling = caldari; faster speed and lower mass = minmatar; better resists and more armor = amarr; slightly more cargo = gallente (more fragile and vurnerable than the rest; but compensatses it with more cargo).

My 0.02 isk anyway


_________________________
Scientist, manufacturer, trader

Selling
Co-processor II, Tachyon Beam Laser II, Modulated Strip Miner II
Buying
Tech 2 BPOs (check my bio ingame)
Flammius
Flammius
Amarr
Amarr Electronics

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 11:47:00 - [314]

Lots of fancy suggestions in this thread...

Personally I would just like to see some beefed up indys (much like the assault cruisers are cruisers on steroids). So, how about indys that can haul more/or faster than the current ones, with better resists, some neat bonus and maybe some drawback (so they don't become that much of a no brainer to use). Just to keep it simple ;)

Big hauler
High: 1 (1 launcher)
Med: 2-3
Low: 6-7 (8?)
Cargo: same as current inyds
Speed: lower; and also higher mass (so you enter warp sloooow)
Bonus: cargo/armor hp/shield hp/resists/+warp core strenght
Skill req: indy 5, hull upgrades 5, mechanic 5


Fast hauler
High: 1 (1 launcher)
Med: 3
Low: 3-4
Cargo: 1000
Speed: higher (base of 200+?)
Mass: low mass
Ship bonus: speed/+warp core strenght/-sig radius/+resists = things that either make you go faster or makes you harder to catch/destroy.
Skill req: indy 5, navigation 5, evasive man 5

Some racial flavors would be nice too; better anti EW/scrabling = caldari; faster speed and lower mass = minmatar; better resists and more armor = amarr; slightly more cargo = gallente (more fragile and vurnerable than the rest; but compensatses it with more cargo).

My 0.02 isk anyway


Dr Zoom
Dr Zoom

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 19:40:00 - [315]

Cloaked Indy

For 0.0 transport/smuggling
no turrets
all other attributes as today
smuggling 4, cloaking 4

Dr Zoom
Dr Zoom

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 19:40:00 - [316]

Cloaked Indy

For 0.0 transport/smuggling
no turrets
all other attributes as today
smuggling 4, cloaking 4

steini Hammer
steini Hammer

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 23:41:00 - [317]

More at least 2X the M3 du you realiseEvil or Very Mad how mutch stuff you have to move for 1 POS most of the time 30 jumps to you iceminging place or corp base in empier and 30 jumps back and the 30+ jumps in 0.0 my corp is spending more time in ther haulers than in thear miners mining for the thing respectfully yours Smile

steini Hammer
steini Hammer
Minmatar
Sebiestor tribe

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.13 23:41:00 - [318]

More at least 2X the M3 du you realiseEvil or Very Mad how mutch stuff you have to move for 1 POS most of the time 30 jumps to you iceminging place or corp base in empier and 30 jumps back and the 30+ jumps in 0.0 my corp is spending more time in ther haulers than in thear miners mining for the thing respectfully yours Smile

methuselah
methuselah

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 02:29:00 - [319]

I'd be happy if the amarr got a re-skinned mark 5. Rolling Eyes
methuselah
methuselah
Amarr
Viziam

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 02:29:00 - [320]

I'd be happy if the amarr got a re-skinned mark 5. Rolling Eyes
Baraak Tizhaan
Baraak Tizhaan

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 08:57:00 - [321]

May have already been mentioned, but 9 pages of suggestions is a lot to read through when pages are so slow to update. I'd like to see the following:
Space Tug:
Designed for the hauling of unassembled ships, secure cargo canisters, unassembled station vaults, unassembled station warehouses and asteroids of a given mass.
Virtually no armour, no weapons nor shields and slow - similar specs to a mining barge and speed to warp governed by mass being hauled. Ability to fit oversized ABs up to 100MN with AB perfromance governed by the tug mass plus the mass of cargo. So fitting a 10MN AB when hauling an unassembled cruiser or equivalent mass asteroid would offer same performance as using one on a scruiser.
Each level of the skill allows increases the haulable mass, starting at frigate equivalent to Apoc equivalent at the top end.
Ability to unanchor and haul one roid up to the maximum haulage mass. Anchoring skill level 5 may be needed for this and time taken to unanchor/anchor a roid should be based on 1min * (mass / 1,000,000kg) or something such like.
Secondary ability would be to enabled the haulage of and additional object for each level as long as the maximum halable mass wasn't exceeded e.g. at level 5 you could haul 5 unassembled frigates or 1 apoc.
The reason for only hauling unassembled ships is that they can be shown as a large square container, and if you're attacked and destroyedthen another tug would be needed to haul away any cargo left.
It would be neat if visually it gave you an idea of what was being hauled i.e. a visible roid when hauling a roid and different canister sizes and numbers for different numbers of ships and ship sizes, all strung out behind it.
[
Baraak Tizhaan
Baraak Tizhaan
Amarr
The Sun Burnt Ear

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 08:57:00 - [322]

May have already been mentioned, but 9 pages of suggestions is a lot to read through when pages are so slow to update. I'd like to see the following:
Space Tug:
Designed for the hauling of unassembled ships, secure cargo canisters, unassembled station vaults, unassembled station warehouses and asteroids of a given mass.
Virtually no armour, no weapons nor shields and slow - similar specs to a mining barge and speed to warp governed by mass being hauled. Ability to fit oversized ABs up to 100MN with AB perfromance governed by the tug mass plus the mass of cargo. So fitting a 10MN AB when hauling an unassembled cruiser or equivalent mass asteroid would offer same performance as using one on a scruiser.
Each level of the skill allows increases the haulable mass, starting at frigate equivalent to Apoc equivalent at the top end.
Ability to unanchor and haul one roid up to the maximum haulage mass. Anchoring skill level 5 may be needed for this and time taken to unanchor/anchor a roid should be based on 1min * (mass / 1,000,000kg) or something such like.
Secondary ability would be to enabled the haulage of and additional object for each level as long as the maximum halable mass wasn't exceeded e.g. at level 5 you could haul 5 unassembled frigates or 1 apoc.
The reason for only hauling unassembled ships is that they can be shown as a large square container, and if you're attacked and destroyedthen another tug would be needed to haul away any cargo left.
It would be neat if visually it gave you an idea of what was being hauled i.e. a visible roid when hauling a roid and different canister sizes and numbers for different numbers of ships and ship sizes, all strung out behind it.
Baraak Tizhaan
Baraak Tizhaan

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 09:16:00 - [323]

Oops just noticed Oveurs comment about formatting. So here goes.
Space Tug
Description: Hauls unassembled ships, station warehouses, station vaults and roids.
Reasoning: Its a pain being unable to move station warehouses and vaults given as agent rewards (even when unassembled - please make them moveable when unassembled, just not repackageable). It would also be good to be able to move ships which you may not be able to fly, and I've always fancied the idea of being able to haul a roid away to somewhere quiet :)
Special ability: Mass haulable increased by 350% per level. Number of items haulable by 1 per level.
Secondary bonus: Anchoring/unachoring time decreased by 20% per level.
Skills: Indy 5, Space Tug skill, Anchoring
Cargo: Mass based and item limited. Starting at 1,000,000 kg
Speed: Slower than standard and less agile. Speed to warp based on mass hauled.
Slots: 1 Mid slot only for AB
CPU/PG: Able to fit upto 100MN AB

Unachoring time for roids 1 min * (roid mass/1,000,000 kg).
Thus haulable mass would be:
Level 1 = 1,000,000kg
Level 2 = 3,500,000kg
Level 3 = 12,250,000kg
Level 4 = 42,875,000kg
Level 5 = 150,062,500kg

[
Baraak Tizhaan
Baraak Tizhaan
Amarr
The Sun Burnt Ear

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 09:16:00 - [324]

Oops just noticed Oveurs comment about formatting. So here goes.
Space Tug
Description: Hauls unassembled ships, station warehouses, station vaults and roids.
Reasoning: Its a pain being unable to move station warehouses and vaults given as agent rewards (even when unassembled - please make them moveable when unassembled, just not repackageable). It would also be good to be able to move ships which you may not be able to fly, and I've always fancied the idea of being able to haul a roid away to somewhere quiet :)
Special ability: Mass haulable increased by 350% per level. Number of items haulable by 1 per level.
Secondary bonus: Anchoring/unachoring time decreased by 20% per level.
Skills: Indy 5, Space Tug skill, Anchoring
Cargo: Mass based and item limited. Starting at 1,000,000 kg
Speed: Slower than standard and less agile. Speed to warp based on mass hauled.
Slots: 1 Mid slot only for AB
CPU/PG: Able to fit upto 100MN AB

Unachoring time for roids 1 min * (roid mass/1,000,000 kg).
Thus haulable mass would be:
Level 1 = 1,000,000kg
Level 2 = 3,500,000kg
Level 3 = 12,250,000kg
Level 4 = 42,875,000kg
Level 5 = 150,062,500kg

Succorso
Succorso

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 13:23:00 - [325]

Rescue ship(better name needed here maybe)
- Reasoning: Pods very easily destroyed and slow to ge back to empire or wherever on their own.
- Special ability: Has the ability to scoop pods into its cargo hold (WITH the permission of the pod pilot via a message prompt) after a fleet battle. Also can pick up the cans left by the destroyed ships. Indy is still not very powerful to guarantee a successful rescue, but stands a better chance than a pod. To the pod pilot in the indy, it would seem as though he was piloting the indy, but had no control, except eject.
- Skills: Rescue skill, Indy 5 prereq
- Cargo: Much less than an standard indy
- Speed: Faster than an indy
- Slots: Similar to current indies of its race.
__________________________________________________

"Courage is being scared to death, but saddling up anyway!"

Succorso
Succorso
Dirty Deeds Corp.
Axiom Empire

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 13:23:00 - [326]

Rescue ship(better name needed here maybe)
- Reasoning: Pods very easily destroyed and slow to ge back to empire or wherever on their own.
- Special ability: Has the ability to scoop pods into its cargo hold (WITH the permission of the pod pilot via a message prompt) after a fleet battle. Also can pick up the cans left by the destroyed ships. Indy is still not very powerful to guarantee a successful rescue, but stands a better chance than a pod. To the pod pilot in the indy, it would seem as though he was piloting the indy, but had no control, except eject.
- Skills: Rescue skill, Indy 5 prereq
- Cargo: Much less than an standard indy
- Speed: Faster than an indy
- Slots: Similar to current indies of its race.
__________________________________________________

"Courage is being scared to death, but saddling up anyway!"

Matthew
Matthew

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 15:00:00 - [327]

Originally by: MatStar
imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.


Actually, it would be more like ford making a car with secret compartments (assuming your smuggling plan is getting through undetected rather than blowing customs to bits).

Originally by: sergeant spot
Actually, if you go back to the 1800s and earlier, some reputable ship builders did build ships for owners who intended to use them to smuggle and otherwise break laws.....


Now, here we come to a different comparison. Here its important to note that shipbuilders of the 1800s differ from Ford Motor Company. Ford churn out masses of identical products and make money from economies of scale. Shipbuilding in the 1800's was very much a case of using bespoke designs - you ordered the ship, you pretty much had free reign on what you got them to put in it as long as you paid for it and it was physically possible. Kinda like getting some uber-mechanic to build you a custom car.

I would argue the custom car model is better than the Ford model for T2 ships - think of Ford churning out the T1 model in bulk, and the rich/skilled getting a custom model from a specialist builder.

Originally by: MatStar
and would they get away with it now? Rolling Eyes


Building a car with concealed compartments is not illegal. Heck, you could even get it armor plated and it wouldn't be illegal.

Just because something can be used to do something illegal, doesn't make that item illegal. Just because the smuggler ship has the capability to carry concealed illegal cargo, does not make the ship itself illegal. Just like the ability for a battleship to blow a customs ship apart doesn't make the battleship illegal.
Matthew
Matthew
Caldari
BloodStar Technologies

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 15:00:00 - [328]

Originally by: MatStar
imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.


Actually, it would be more like ford making a car with secret compartments (assuming your smuggling plan is getting through undetected rather than blowing customs to bits).

Originally by: sergeant spot
Actually, if you go back to the 1800s and earlier, some reputable ship builders did build ships for owners who intended to use them to smuggle and otherwise break laws.....


Now, here we come to a different comparison. Here its important to note that shipbuilders of the 1800s differ from Ford Motor Company. Ford churn out masses of identical products and make money from economies of scale. Shipbuilding in the 1800's was very much a case of using bespoke designs - you ordered the ship, you pretty much had free reign on what you got them to put in it as long as you paid for it and it was physically possible. Kinda like getting some uber-mechanic to build you a custom car.

I would argue the custom car model is better than the Ford model for T2 ships - think of Ford churning out the T1 model in bulk, and the rich/skilled getting a custom model from a specialist builder.

Originally by: MatStar
and would they get away with it now? Rolling Eyes


Building a car with concealed compartments is not illegal. Heck, you could even get it armor plated and it wouldn't be illegal.

Just because something can be used to do something illegal, doesn't make that item illegal. Just because the smuggler ship has the capability to carry concealed illegal cargo, does not make the ship itself illegal. Just like the ability for a battleship to blow a customs ship apart doesn't make the battleship illegal.
-------
There is no magic Wand of Fixing, and it is not powered by forum whines.
Shinshi Casoyako
Shinshi Casoyako

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 15:48:00 - [329]

Bulk Frieght Carrier
- Reasoning: A faster indy with less cargo space for bulk trade within regions.
- Special:
1) ability: Able to transport frigates and shuttles (1 frig per level)
2) 10% faster locking than regular indy
- Skills: Indy 5, Trade 4, and some skill conserning the special ability
- Cargo: Much less than an standard indy
- Speed: Faster than an indy
- Slots: +1 low slot (max 3), +1 Med slot (max 6), -1 High slot (min 1), turrets 0, missile points 0

* this thing is used for carrieng bulk frieght from one place to another. It should be able to carry frigates by "removing" the belly of the indy. If possible this will show in game and the ship will be considerably slower. The belly of the indy can allways be returned onto the ship at every station for free. The primairy defense is to use EW on the opponent and try to warp out. Its mainly used as transport than hauler.
Seriously Have I Not Said How I Can Assist Some One You Are Killing Online?
Shinshi Casoyako
Shinshi Casoyako

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 15:48:00 - [330]

Bulk Frieght Carrier
- Reasoning: A faster indy with less cargo space for bulk trade within regions.
- Special:
1) ability: Able to transport frigates and shuttles (1 frig per level)
2) 10% faster locking than regular indy
- Skills: Indy 5, Trade 4, and some skill conserning the special ability
- Cargo: Much less than an standard indy
- Speed: Faster than an indy
- Slots: +1 low slot (max 3), +1 Med slot (max 6), -1 High slot (min 1), turrets 0, missile points 0

* this thing is used for carrieng bulk frieght from one place to another. It should be able to carry frigates by "removing" the belly of the indy. If possible this will show in game and the ship will be considerably slower. The belly of the indy can allways be returned onto the ship at every station for free. The primairy defense is to use EW on the opponent and try to warp out. Its mainly used as transport than hauler.
.
Seriously Have I Not Said How I Can Assist Some One You Are Killing Online?
Dreck Morrison
Dreck Morrison

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 15:53:00 - [331]

I haven't seen many ideas that make me say "damn I hope my Starship Research Agents bring home a T2 Indy BPO".

The only way they are gonna sell on the market is if they add 1 (or more) low slot(s) for another cargo expander. All the other special abilities that have been talked about may be cool or add flavor but really the market place will want an improvement on the existing indies main role - hauling lots of crap around. CCP can surprise us with the the other cool abilities. But who is gonna train up to Indy V so they can have a "Q-ship" -> get real they are gonna train Cruiser 5 first.

My only cool suggestion along this line of more cargo is to have tech 2 indy cargo hold space proportional/bonus related to the amount of structure the ship has. Will finally make a usefullness of bulkhead modules and structure adds in the game other than as refine items and crap loot drops.

Dreck Morrison
SINV R&D Director



Dreck Morrison
Dreck Morrison
Amarr
No Quarter.

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 15:53:00 - [332]

I haven't seen many ideas that make me say "damn I hope my Starship Research Agents bring home a T2 Indy BPO".

The only way they are gonna sell on the market is if they add 1 (or more) low slot(s) for another cargo expander. All the other special abilities that have been talked about may be cool or add flavor but really the market place will want an improvement on the existing indies main role - hauling lots of crap around. CCP can surprise us with the the other cool abilities. But who is gonna train up to Indy V so they can have a "Q-ship" -> get real they are gonna train Cruiser 5 first.

My only cool suggestion along this line of more cargo is to have tech 2 indy cargo hold space proportional/bonus related to the amount of structure the ship has. Will finally make a usefullness of bulkhead modules and structure adds in the game other than as refine items and crap loot drops.

Dreck Morrison
SINV R&D Director



Prothos
Prothos

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 16:11:00 - [333]

I agree indy 5 is a bit much. I'm a miner/agent runner and i have enough skills to train with having another that will take 20 plus days.
Prothos
Prothos
Caldari

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 16:11:00 - [334]

I agree indy 5 is a bit much. I'm a miner/agent runner and i have enough skills to train with having another that will take 20 plus days.
MatStar
MatStar

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 17:59:00 - [335]

Originally by: Matthew
Originally by: MatStar
imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.


Actually, it would be more like ford making a car with secret compartments (assuming your smuggling plan is getting through undetected rather than blowing customs to bits).

Originally by: sergeant spot
Actually, if you go back to the 1800s and earlier, some reputable ship builders did build ships for owners who intended to use them to smuggle and otherwise break laws.....


Now, here we come to a different comparison. Here its important to note that shipbuilders of the 1800s differ from Ford Motor Company. Ford churn out masses of identical products and make money from economies of scale. Shipbuilding in the 1800's was very much a case of using bespoke designs - you ordered the ship, you pretty much had free reign on what you got them to put in it as long as you paid for it and it was physically possible. Kinda like getting some uber-mechanic to build you a custom car.

I would argue the custom car model is better than the Ford model for T2 ships - think of Ford churning out the T1 model in bulk, and the rich/skilled getting a custom model from a specialist builder.

Originally by: MatStar
and would they get away with it now? Rolling Eyes


Building a car with concealed compartments is not illegal. Heck, you could even get it armor plated and it wouldn't be illegal.

Just because something can be used to do something illegal, doesn't make that item illegal. Just because the smuggler ship has the capability to carry concealed illegal cargo, does not make the ship itself illegal. Just like the ability for a battleship to blow a customs ship apart doesn't make the battleship illegal.


oh ok i can picture the press conference as Lai Dai announce there breakthrough in T2 indys.

Lai Dai PR Guy: Hi id like to announce our new ship design its called the smuggler and is specifically designed to transport contraband through our borders and our neighbours borders.

Caldari Navy Rep: WTF???????

get the picture?
MatStar
MatStar
Caldari Provisions

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 17:59:00 - [336]

Originally by: Matthew
Originally by: MatStar
imo the idea of specfic t2 indys to be smuggler ships isnt very plausable, a reputable ship maker designing a ship spefically to break the law doesnt quite add up. Its like ford making a car that has machine guns and rocket launchers fitted as standard.


Actually, it would be more like ford making a car with secret compartments (assuming your smuggling plan is getting through undetected rather than blowing customs to bits).

Originally by: sergeant spot
Actually, if you go back to the 1800s and earlier, some reputable ship builders did build ships for owners who intended to use them to smuggle and otherwise break laws.....


Now, here we come to a different comparison. Here its important to note that shipbuilders of the 1800s differ from Ford Motor Company. Ford churn out masses of identical products and make money from economies of scale. Shipbuilding in the 1800's was very much a case of using bespoke designs - you ordered the ship, you pretty much had free reign on what you got them to put in it as long as you paid for it and it was physically possible. Kinda like getting some uber-mechanic to build you a custom car.

I would argue the custom car model is better than the Ford model for T2 ships - think of Ford churning out the T1 model in bulk, and the rich/skilled getting a custom model from a specialist builder.

Originally by: MatStar
and would they get away with it now? Rolling Eyes


Building a car with concealed compartments is not illegal. Heck, you could even get it armor plated and it wouldn't be illegal.

Just because something can be used to do something illegal, doesn't make that item illegal. Just because the smuggler ship has the capability to carry concealed illegal cargo, does not make the ship itself illegal. Just like the ability for a battleship to blow a customs ship apart doesn't make the battleship illegal.


oh ok i can picture the press conference as Lai Dai announce there breakthrough in T2 indys.

Lai Dai PR Guy: Hi id like to announce our new ship design its called the smuggler and is specifically designed to transport contraband through our borders and our neighbours borders.

Caldari Navy Rep: WTF???????

get the picture?
Tisti
Tisti

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 23:41:00 - [337]

Kill the indy lv5 prereq and ad a Cloaking Lv1 prereq.. Makes more sence and its more time efficient as indy lv5 is.. extreme..

Tisti
Tisti
Destructive Influence
Band of Brothers

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.14 23:41:00 - [338]

Kill the indy lv5 prereq and ad a Cloaking Lv1 prereq.. Makes more sence and its more time efficient as indy lv5 is.. extreme..

rowbin hod
rowbin hod

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.15 09:50:00 - [339]

I've not read this whole thread, but i get the impression that some people want an elite ship but don't want to have to train up for it? You need friggy 5 for elite friggies, you need cruiser 5 for elite cruisers, why the hell should you not need indy 5 for an elite indy?!?! People complain about the training times. Well then maybe the elite indy is not for you! Some people will train for one if it takes them 2 months. These are the people who really want one and/or need one, so they're putting the effort in.

I think some people are gonna cry when the reqs for dreadnaughts and titans come out Very Happy
---
"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 - 2005.01.15 09:50:00 - [340]

I've not read this whole thread, but i get the impression that some people want an elite ship but don't want to have to train up for it? You need friggy 5 for elite friggies, you need cruiser 5 for elite cruisers, why the hell should you not need indy 5 for an elite indy?!?! People complain about the training times. Well then maybe the elite indy is not for you! Some people will train for one if it takes them 2 months. These are the people who really want one and/or need one, so they're putting the effort in.

I think some people are gonna cry when the reqs for dreadnaughts and titans come out Very Happy
---
"Due to the European lard shortage, we are currently unable to supply this product."
RollinDutchMasters
RollinDutchMasters

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.15 10:02:00 - [341]

Just copy the iteron5 and give it:

-Special Ability: Warp to within (15-2.5*(Skill Lvl))k of object. Cannot warp to bookmarks.

Then skin one for each race. Problem solved. Mebbye give them some more HP or something, it doesnt really matter.
Originally by: Sochin
CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
RollinDutchMasters
RollinDutchMasters
Gallente
Ordinance Delivery Services

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.15 10:02:00 - [342]

Just copy the iteron5 and give it:

-Special Ability: Warp to within (15-2.5*(Skill Lvl))k of object. Cannot warp to bookmarks.

Then skin one for each race. Problem solved. Mebbye give them some more HP or something, it doesnt really matter.
David McKai
David McKai

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.15 18:27:00 - [343]

Ok,

Maybe not immunity from customs, but a greater success rate.

A secret compartment in the hold would be cool, but the more you put in it the more easily it is scanned?

A modual which makes you unidentifiabe so they can't fine you ISK?

Very hi shield so customs cant blow you up?

How's that sound?
David McKai
David McKai
Minmatar
Brutor tribe

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.15 18:27:00 - [344]

Ok,

Maybe not immunity from customs, but a greater success rate.

A secret compartment in the hold would be cool, but the more you put in it the more easily it is scanned?

A modual which makes you unidentifiabe so they can't fine you ISK?

Very hi shield so customs cant blow you up?

How's that sound?
Cinnander
Cinnander

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.15 22:57:00 - [345]

Edited by: Cinnander on 19/01/2005 20:50:10
Edited by: ME :D Lots of times on 15/01/2005 cos I'm bad at making my point

Some varied and random ideas;

1: Merchant Capital ship
- Allows you to make on-board buy + sell orders straight out of the cargo hold.
- You have to pay a dynamic tax (just like lab/factory rental) to CONCORD or the SCC to be able to 'moor' in their space. If you dont, goods you sell are contraband and you'll be chased around by DED. Prices sufficiently high to mean only corps that want to make the effort can afford it.
- Have to be stationary to be able to sell.
- Slower and less manuverable than the supertankers of the 20th Century on Valium.

2: Tanker
- Specialised to hold fluid goods (water, oxygen, gasseous or liquid POS requirements, ectoplasm etc)
- Special ability: say 7.5% more cargo per level when transporting fluids.
- Bit less agile (heavy liquids carry momentum)
- Dunno perhaps something like ability to 'anchor' into a POS and act as a silo for additional fuel elements etc.... IE instead of hauling to and from a silo on the POS you fly the whole silo.
- Cant open cargo in space (like the uberindies Oveur Mentioned) but can plug itself into POS and they can drain it.... opening in space would mean depressurisation and spewing millions of tonnes of possibly volatile liquid into the spacelanes... and the DED just doesn't like that, it would probably be an idea for the Onboard Firmware NOT to allow it to happen.
- Skill requirements would be Indy V, with a secondary skill at II or III such as "Superheavy Starship Navigation" or whatever... some skill global to all T2 Indies (such as the way all HAC require Weapon Upgrades)
- Would dock onto your POS at one of one of these. After a delay, and then become totally immovable until undocked.

3: Wrecker
- Simple enough: You put loot (or anything except ore) in, you get minerals out.
- Yeild dependant on Scrapmetal Processesing (5% per level or so). Maybe Another yeild bonus (5% per level) for Elite Indy skill.
- Space for a couple of Salvage Drones

4: Minmatar Miltant Converted Suicide Mammoth (or wreath, cheaper you see...)
- OK so the minmatar extremists get quite desperate from time to time.
- So they take a mammoth, fill the cargo with explosives (can you say Bane Torpedo?), find a nice big juicy Amarr station and dock.
- Then they light the fuse and make a hasty retreat (in their pods, or shuttles, or something)
- <insert delay in seconds which is bigger than 20> seconds later, kabewm. Big explosion. (see 'special abilities')
- 2 high, 2 mid, 1 low slot. Normal or slightly larger cargo (due to the fact it's been stripped down)
- Special Ability: Huge explosion when it dies. 50% bonus to Reactor-Overload (Hellstorm Bomb etc) damage per level of Elite Indy skill. 400% activation delay (so you can't suicide mining ops too easily with it without them getting the idea)
- Used exclusively with the Reactor-Overload Bomb things... too few slots to be used as an indy
- Obviously in the game can't be detonated in stations (that would just be silly)

:)

They're industrial ships... they could do more than haul stuff (read: industrial activity) ... hence the tanker(portable silo + uber fluid carryer) + wrecker idea.

><))))¦> This is fishy .. You know what to do.
Cinnander
Cinnander
Celestial Fleet

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.15 22:57:00 - [346]

Edited by: Cinnander on 19/01/2005 20:50:10
Edited by: ME :D Lots of times on 15/01/2005 cos I'm bad at making my point

Some varied and random ideas;

1: Merchant Capital ship
- Allows you to make on-board buy + sell orders straight out of the cargo hold.
- You have to pay a dynamic tax (just like lab/factory rental) to CONCORD or the SCC to be able to 'moor' in their space. If you dont, goods you sell are contraband and you'll be chased around by DED. Prices sufficiently high to mean only corps that want to make the effort can afford it.
- Have to be stationary to be able to sell.
- Slower and less manuverable than the supertankers of the 20th Century on Valium.

2: Tanker
- Specialised to hold fluid goods (water, oxygen, gasseous or liquid POS requirements, ectoplasm etc)
- Special ability: say 7.5% more cargo per level when transporting fluids.
- Bit less agile (heavy liquids carry momentum)
- Dunno perhaps something like ability to 'anchor' into a POS and act as a silo for additional fuel elements etc.... IE instead of hauling to and from a silo on the POS you fly the whole silo.
- Cant open cargo in space (like the uberindies Oveur Mentioned) but can plug itself into POS and they can drain it.... opening in space would mean depressurisation and spewing millions of tonnes of possibly volatile liquid into the spacelanes... and the DED just doesn't like that, it would probably be an idea for the Onboard Firmware NOT to allow it to happen.
- Skill requirements would be Indy V, with a secondary skill at II or III such as "Superheavy Starship Navigation" or whatever... some skill global to all T2 Indies (such as the way all HAC require Weapon Upgrades)
- Would dock onto your POS at one of one of these. After a delay, and then become totally immovable until undocked.

3: Wrecker
- Simple enough: You put loot (or anything except ore) in, you get minerals out.
- Yeild dependant on Scrapmetal Processesing (5% per level or so). Maybe Another yeild bonus (5% per level) for Elite Indy skill.
- Space for a couple of Salvage Drones

4: Minmatar Miltant Converted Suicide Mammoth (or wreath, cheaper you see...)
- OK so the minmatar extremists get quite desperate from time to time.
- So they take a mammoth, fill the cargo with explosives (can you say Bane Torpedo?), find a nice big juicy Amarr station and dock.
- Then they light the fuse and make a hasty retreat (in their pods, or shuttles, or something)
- <insert delay in seconds which is bigger than 20> seconds later, kabewm. Big explosion. (see 'special abilities')
- 2 high, 2 mid, 1 low slot. Normal or slightly larger cargo (due to the fact it's been stripped down)
- Special Ability: Huge explosion when it dies. 50% bonus to Reactor-Overload (Hellstorm Bomb etc) damage per level of Elite Indy skill. 400% activation delay (so you can't suicide mining ops too easily with it without them getting the idea)
- Used exclusively with the Reactor-Overload Bomb things... too few slots to be used as an indy
- Obviously in the game can't be detonated in stations (that would just be silly)

:)

They're industrial ships... they could do more than haul stuff (read: industrial activity) ... hence the tanker(portable silo + uber fluid carryer) + wrecker idea.
-x-

Faction gang mods, you say?
WhiteTiger
WhiteTiger

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.16 03:00:00 - [347]

How about the bonus are different for each race?

Give the Amarr a smuggler ship that is fast and can avoid customs.. so they can move their slaves wherever they want.

Give the Caldari a Covert Op type ship that can use the covert cloak and warp cloaked.. since they have the best electrons.

Gave the Gallente a bonus to fitting and using a mwd.. reduced grid and cap use so you can fit a mwd without using up lowslots. Also give them salvage drones that can be sent to pickup loot.

Gave the Minmatar a Q ship... the mammoth just looks like it should have guns and missiles.

WhiteTiger
WhiteTiger

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.16 03:00:00 - [348]

How about the bonus are different for each race?

Give the Amarr a smuggler ship that is fast and can avoid customs.. so they can move their slaves wherever they want.

Give the Caldari a Covert Op type ship that can use the covert cloak and warp cloaked.. since they have the best electrons.

Gave the Gallente a bonus to fitting and using a mwd.. reduced grid and cap use so you can fit a mwd without using up lowslots. Also give them salvage drones that can be sent to pickup loot.

Gave the Minmatar a Q ship... the mammoth just looks like it should have guns and missiles.

Selim
Selim

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.16 12:38:00 - [349]

I'm not that creative, so I can only agree with the Q ship idea.
Selim
Selim
Jericho Fraction
The Star Fraction

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.16 12:38:00 - [350]

I'm not that creative, so I can only agree with the Q ship idea.
Tremex
Tremex

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.16 16:30:00 - [351]

Edited by: Tremex on 16/01/2005 16:36:20
Edited by: Tremex on 16/01/2005 16:35:12
Edited by: Tremex on 16/01/2005 16:33:27
I really like the custom-proof hauler idea...
Also, I want salvage drones!


This idea could be nice:

- Reasoning: We should be able to capture big vessels. That would require marines, small arms (both illegal) and enough time. When you boarded the vessel, its shields are down and the armor is damaged. The pilot of the boarded vessel would not be killed and would just be dropped in a pod. To prevent pod kills, the weapons are damaged too, and need to be repaired before they function. The chance of succes depends of the ammount of marines and small arms you have in your cargohold along with the boarding skill level.
- Special ability: To board any ship above 70'000'000kg mass.
- Skills: Evasive maneuvring 5, Indy 4, Boarding. Each level of boarding adds 10% chance of succes (starting from 0%) and reduces of 20% the armor damage upon succes.
- Cargo: Much less than an standard indy. Cargo hold can only contain marines and small arms.
- Armor: Much less than an indy
- Speed: Faster than an indy
- Slots: Few low and high slots, but many medium slots for jamming and warp scrambling

Using a smartbomb, of course, is the best way to counter that ship...
Tremex
Tremex

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.16 16:30:00 - [352]

Edited by: Tremex on 16/01/2005 16:36:20
Edited by: Tremex on 16/01/2005 16:35:12
Edited by: Tremex on 16/01/2005 16:33:27
I really like the custom-proof hauler idea...
Also, I want salvage drones!


This idea could be nice:

- Reasoning: We should be able to capture big vessels. That would require marines, small arms (both illegal) and enough time. When you boarded the vessel, its shields are down and the armor is damaged. The pilot of the boarded vessel would not be killed and would just be dropped in a pod. To prevent pod kills, the weapons are damaged too, and need to be repaired before they function. The chance of succes depends of the ammount of marines and small arms you have in your cargohold along with the boarding skill level.
- Special ability: To board any ship above 70'000'000kg mass.
- Skills: Evasive maneuvring 5, Indy 4, Boarding. Each level of boarding adds 10% chance of succes (starting from 0%) and reduces of 20% the armor damage upon succes.
- Cargo: Much less than an standard indy. Cargo hold can only contain marines and small arms.
- Armor: Much less than an indy
- Speed: Faster than an indy
- Slots: Few low and high slots, but many medium slots for jamming and warp scrambling

Using a smartbomb, of course, is the best way to counter that ship...
Doc Tunguska
Doc Tunguska

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.17 01:16:00 - [353]

how about a "cargoceptor(tm)"

Small cargo hold (say a couple of k) but with insaine speed bonus per level and sig radius benefit so theyre hard to target
---
err
Doc Tunguska
Doc Tunguska
Caldari
Twilight Gambit

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.17 01:16:00 - [354]

how about a "cargoceptor(tm)"

Small cargo hold (say a couple of k) but with insaine speed bonus per level and sig radius benefit so theyre hard to target
---
err
Sarkos
Sarkos

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.17 06:38:00 - [355]


Covert cloaking Industrial for running blockades and smuggling.

Smaller , fast Scout to use Probes

Fleet Support ship. 2x High, non-turret slots for remote armor repair and shield transfer. 6 mid slots for cap chargers, and a good sized cargo bay for ammo.

Poor man's mining barge. 2x turret slots and 4Km3 cargo. 3 low slots for expanders.

MegaHauler: 30KM3 capacity and jump drive capable.

A portable ore refiner to add to a t2 Hauler.



Either free the slaves or we will come and get them.
Sarkos
Sarkos
Minmatar
Masuat'aa Matari
Ushra'Khan

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.17 06:38:00 - [356]


Covert cloaking Industrial for running blockades and smuggling.

Smaller , fast Scout to use Probes

Fleet Support ship. 2x High, non-turret slots for remote armor repair and shield transfer. 6 mid slots for cap chargers, and a good sized cargo bay for ammo.

Poor man's mining barge. 2x turret slots and 4Km3 cargo. 3 low slots for expanders.

MegaHauler: 30KM3 capacity and jump drive capable.

A portable ore refiner to add to a t2 Hauler.



Either free the slaves or we will come and get them.
Matthew
Matthew

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.17 13:21:00 - [357]

Originally by: MatStar
Lai Dai PR Guy: Hi id like to announce our new ship design its called the smuggler and is specifically designed to transport contraband through our borders and our neighbours borders.

Caldari Navy Rep: WTF???????

get the picture?


That would be a very stupid PR guy, obviously. A clever PR guy is far more likely to promote it as a "secure private hauler" - citing the benefits of hiding your high-value cargo from suicide caracals, or low-sec gate camps. That it also lets you sneak things past customs will simply be an "undocumented feature".

Sure, the customs guys may not be jumping for joy at this product, but marketed like that there's not much they could do. After all, I doubt the navy guys are very happy about us being able to buy top of the line battleships and weaponry, but they don't stop them being sold, and only punish the owners if they get caught using them illegaly.
Matthew
Matthew
Caldari
BloodStar Technologies

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.17 13:21:00 - [358]

Originally by: MatStar
Lai Dai PR Guy: Hi id like to announce our new ship design its called the smuggler and is specifically designed to transport contraband through our borders and our neighbours borders.

Caldari Navy Rep: WTF???????

get the picture?


That would be a very stupid PR guy, obviously. A clever PR guy is far more likely to promote it as a "secure private hauler" - citing the benefits of hiding your high-value cargo from suicide caracals, or low-sec gate camps. That it also lets you sneak things past customs will simply be an "undocumented feature".

Sure, the customs guys may not be jumping for joy at this product, but marketed like that there's not much they could do. After all, I doubt the navy guys are very happy about us being able to buy top of the line battleships and weaponry, but they don't stop them being sold, and only punish the owners if they get caught using them illegaly.
-------
There is no magic Wand of Fixing, and it is not powered by forum whines.
Talos Munjab
Talos Munjab

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.17 23:15:00 - [359]

ok the why i see it is they need to make indys less vunrable in low sec space, thus my idea is a have shield or amour resistances like that of the assult ships, also to have a drone bay that you can ONLY put combat drones in for the indys protection, thus they do not become mining barges, and then keep the current skill bonus¦s that are set for t1 indys and add more bonus¦s like they do with assult ships.

Thus they should be able to defend them selves reasonably well against npc but not aganst pvp
Talos Munjab
Talos Munjab

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.17 23:15:00 - [360]

ok the why i see it is they need to make indys less vunrable in low sec space, thus my idea is a have shield or amour resistances like that of the assult ships, also to have a drone bay that you can ONLY put combat drones in for the indys protection, thus they do not become mining barges, and then keep the current skill bonus¦s that are set for t1 indys and add more bonus¦s like they do with assult ships.

Thus they should be able to defend them selves reasonably well against npc but not aganst pvp
Ris Dnalor
Ris Dnalor

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.18 01:29:00 - [361]

Elite Industrials?

Give it up, you've given all the industrial roles to the new POS anchorable platforms. The massive CPU that indies currently have is never used. They're not industrial ships, they're CARGO SHIP. If you can admit that, then you can proceed to conclude that the primary function of a cargo ship is to haul cargo. Smuggling must be done through player-trained skills & perhaps modules that could make cargo-bays more difficult to scan. A specialized smuggling ship, as others have pointed out, would be something a true smuggler would never never ever fly. Fast Couriers are a good idea, but we already have those. Just check in the market in game, look under FRIGATES. The ONLY reason I'd ever pay for an elite Cargo Ship would be to get more cargo space. Instajump Bookmarks make the vessel's speed irrellevant. I suppose elite industrials could have a m3 somewhere in between standard cargo ships & freighters, but to be honest, they're all freighters in my book.

I'll be buying whatever holds the most, & if the freighter holds more, is cheaper, & takes less time to train for, then yay for me ;)
--
Jump Drive Operation / Rank 5 / SP: 1280000 of 1280000
Ris Dnalor
Ris Dnalor
Minmatar
Sebiestor tribe

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.18 01:29:00 - [362]

Elite Industrials?

Give it up, you've given all the industrial roles to the new POS anchorable platforms. The massive CPU that indies currently have is never used. They're not industrial ships, they're CARGO SHIP. If you can admit that, then you can proceed to conclude that the primary function of a cargo ship is to haul cargo. Smuggling must be done through player-trained skills & perhaps modules that could make cargo-bays more difficult to scan. A specialized smuggling ship, as others have pointed out, would be something a true smuggler would never never ever fly. Fast Couriers are a good idea, but we already have those. Just check in the market in game, look under FRIGATES. The ONLY reason I'd ever pay for an elite Cargo Ship would be to get more cargo space. Instajump Bookmarks make the vessel's speed irrellevant. I suppose elite industrials could have a m3 somewhere in between standard cargo ships & freighters, but to be honest, they're all freighters in my book.

I'll be buying whatever holds the most, & if the freighter holds more, is cheaper, & takes less time to train for, then yay for me ;)
--
Talking in Circles is more dizzying than walking in them...

Tralala
Ishana
Ishana

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.18 14:14:00 - [363]

Edited by: Ishana on 18/01/2005 14:18:06
Originally by: Ris Dnalor
Elite Industrials?

Give it up, you've given all the industrial roles to the new POS anchorable platforms. The massive CPU that indies currently have is never used. They're not industrial ships, they're CARGO SHIP. If you can admit that, then you can proceed to conclude that the primary function of a cargo ship is to haul cargo. Smuggling must be done through player-trained skills & perhaps modules that could make cargo-bays more difficult to scan. A specialized smuggling ship, as others have pointed out, would be something a true smuggler would never never ever fly. Fast Couriers are a good idea, but we already have those. Just check in the market in game, look under FRIGATES. The ONLY reason I'd ever pay for an elite Cargo Ship would be to get more cargo space. Instajump Bookmarks make the vessel's speed irrellevant. I suppose elite industrials could have a m3 somewhere in between standard cargo ships & freighters, but to be honest, they're all freighters in my book.

I'll be buying whatever holds the most, & if the freighter holds more, is cheaper, & takes less time to train for, then yay for me ;)


I totally agree with this.
The only reason for me to train for a tech II indy will be because it can hold more gargo. Speed doesn't matter since I will just use bookmarks, especially when hauling ore from belts to a station. Basicly the reason I trained for my mammoth is the vast amounts of ore it can haul when I'm mining with my corp. With multiple members getting large mining barges the next couple of days it would be great to see an Industial (gargo ship) that can still keep up with my corp members in terms of hauling away ore.
Anything else is just a waste of server space as far as I'm concerned.
Ishana
Ishana
Minmatar
The Black Rabbits

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.18 14:14:00 - [364]

Edited by: Ishana on 18/01/2005 14:18:06
Originally by: Ris Dnalor
Elite Industrials?

Give it up, you've given all the industrial roles to the new POS anchorable platforms. The massive CPU that indies currently have is never used. They're not industrial ships, they're CARGO SHIP. If you can admit that, then you can proceed to conclude that the primary function of a cargo ship is to haul cargo. Smuggling must be done through player-trained skills & perhaps modules that could make cargo-bays more difficult to scan. A specialized smuggling ship, as others have pointed out, would be something a true smuggler would never never ever fly. Fast Couriers are a good idea, but we already have those. Just check in the market in game, look under FRIGATES. The ONLY reason I'd ever pay for an elite Cargo Ship would be to get more cargo space. Instajump Bookmarks make the vessel's speed irrellevant. I suppose elite industrials could have a m3 somewhere in between standard cargo ships & freighters, but to be honest, they're all freighters in my book.

I'll be buying whatever holds the most, & if the freighter holds more, is cheaper, & takes less time to train for, then yay for me ;)


I totally agree with this.
The only reason for me to train for a tech II indy will be because it can hold more gargo. Speed doesn't matter since I will just use bookmarks, especially when hauling ore from belts to a station. Basicly the reason I trained for my mammoth is the vast amounts of ore it can haul when I'm mining with my corp. With multiple members getting large mining barges the next couple of days it would be great to see an Industial (gargo ship) that can still keep up with my corp members in terms of hauling away ore.
Anything else is just a waste of server space as far as I'm concerned.
_________________________________________________________
MrMorph
MrMorph

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.18 17:59:00 - [365]

Well...

1. We shouldnt tell you, cause u sure as hell will nerf it accordingly to what we say.
2. It should have capabilities of defending itself from smaller prey like frigs.
3. Cloaking perhaps, covert ops hauler ? yes plz :)


----------------------------------------------
Trishys cookies they are !

MrMorph
MrMorph
Amarr
Alcatraz Inc.
Tactical Narcotics Team

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.18 17:59:00 - [366]

Well...

1. We shouldnt tell you, cause u sure as hell will nerf it accordingly to what we say.
2. It should have capabilities of defending itself from smaller prey like frigs.
3. Cloaking perhaps, covert ops hauler ? yes plz :)




Steiner
Steiner

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 00:36:00 - [367]

Smuggler

- Reasoning: To use the lvl 1 Indies that no one uses but maybe starters that dont know better

- Special ability: Resistance to customs scanning, something like the 10% on the Black market skill, maybe 5% per level and staks with the Black market skill, so with both at lvl 5 it will still have 15% chance. There is always a chance they will get you Wink

- Skills: Smuggling, Indy 5, Black Marketing 3-5? and afterburner 5 maybe Criminal Connections 5 prereq

- Cargo: Much less than an standard indy, maybe around 1000-2000m3 not less so you can use it for slave trading and some other illigal materials that take lots of space.

- Speed: Faster than an indy, like 200 m/s base speed.

- Slots: Similar to current indies of its race, with maybe less low slots(unless you want to implement some low slot smuggling modules) and one extra med slot for Abs.

-Steiner

Steiner
Steiner
Veto.

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 00:36:00 - [368]

Smuggler

- Reasoning: To use the lvl 1 Indies that no one uses but maybe starters that dont know better

- Special ability: Resistance to customs scanning, something like the 10% on the Black market skill, maybe 5% per level and staks with the Black market skill, so with both at lvl 5 it will still have 15% chance. There is always a chance they will get you Wink

- Skills: Smuggling, Indy 5, Black Marketing 3-5? and afterburner 5 maybe Criminal Connections 5 prereq

- Cargo: Much less than an standard indy, maybe around 1000-2000m3 not less so you can use it for slave trading and some other illigal materials that take lots of space.

- Speed: Faster than an indy, like 200 m/s base speed.

- Slots: Similar to current indies of its race, with maybe less low slots(unless you want to implement some low slot smuggling modules) and one extra med slot for Abs.

-Steiner

---
hatchette
hatchette

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 10:07:00 - [369]

I totally agree.. these are not industrial ships, they are cargo ships.

Mining barges could be however classified as industrial ships.
hatchette
hatchette
Caldari
Destructive Influence

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 10:07:00 - [370]

I totally agree.. these are not industrial ships, they are cargo ships.

Mining barges could be however classified as industrial ships.
Ryoji Tanakama
Ryoji Tanakama

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 11:19:00 - [371]

Personally I think that just upgrading indys wont work very well. The t2 indies should be hybrids with specialised bonuses.

Class: Smuggler
Slightly larger than a frig with about 1k to 1.5k cargo.
2 high slots, 2 turret
1 med
1 low
2 extra med/low depending on whether shield or armour based race.
250-300m/s
+10% afterburner/mwd speed based on indy skill
+16% chance to resist customs/cargo scans based on smuggker skill

intended to fit frig mods

reqs:
5 indy
5 frigate
5 navigation
1 smuggler+


~ Ryoji Tanakama
Ryoji Tanakama
Ryoji Tanakama
Caldari
Jericho Fraction
The Star Fraction

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 11:19:00 - [372]

Personally I think that just upgrading indys wont work very well. The t2 indies should be hybrids with specialised bonuses.

Class: Smuggler
Slightly larger than a frig with about 1k to 1.5k cargo.
2 high slots, 2 turret
1 med
1 low
2 extra med/low depending on whether shield or armour based race.
250-300m/s
+10% afterburner/mwd speed based on indy skill
+16% chance to resist customs/cargo scans based on smuggker skill

intended to fit frig mods

reqs:
5 indy
5 frigate
5 navigation
1 smuggler+

~ Ryoji Tanakama
Ryoji Tanakama
Ryoji Tanakama

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 11:33:00 - [373]

Class: Blockade Runner
About cruiser size uses cruiser mods
150-200m/s
5k-5.5k cargo
2 high
1 launcher
2 mid
3 low
+10% shield or armour hp based on indy skill
some resistance to warp disruptors and webs based on blockade runner skill

reqs:
indy 5
cruiser5
blockade runner 1+


~ Ryoji Tanakama
Ryoji Tanakama
Ryoji Tanakama
Caldari
Jericho Fraction
The Star Fraction

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 11:33:00 - [374]

Class: Blockade Runner
About cruiser size uses cruiser mods
150-200m/s
5k-5.5k cargo
2 high
1 launcher
2 mid
3 low
+10% shield or armour hp based on indy skill
some resistance to warp disruptors and webs based on blockade runner skill

reqs:
indy 5
cruiser5
blockade runner 1+

~ Ryoji Tanakama
Darius Shakor
Darius Shakor

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 11:42:00 - [375]

Edited by: Darius Shakor on 19/01/2005 11:43:02
Kamikaze!!!Twisted Evil
(Indy that can fit a special utility weapon to the high slot that fills the cargo bay and takes all fitting requirements up. The unit needs activating once you lock a POS control tower. You eject and it auto-flies towards the target. The resulting blast damages over a 20km radius, causing structural armor damage to the POS buildings. If it is destroyed by defences, the explosion is significantly lower and only stretches 5km)

Slots:
Hi - 1
Med - 2
Low - 1

Speed: 215m/s
Shield: 700
Armour: 550
Structure: 400
(Low damage resistances for all types on armour, but normal on shields)
Cargo: 1000
Special Ability: Can fit the "Suicide Bomb" unit to a high slot. (Think fitting like strip miner/ice miner to an ORE Barge. So much CPU or Power Grid it can't be mounted to a normal ship without a fitting bonus given by the skill)
Can only target POS Control Towers


... Or am I being a bit too drastic?Razz
------

Analysis[Ceasefire]....Complete - 'Term given to the act of firing, causing the ceasation of the life it is directed at
Darius Shakor
Darius Shakor
Minmatar
Freelance Unincorporated
Ushra'Khan

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 11:42:00 - [376]

Edited by: Darius Shakor on 19/01/2005 11:43:02
Kamikaze!!!Twisted Evil
(Indy that can fit a special utility weapon to the high slot that fills the cargo bay and takes all fitting requirements up. The unit needs activating once you lock a POS control tower. You eject and it auto-flies towards the target. The resulting blast damages over a 20km radius, causing structural armor damage to the POS buildings. If it is destroyed by defences, the explosion is significantly lower and only stretches 5km)

Slots:
Hi - 1
Med - 2
Low - 1

Speed: 215m/s
Shield: 700
Armour: 550
Structure: 400
(Low damage resistances for all types on armour, but normal on shields)
Cargo: 1000
Special Ability: Can fit the "Suicide Bomb" unit to a high slot. (Think fitting like strip miner/ice miner to an ORE Barge. So much CPU or Power Grid it can't be mounted to a normal ship without a fitting bonus given by the skill)
Can only target POS Control Towers


... Or am I being a bit too drastic?Razz
------

Shakor Clan Information Portal
http://oldforums.eveonline.com/?a=topic&threadID=3
BrerLapin
BrerLapin

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 13:16:00 - [377]

Youll also find that any design has redundant space.

Look at the inside of your PC :D

Redunant space can be utilised by pirates for said smuggling. *cough* Firefly *cough*
The perversity of the Universe tends towards a maximum - O'Toole's Corollary of Finagle's Law
BrerLapin
BrerLapin
Caldari
Da Dark Star

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 13:16:00 - [378]

Youll also find that any design has redundant space.

Look at the inside of your PC :D

Redunant space can be utilised by pirates for said smuggling. *cough* Firefly *cough*
Originally by: Market Scanner
Maybe CCP needs to remove all 3D models of NPC's and replace them with white 2D squares with the NPC's name typed in the square. I miss pong.
Karl Borhman
Karl Borhman

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 15:43:00 - [379]

Two things I'd love to see:

  • Freighter
  • Bulk Liquid Hauler


Freighter
Basically, I envison the Freighter as a slower version of the current industrials that holds a MASSIVE amount of cargo from point A to point B but at a snail's pace. Let's face it, taking 1.3M trit per run in a Mammoth just isn't cost effective when you need to move 4-5M units a go. I would expect a special skill - Freighter that would allow for a 5% increase in velocity and 5% increase in cargo space per level and require Indy 5, Spaceship Command 5, and Engineering 5 as pre-reqs. Slots and cargo hold, well I'll let you DEV's decide, but in general it should hold at least 1/3 more than your standard indy. To discourage use, velocity should be reduced accordingly. Twisted Evil

Bulk Liquid Hauler. It's seemed silly to me that even though a lot of liquids are getting moved around the galaxy, we never seem to see them carried in any kind of cargo tanker. Why don't we have these in Eve? I envision the bulk liquid hauler able to get a bonus moving any liquid material such as heavy water or ozone (maybe even isotopes, sulfuric acid) for examples. Perhaps allow something like a 10% reduction in cargo volume per level when carrying any kind of liquid(s) AND a 5% per level increase in total volume carried. It should look like a Badger with big spheres strapped to it's back. Skills should be Bulk Liquid Hauler 1, Spaceship Command 5, Indy 5, Engineering 5 and Freighter 3 as secondaries. Basically, they should be much more efficient when compared to a standard indy or freighter at moving any kind of liquids and suck at hauling non-liquid cargo.

Also, put some more fricken need in the game for liquids!!!! All these peeps living in spacebases and yet water, oxygen, food and rocket fuel / oil is more undervalued than cigarettes or liquor. I understand addiction is a difficult thing to kick, but it's kinda hard to boil pasta without any water or fly without fuel!!!
__________________________________

Mining ... the other white meat.
__________________________________
Karl Borhman
Karl Borhman
Minmatar
Solar Storm
Axiom Empire

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 15:43:00 - [380]

Two things I'd love to see:

  • Freighter
  • Bulk Liquid Hauler


Freighter
Basically, I envison the Freighter as a slower version of the current industrials that holds a MASSIVE amount of cargo from point A to point B but at a snail's pace. Let's face it, taking 1.3M trit per run in a Mammoth just isn't cost effective when you need to move 4-5M units a go. I would expect a special skill - Freighter that would allow for a 5% increase in velocity and 5% increase in cargo space per level and require Indy 5, Spaceship Command 5, and Engineering 5 as pre-reqs. Slots and cargo hold, well I'll let you DEV's decide, but in general it should hold at least 1/3 more than your standard indy. To discourage use, velocity should be reduced accordingly. Twisted Evil

Bulk Liquid Hauler. It's seemed silly to me that even though a lot of liquids are getting moved around the galaxy, we never seem to see them carried in any kind of cargo tanker. Why don't we have these in Eve? I envision the bulk liquid hauler able to get a bonus moving any liquid material such as heavy water or ozone (maybe even isotopes, sulfuric acid) for examples. Perhaps allow something like a 10% reduction in cargo volume per level when carrying any kind of liquid(s) AND a 5% per level increase in total volume carried. It should look like a Badger with big spheres strapped to it's back. Skills should be Bulk Liquid Hauler 1, Spaceship Command 5, Indy 5, Engineering 5 and Freighter 3 as secondaries. Basically, they should be much more efficient when compared to a standard indy or freighter at moving any kind of liquids and suck at hauling non-liquid cargo.

Also, put some more fricken need in the game for liquids!!!! All these peeps living in spacebases and yet water, oxygen, food and rocket fuel / oil is more undervalued than cigarettes or liquor. I understand addiction is a difficult thing to kick, but it's kinda hard to boil pasta without any water or fly without fuel!!!
Troublegum
Troublegum

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 16:10:00 - [381]

IT6

:)
Troublegum
Troublegum
Amarr
FATAL REVELATIONS

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 16:10:00 - [382]

IT6

:)
GreyMana
GreyMana

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 19:22:00 - [383]

I don't think that Q-Ships or Blockade runner does anything in common with "industrial" ships. Smuggler should be IMHO elite frigs. Oveur also stated that building on an industrial won't happen to (also I would like industrial Ships with max. 50% refining rate and ammo building possibility).
On the other hand you got the Iteron V, the only T1 ship which needs Lv. 5 to fly. So you have to make the other races industrials are worth the training time. I guess that is pretty hard to do.
I would like to see freighter as T2 industrial, of course they won't come out soonÖ, but I think the skill requirements would be nearly the same as a T2 industrial.

At least I can hope to come up with one nice idea:

Deployment ship
- Reasoning: New T2 station elements needs special kind of deployment device to deploy T2 POS elements in space.
- Special ability: Can deploy advanced elements of {race} in space
- Skills: {race} Industrial Lv. 5, Anchoring Lv. 5, Industry Lv. 5
- Cargo: 5000 m¦ (depends on the size of the T2 POS elements)
- Speed: 110 m¦
- Slots: about 2/4/4 (race dependant)

If you want to deploy a T2 Caldari POS Tower, you need Caldari Industrial Lv. 5, for Amarr Amarr Lv. 5. That might attract people to learn other industrials that Gallente to Lv. 5.

A "more cargo" industrial might make the Iteron V obsolete... so no solution there Sad

GreyMana
GreyMana

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 19:22:00 - [384]

I don't think that Q-Ships or Blockade runner does anything in common with "industrial" ships. Smuggler should be IMHO elite frigs. Oveur also stated that building on an industrial won't happen to (also I would like industrial Ships with max. 50% refining rate and ammo building possibility).
On the other hand you got the Iteron V, the only T1 ship which needs Lv. 5 to fly. So you have to make the other races industrials are worth the training time. I guess that is pretty hard to do.
I would like to see freighter as T2 industrial, of course they won't come out soonÖ, but I think the skill requirements would be nearly the same as a T2 industrial.

At least I can hope to come up with one nice idea:

Deployment ship
- Reasoning: New T2 station elements needs special kind of deployment device to deploy T2 POS elements in space.
- Special ability: Can deploy advanced elements of {race} in space
- Skills: {race} Industrial Lv. 5, Anchoring Lv. 5, Industry Lv. 5
- Cargo: 5000 m¦ (depends on the size of the T2 POS elements)
- Speed: 110 m¦
- Slots: about 2/4/4 (race dependant)

If you want to deploy a T2 Caldari POS Tower, you need Caldari Industrial Lv. 5, for Amarr Amarr Lv. 5. That might attract people to learn other industrials that Gallente to Lv. 5.

A "more cargo" industrial might make the Iteron V obsolete... so no solution there Sad

Cinnander
Cinnander

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 20:40:00 - [385]

Oh liquid haulers are a must.. however since they'd be useful as POS maintainance tools it would be cool and imo make them invaluable if they could "wire in" and "anchor" becoming effectively a silo from which liquid goods could be fed into the POS. Or even fed FROM the pos... soppose you produce a load of <insert illicit liquid> in your POS, as a result of R+D and production of less-than-legal stuff and so on and so forth (ala this).

Oh, and you'd probably need something like a cargo rig (as seen in a deadspace near you) to dock it on, this would of course take time, and obviously after the docking clamps lock it would be totally immobile. You'd still be able to eject and board it, so it wouldn't mean sitting there until your cargo 'expired' doing nothing :)
Cinnander
Cinnander
Celestial Fleet

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 20:40:00 - [386]

Oh liquid haulers are a must.. however since they'd be useful as POS maintainance tools it would be cool and imo make them invaluable if they could "wire in" and "anchor" becoming effectively a silo from which liquid goods could be fed into the POS. Or even fed FROM the pos... soppose you produce a load of <insert illicit liquid> in your POS, as a result of R+D and production of less-than-legal stuff and so on and so forth (ala this).

Oh, and you'd probably need something like a cargo rig (as seen in a deadspace near you) to dock it on, this would of course take time, and obviously after the docking clamps lock it would be totally immobile. You'd still be able to eject and board it, so it wouldn't mean sitting there until your cargo 'expired' doing nothing :)
Lefia
Lefia

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 22:10:00 - [387]

Edited by: Lefia on 19/01/2005 22:17:45
Edited by: Lefia on 19/01/2005 22:11:36
Little John

- 10,000 Base capacity
- 1/1/6 Configureation 0/0 turret configuration
- Skills: Industrial 5, Industry 5, Spaceship command 4 Advanced cargo freighter 1, Mechanics 3, and Navigation 3 (probably more).
- Size: Would look to be about the size of your average Battleship or mining barge
- Speed: Base speed of about 60 m/s
- Power: Small powergrid (maybe enough to install an ab or even MWD), Small CPU (again enough to mount an ab or somethine else), Moderate capacitor
- Special Ability: -100,000% volume to all repacked station containers and repackaged ships placed in the little john.
- Restriction: Cannot anchor anything from the little john's cargo hold.


Think tank:

-Lower than average industrial Cargohold
-Increadibly large CPU
-Can fit with "free runtime utilization module" which uses the large CPU to generate research potential.
- Thus a BPO can be installed into the runtime module, and all unused CPU will generate reasearch on that BPO whenever the ship is flown. Thus putting more modules on the ship will generate less research.
- Prevents copius amounts of research because the research is limited to ship flight time, while idling in dry dock does not produce any research potential. Similarly, since only one ship can be flown at a time, it prevents multiple BPOs to be researched by one account.

Originally by: hired goon
------------------------------------------------
I agree with every point and counter point that has been brought up in this and every other argument ever had.
---------
Lefia
Lefia
Gallente
CONsordium Infinate

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.19 22:10:00 - [388]

Edited by: Lefia on 19/01/2005 22:17:45
Edited by: Lefia on 19/01/2005 22:11:36
Little John

- 10,000 Base capacity
- 1/1/6 Configureation 0/0 turret configuration
- Skills: Industrial 5, Industry 5, Spaceship command 4 Advanced cargo freighter 1, Mechanics 3, and Navigation 3 (probably more).
- Size: Would look to be about the size of your average Battleship or mining barge
- Speed: Base speed of about 60 m/s
- Power: Small powergrid (maybe enough to install an ab or even MWD), Small CPU (again enough to mount an ab or somethine else), Moderate capacitor
- Special Ability: -100,000% volume to all repacked station containers and repackaged ships placed in the little john.
- Restriction: Cannot anchor anything from the little john's cargo hold.


Think tank:

-Lower than average industrial Cargohold
-Increadibly large CPU
-Can fit with "free runtime utilization module" which uses the large CPU to generate research potential.
- Thus a BPO can be installed into the runtime module, and all unused CPU will generate reasearch on that BPO whenever the ship is flown. Thus putting more modules on the ship will generate less research.
- Prevents copius amounts of research because the research is limited to ship flight time, while idling in dry dock does not produce any research potential. Similarly, since only one ship can be flown at a time, it prevents multiple BPOs to be researched by one account.
Originally by: hired goon
I agree with every point and counter point that has been brought up in this and every other argument ever had.

do

Alinea
Alinea

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.20 05:34:00 - [389]

Edited by: Alinea on 21/01/2005 10:21:25
Edited by: Alinea on 20/01/2005 12:47:07
Special Class: Carrier

Cargo Volume: about 8000 m3
normal Indy Bonus each Skill-Level
Special ability: -98% to Ship Volume in Cargo
or
-90% with new Carrier skill, each Skillpoint 2% more
(level 1 -90%, Level 5 -98%)
load and unload only in stations
Cargo Volume and low Slots to make able to transport one BS fully skilled

Skills: Indu 5(one ship each faction), Hull Upgrades 5, SSC 5

special indu for transporting ships like a car transporter. With the raising production slot costs and the T2 special ships the manufactoring can run on different places. But sell point can be on a central position. 2nd point: the ships can be delivered in outer regions.

Alinea
Alinea
Alinea
Minmatar
The X-Trading Company
Dusk and Dawn

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.20 05:34:00 - [390]

Edited by: Alinea on 21/01/2005 10:21:25
Edited by: Alinea on 20/01/2005 12:47:07
Special Class: Carrier

Cargo Volume: about 8000 m3
normal Indy Bonus each Skill-Level
Special ability: -98% to Ship Volume in Cargo
or
-90% with new Carrier skill, each Skillpoint 2% more
(level 1 -90%, Level 5 -98%)
load and unload only in stations
Cargo Volume and low Slots to make able to transport one BS fully skilled

Skills: Indu 5(one ship each faction), Hull Upgrades 5, SSC 5

special indu for transporting ships like a car transporter. With the raising production slot costs and the T2 special ships the manufactoring can run on different places. But sell point can be on a central position. 2nd point: the ships can be delivered in outer regions.

Zucker Artson
Zucker Artson

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.20 12:52:00 - [391]

I'm using the stats of the SiSi server as of now. I think you should take a look at the blockade runner again. See the following blob of text why.

Any blockade without instajumps will get you killed, or boxed in, so speed is almost useless. It can be usefull if you manage to get trapped in a warp bubble, but I'm ignoring it in the comparison.
I'm using WCS as a basic defence, feel free to setup as you like, the math should stay the same.

Using the gallente ships in the example, expanded cargo I's for the first number, and Local Hulls with Giant Secure Cans for the number between ().
Also including the old Mk5, cause if you want to run a cheap ship you better not go for the (15M?) uninsurable elite ships. It will die sooner though cause it lacks the nice resist and armour bonuses.


Blockade running is a a weigh-off between cargo and safety.

Low cargo/high defence means lots of runs, lots of opportunities to get caught, low risk to get killed when they do, and low loss if you do get killed.
High cargo/low defence means few runs, few opportunities to get caught, high risk to get killed when they do, big loss if you do get killed.

- High/Low blockade runner means +2 warp core strenght and 6.161 (9.561) cargo.
- High/Low deep space hauler means +2 warp core strenght and 12.117 (20.945) cargo.
- High/Low iteron mk5 means +2 warp core strenght and 12.322 (20.023) cargo.

- Low/High blockade runner means +5 warp core strenght and 3.750 (4.650) cargo.
- Low/High deep space hauler means +5 warp core strenght and 7.375 (9.765) cargo.
- Low/High iteron mk5 means +5 warp core strenght and 7.500 (9.300) cargo.

So, whichever strategy you prefer, a blockade runner is always inferior in cargo space to the deep space hauler/Mk5, meaning you have to make twice the number of trips and run twice the amount of risk. None of the bonuses the runner has (speed, resists etc) make up for this.
Zucker Artson
Zucker Artson

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.20 12:52:00 - [392]

I'm using the stats of the SiSi server as of now. I think you should take a look at the blockade runner again. See the following blob of text why.

Any blockade without instajumps will get you killed, or boxed in, so speed is almost useless. It can be usefull if you manage to get trapped in a warp bubble, but I'm ignoring it in the comparison.
I'm using WCS as a basic defence, feel free to setup as you like, the math should stay the same.

Using the gallente ships in the example, expanded cargo I's for the first number, and Local Hulls with Giant Secure Cans for the number between ().
Also including the old Mk5, cause if you want to run a cheap ship you better not go for the (15M?) uninsurable elite ships. It will die sooner though cause it lacks the nice resist and armour bonuses.


Blockade running is a a weigh-off between cargo and safety.

Low cargo/high defence means lots of runs, lots of opportunities to get caught, low risk to get killed when they do, and low loss if you do get killed.
High cargo/low defence means few runs, few opportunities to get caught, high risk to get killed when they do, big loss if you do get killed.

- High/Low blockade runner means +2 warp core strenght and 6.161 (9.561) cargo.
- High/Low deep space hauler means +2 warp core strenght and 12.117 (20.945) cargo.
- High/Low iteron mk5 means +2 warp core strenght and 12.322 (20.023) cargo.

- Low/High blockade runner means +5 warp core strenght and 3.750 (4.650) cargo.
- Low/High deep space hauler means +5 warp core strenght and 7.375 (9.765) cargo.
- Low/High iteron mk5 means +5 warp core strenght and 7.500 (9.300) cargo.

So, whichever strategy you prefer, a blockade runner is always inferior in cargo space to the deep space hauler/Mk5, meaning you have to make twice the number of trips and run twice the amount of risk. None of the bonuses the runner has (speed, resists etc) make up for this.
Marcus Aurelius
Marcus Aurelius

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.20 14:46:00 - [393]

Edited by: Marcus Aurelius on 20/01/2005 14:46:56
drone transporter:

cargohold: 500m2 base
dronebay: 50.000m2, but drones cannot be launched from this ship.

high : 0
med: 3
low: 3

skills:
drones 5
industrial 5
navigation 5
drone transport 1 (gives 5% bonus to dronespace per level)

Marcus Aurelius
Marcus Aurelius
Colossus Security Services

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.20 14:46:00 - [394]

Edited by: Marcus Aurelius on 20/01/2005 14:46:56
drone transporter:

cargohold: 500m2 base
dronebay: 50.000m2, but drones cannot be launched from this ship.

high : 0
med: 3
low: 3

skills:
drones 5
industrial 5
navigation 5
drone transport 1 (gives 5% bonus to dronespace per level)

Elemmakil
Elemmakil

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.21 01:56:00 - [395]

Originally by: Marcus Aurelius
Edited by: Marcus Aurelius on 20/01/2005 14:46:56
drone transporter:

cargohold: 500m2 base
dronebay: 50.000m2, but drones cannot be launched from this ship.

high : 0
med: 3
low: 3

skills:
drones 5
industrial 5
navigation 5
drone transport 1 (gives 5% bonus to dronespace per level)



Useless.. too much training time, too specific use.
Elemmakil
Elemmakil

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.21 01:56:00 - [396]

Originally by: Marcus Aurelius
Edited by: Marcus Aurelius on 20/01/2005 14:46:56
drone transporter:

cargohold: 500m2 base
dronebay: 50.000m2, but drones cannot be launched from this ship.

high : 0
med: 3
low: 3

skills:
drones 5
industrial 5
navigation 5
drone transport 1 (gives 5% bonus to dronespace per level)



Useless.. too much training time, too specific use.
Hera III
Hera III

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.21 16:47:00 - [397]

*SPACE TUG*

Well, here's an Idea... taken from the game Homeworld,

-(FIRST OFF I HATE ORE THIEF's)

as there are already cans floating around in space,

-(AND NO I AM NOT A ORE THIEF)

Make a ship class that uses tractor beams to move items in space.

-(unfortunately this would probably assist ore thief's)

Now imagine using the large cans that are anchorable instead of cargo expanders, and instead of hauling them into a cargo hold.... simply move the can around from a station to station or, anchoring them.

This ship class could also be used specifically for setting up POS's.


First and Former North American Director of <FROG MORTON IND.>
Hera III
Hera III
Amarr
Frog Morton Industries
Origin Alliance

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.21 16:47:00 - [398]

*SPACE TUG*

Well, here's an Idea... taken from the game Homeworld,

-(FIRST OFF I HATE ORE THIEF's)

as there are already cans floating around in space,

-(AND NO I AM NOT A ORE THIEF)

Make a ship class that uses tractor beams to move items in space.

-(unfortunately this would probably assist ore thief's)

Now imagine using the large cans that are anchorable instead of cargo expanders, and instead of hauling them into a cargo hold.... simply move the can around from a station to station or, anchoring them.

This ship class could also be used specifically for setting up POS's.


First and Former North American Director of <FROG MORTON IND.>
gbowman
gbowman

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.21 16:55:00 - [399]

Edited by: gbowman on 21/01/2005 17:17:07
Call me odd if you like, but I think at least one of the skills needed for successful smuggling, (as well as a Smuggling skill, d'oh!) should be Social related...think about it. Smuggling is as much as about social manipulation as anything else: not looking guilty, "oh no, Officer, nothing in MY hold..." or even "These are not the drugs you're looking for..." *wave* Wink

Navigation 5? Why? Yes you want to go fast, fine, but we're talking about a freighter, not a fighter. More practically, Mechanic 5, for maintaining a shoddy exterior, but a smooth engine...?

Indy 5 is practical: you're using all the little bits of the ship for hiding stuff in, you'll want to know your ship inside and out...

Final thought: any chance of a scan jamming module? Something that can be fitted to a lot slot to obstruct custom's scans? ECM skills then add to your chances...

My two cents, anyway

*edit: oops, may have missed the thread's point here...still, leaving it up, because I still think this should be considered versus some of the "required" skills ppl are quoting...*
gbowman
gbowman

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.21 16:55:00 - [400]

Edited by: gbowman on 21/01/2005 17:17:07
Call me odd if you like, but I think at least one of the skills needed for successful smuggling, (as well as a Smuggling skill, d'oh!) should be Social related...think about it. Smuggling is as much as about social manipulation as anything else: not looking guilty, "oh no, Officer, nothing in MY hold..." or even "These are not the drugs you're looking for..." *wave* Wink

Navigation 5? Why? Yes you want to go fast, fine, but we're talking about a freighter, not a fighter. More practically, Mechanic 5, for maintaining a shoddy exterior, but a smooth engine...?

Indy 5 is practical: you're using all the little bits of the ship for hiding stuff in, you'll want to know your ship inside and out...

Final thought: any chance of a scan jamming module? Something that can be fitted to a lot slot to obstruct custom's scans? ECM skills then add to your chances...

My two cents, anyway

*edit: oops, may have missed the thread's point here...still, leaving it up, because I still think this should be considered versus some of the "required" skills ppl are quoting...*
Illystin De'Vir
Illystin De'Vir

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.21 18:56:00 - [401]

Edited by: Illystin De'Vir on 21/01/2005 19:02:13
Tec2 Indy.
- Reasoning: Because I've maxed all my Skills for carebearing and I'm still not good enough for the carebear2000«
- Special ability: (same as base) +20%/Indy ship lvl Mining Laser Yield.
- Skills: Indy 5, Adv Indy Skill, Mining lvl 5 prereq
- Cargo: Higher then Base Ship
- Speed: Faster than an indy
- Slots: +1 Turret, +1 Med, +1 Lowslot.
- Attributes: 500-1,500km3 Drone Bay. Increased Armor, PG, CPU. (I can picture something along the lines of one of the serpentis NPC haulers you find in Mining ops.)

By doing this, you give more mining/afk power to those who do that for a living, better hauling power, for those who would enjoy that, and more combat options for people looking to set up traps vs. terrorists errr Indy gankers.
----

Illystin De'Vir
Illystin De'Vir
Minmatar
Resurrection
R i s e

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.21 18:56:00 - [402]

Edited by: Illystin De'Vir on 21/01/2005 19:02:13
Tec2 Indy.
- Reasoning: Because I've maxed all my Skills for carebearing and I'm still not good enough for the carebear2000«
- Special ability: (same as base) +20%/Indy ship lvl Mining Laser Yield.
- Skills: Indy 5, Adv Indy Skill, Mining lvl 5 prereq
- Cargo: Higher then Base Ship
- Speed: Faster than an indy
- Slots: +1 Turret, +1 Med, +1 Lowslot.
- Attributes: 500-1,500km3 Drone Bay. Increased Armor, PG, CPU. (I can picture something along the lines of one of the serpentis NPC haulers you find in Mining ops.)

By doing this, you give more mining/afk power to those who do that for a living, better hauling power, for those who would enjoy that, and more combat options for people looking to set up traps vs. terrorists errr Indy gankers.
----

- Resurrection is now accepting applications from mature and self-sufficient individuals looking to be reborn
Mercade
Mercade

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.21 23:16:00 - [403]

Perhaps Oveur would like us to talk about what they have up for T2 indies on Singularity instead of further ideas. Adapt what it is they already have made and went up 2 days ago I believe.
Mercade
Mercade
Coerce Inc
Blood Raiders Alliance

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.21 23:16:00 - [404]

Perhaps Oveur would like us to talk about what they have up for T2 indies on Singularity instead of further ideas. Adapt what it is they already have made and went up 2 days ago I believe.
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.
Pottsey
Pottsey

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.22 16:48:00 - [405]

The Viator I like itÆs a pretty nice ship. The Occator on the other hand needs more work, its meant to be a tough Indi but its weaker then a normal indi due less slots and it has less cargo space. It has more shields but the shield recharge is twice as long meaning the hitpoints per second are not that much better. It has 3 less mid slots and 1 less high slot. Due to the lack of mid slots you have to amour tank taking away from the cargo space which it already has less off. A Mk5 with a passive or active shield tank would get just as many hitpoints back per second, have more shield hitpoints and more cargo space.

A lot of us Mk5 cargo pilots donÆt even have amour tank skills. We shield tank and fit cargo expanders into the low slots so we can take more cargo. So please make it so the new cargo ships can shield tank. Either take off the amour tank bonus or add a shield and amour tank bonus. Also double the shield recharge rate so itÆs as good as a normal indi.

I donÆt see why a T2 ship would have less shield recharge, less high slots, less mid slots, less turret slots, less cargo space, less CPU and less speed.

Less Cargo space I could live with if the advantages where better.

_________________________________________________
Gallente defensive innovation comes from unexpected source.
Pottsey
Pottsey
Gallente
Enheduanni Foundation

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.22 16:48:00 - [406]

The Viator I like itÆs a pretty nice ship. The Occator on the other hand needs more work, its meant to be a tough Indi but its weaker then a normal indi due less slots and it has less cargo space. It has more shields but the shield recharge is twice as long meaning the hitpoints per second are not that much better. It has 3 less mid slots and 1 less high slot. Due to the lack of mid slots you have to amour tank taking away from the cargo space which it already has less off. A Mk5 with a passive or active shield tank would get just as many hitpoints back per second, have more shield hitpoints and more cargo space.

A lot of us Mk5 cargo pilots donÆt even have amour tank skills. We shield tank and fit cargo expanders into the low slots so we can take more cargo. So please make it so the new cargo ships can shield tank. Either take off the amour tank bonus or add a shield and amour tank bonus. Also double the shield recharge rate so itÆs as good as a normal indi.

I donÆt see why a T2 ship would have less shield recharge, less high slots, less mid slots, less turret slots, less cargo space, less CPU and less speed.

Less Cargo space I could live with if the advantages where better.


Passive shield tanking guide click here
Kayscha
Kayscha

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.22 19:05:00 - [407]

I hope I'm not reiterating something someone else has already brought up, but after 4 pages of suggestions my eyes started to tire while my mind came up with funny ideas for indies. Since the definition of 'indy' is rather ambiguous, I just consider them to be miscellaneous non-combat vessels. Her we go:

mobile loot depot
r: a guarded place to stash large amounts loot out of everyone's view for a while
sa: can expand its cargo hold 10fold but cannot warp or jump while hold is expanded (maybe this is a special module that expands when active)
sk: indy 5, hull upgrades 5
c: similar to base ship
sp: very slow when expanded
sl: extra low slot

multi purpose vessel
r: ship that excels in its versatility above all else
sa: regular cap, lots of powergrid and cpu
sk: indy 5, energy managment 5, mechanics 5
c: quarter that of base ship
sp: slightly slower than base ship
sl: 1h, 4-6m, 8l

deep space explorer
r: science ship that explores the reaches of space, gathering research points for its lab and thus eventually bpcs and bpos by scanning asteroids, moons and planets as well as pois (each for different areas of research). Scanning the same object twice doesn't do anything, and the amount gained from an object depends on its rarity and the time that has passed since they were last scanned by anybody.
sa: requires constant cargo of scientists, produces research points, large cpu
sk: lab op 3, astrogeo 4, astromet 4, reserach 5, indy 5
c: half of base ship
sp: similar to base ship
sl: 1h + 1miner, 6m, 6l

I also wholeheartedly support many of the other ideas proposed here, especially passenger transport and specialty cargo transport. Smugglers and fire barges ('kamikaze' indies with a cargohold full of tnt) are very nice, too, but I'd prefer to see this solved through modules, such as 'hidden compartments' for one and 'critical reactor destabilizer' for the other (each with their corresponding skills). The latter would activate the ship's selfdestruct and leave the pilot some 30 seconds or so to get in his capsule and out of harm's way. Furthermore, a module that disguises a ship's type at first glance (unless ship scanned, that is) might be nice too, especially for those 'traps'.

Kayscha
Kayscha

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.22 19:05:00 - [408]

I hope I'm not reiterating something someone else has already brought up, but after 4 pages of suggestions my eyes started to tire while my mind came up with funny ideas for indies. Since the definition of 'indy' is rather ambiguous, I just consider them to be miscellaneous non-combat vessels. Her we go:

mobile loot depot
r: a guarded place to stash large amounts loot out of everyone's view for a while
sa: can expand its cargo hold 10fold but cannot warp or jump while hold is expanded (maybe this is a special module that expands when active)
sk: indy 5, hull upgrades 5
c: similar to base ship
sp: very slow when expanded
sl: extra low slot

multi purpose vessel
r: ship that excels in its versatility above all else
sa: regular cap, lots of powergrid and cpu
sk: indy 5, energy managment 5, mechanics 5
c: quarter that of base ship
sp: slightly slower than base ship
sl: 1h, 4-6m, 8l

deep space explorer
r: science ship that explores the reaches of space, gathering research points for its lab and thus eventually bpcs and bpos by scanning asteroids, moons and planets as well as pois (each for different areas of research). Scanning the same object twice doesn't do anything, and the amount gained from an object depends on its rarity and the time that has passed since they were last scanned by anybody.
sa: requires constant cargo of scientists, produces research points, large cpu
sk: lab op 3, astrogeo 4, astromet 4, reserach 5, indy 5
c: half of base ship
sp: similar to base ship
sl: 1h + 1miner, 6m, 6l

I also wholeheartedly support many of the other ideas proposed here, especially passenger transport and specialty cargo transport. Smugglers and fire barges ('kamikaze' indies with a cargohold full of tnt) are very nice, too, but I'd prefer to see this solved through modules, such as 'hidden compartments' for one and 'critical reactor destabilizer' for the other (each with their corresponding skills). The latter would activate the ship's selfdestruct and leave the pilot some 30 seconds or so to get in his capsule and out of harm's way. Furthermore, a module that disguises a ship's type at first glance (unless ship scanned, that is) might be nice too, especially for those 'traps'.

Miri Tirzan
Miri Tirzan

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.23 00:14:00 - [409]

I have to admit, I dont see why tech 2 industrials are being looked at. Since Beta, Alpha even, the function of the industrial has changed from something that was suppost to be able to be a mobile factory or mobile refiner, or several other things to being a freighter. That is why all the industrials all have hugh CPU when they really dont need it.

If you want to introduce fleet support ships, those would be mods of the logistics ships. If you want hugh cargo capibility then get one of the new Freighters (100k m3) and if you wanted a smuggler, then get the right modules to put on any ship to hide contraband.

If there is really going to be a tech 2 industrial, then I would want to see one with little or no cargo bay. I would like to see both the shields, armor, and speed increased. The ship should not have that hugh a skill requirement. What I would want to see would be a collection of special pods (modules) that could do several things:

refiner pod - a real mobile refinery
factory pod - linited build capibility
drone pod - fully functional drone bay
salvage pod - salvage drones and some cargo space (restrict the drones)
combat pod (offenisve) - mounts racial combat weapons (you would just click to fire)
combat pod (defensive) - mounts racial combat weapons, auto fires defenders, shoots drones, etc..
troop pod - Carries troops
ore pod - Carries Ore


That would be a worth while T2 industrial. That way you would never know what you faced until you scanned it.

svetlana - "whining gets you stuff. that is why humans got to the top of the food chain and all the other animals got nerfed."
Miri Tirzan
Miri Tirzan
Caldari
Reikoku
Band of Brothers

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.23 00:14:00 - [410]

I have to admit, I dont see why tech 2 industrials are being looked at. Since Beta, Alpha even, the function of the industrial has changed from something that was suppost to be able to be a mobile factory or mobile refiner, or several other things to being a freighter. That is why all the industrials all have hugh CPU when they really dont need it.

If you want to introduce fleet support ships, those would be mods of the logistics ships. If you want hugh cargo capibility then get one of the new Freighters (100k m3) and if you wanted a smuggler, then get the right modules to put on any ship to hide contraband.

If there is really going to be a tech 2 industrial, then I would want to see one with little or no cargo bay. I would like to see both the shields, armor, and speed increased. The ship should not have that hugh a skill requirement. What I would want to see would be a collection of special pods (modules) that could do several things:

refiner pod - a real mobile refinery
factory pod - linited build capibility
drone pod - fully functional drone bay
salvage pod - salvage drones and some cargo space (restrict the drones)
combat pod (offenisve) - mounts racial combat weapons (you would just click to fire)
combat pod (defensive) - mounts racial combat weapons, auto fires defenders, shoots drones, etc..
troop pod - Carries troops
ore pod - Carries Ore


That would be a worth while T2 industrial. That way you would never know what you faced until you scanned it.
svetlana - "whining gets you stuff. that is why humans got to the top of the food chain and all the other animals got nerfed."
Glarion Garnier
Glarion Garnier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.23 09:34:00 - [411]

yep I did not read All comments on this threadShocked


a new Class number 1: race specific support industrials - for combat zone usage

note!! * means can only fit rocket or standard missile launcher
And i'm not totally sure about the logistics skill requirement

Gallente Support Industrial

During Gallente Caldari war it became imperative that strong hauler was required
for hauling in the required drones & ammunition to the Batle field. So Gallente Federation started a
design copetition and the winner was Creodron.

special ability:
1. 50m3 more drone space per Gallente Support Industrial skill
2. 5% to all armor resistances per Gallente support Industrial skill lvl or 10% more armorhitpoints per lvl or both

high slots = 2 (1 missile launcher slot*, 1 utility slot)
med slots = 4
low slots = 5 or 6

-cargo hold 4000 m3
-drone space 50m3
-speed 135 m/S
-armor hitpoints 920 (resistances 50 EM, 10 exp, 50% kinetic, 40% thermal)
-shield 350 (normal resistances)
-targetting ( sensor strenght 6, targetting speed 50-85% faster than normal indy)
-powergrid ??
-cpu ?

skill requirements:
Gallente Support Industial skill at lvl 1 (rank 6)
preregs:
-Gallente Industrial 5
-Industry 5
-Logistics lvl 2
-Spaceship command 4
________________________________________________________________________________

Caldari Support Industiral

special ability:
5% to missile launcher speed per lvl
5% to sield resistances per lvl or 10% to shield hit points per lvl or both

high slots = 3 (2 missile launcher slots*, 1 utility slot)
med slots = 5
low slots = 3 or 4

-Cargo hold 3750m3
-drone space 0
-speed 138m/s
-armor hitpoints 700 (normal reistances)
-shield 600 (10% em, 50% exp, 40% kinetic 50% thermal)
-targetting ( sensor strenght 7, targetting speed 50-85% faster than normal indy)
-powergrid ??
-cpu ?

skill requirements:
Caldari Support Industial skill at lvl 1 (rank 6)
preregs:
-Caldari Industrial 5
-Industry 5
-Logistics lvl 2
-Spaceship command 4

_________________________________________________________________________________

Amarr Support Industrial

special ability:
5% to armor resistances per lvl
20% to small nosferatu range + effiency per lvl

high slots = 2 (1 missile launcher slot*, 1 utility slots)
med slots = 3
low slots = 6 or 7

-Cargo hold 3000 m3
-drone space 50m3
-speed 132m/s
-armor hitpoints 1000 (50% em, 30% exp, 30% kinetic 40% thermal)
-shield 200 (normal reistances)
-targetting ( sensor strenght 6, targetting speed 50-85% faster than normal indy)
-powergrid ??
-cpu ?

skill requirements:
Caldari Support Industial skill at lvl 1 (rank 6)
preregs:
-Caldari Industrial 5
-Industry lvl 5
-Logistics lvl 2
-Spaceship command 4
___________________________________________________________________________________


Minmatar Support Industrial

special ability:
10% to shield recharge rate per lvl
5% to missile launcher rate of fire per lvl or 5% to ship speed per lvl

high slots 2 (1 missile launcher slot*, 1 utility slots)
med slots 4
low slots 5 or 6

-Cargo hold 3550 m3
-drone space 50m3
-speed 140m/s
-armor hitpoints 750 (normal resistances)
-shield 550 (55% Em 25% exp, 30% kinetic, 40% thermal)
-targetting ( sensor strenght 6, targetting speed 50-85% faster than normal indy)
-powergrid ??
-cpu ?

skill requirements:
Minmatar Support Industial skill at lvl 1 (rank 6)
preregs:
-Minmatar Industrial 5
-Industry 5
-Logistics lvl 2
-Spaceship command 3

A smugling class hauler with speed as one speciality sounds nice as well.
Glarion Garnier
Glarion Garnier
Solar Wind

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.23 09:34:00 - [412]

yep I did not read All comments on this threadShocked


a new Class number 1: race specific support industrials - for combat zone usage

note!! * means can only fit rocket or standard missile launcher
And i'm not totally sure about the logistics skill requirement

Gallente Support Industrial

During Gallente Caldari war it became imperative that strong hauler was required
for hauling in the required drones & ammunition to the Batle field. So Gallente Federation started a
design copetition and the winner was Creodron.

special ability:
1. 50m3 more drone space per Gallente Support Industrial skill
2. 5% to all armor resistances per Gallente support Industrial skill lvl or 10% more armorhitpoints per lvl or both

high slots = 2 (1 missile launcher slot*, 1 utility slot)
med slots = 4
low slots = 5 or 6

-cargo hold 4000 m3
-drone space 50m3
-speed 135 m/S
-armor hitpoints 920 (resistances 50 EM, 10 exp, 50% kinetic, 40% thermal)
-shield 350 (normal resistances)
-targetting ( sensor strenght 6, targetting speed 50-85% faster than normal indy)
-powergrid ??
-cpu ?

skill requirements:
Gallente Support Industial skill at lvl 1 (rank 6)
preregs:
-Gallente Industrial 5
-Industry 5
-Logistics lvl 2
-Spaceship command 4
________________________________________________________________________________

Caldari Support Industiral

special ability:
5% to missile launcher speed per lvl
5% to sield resistances per lvl or 10% to shield hit points per lvl or both

high slots = 3 (2 missile launcher slots*, 1 utility slot)
med slots = 5
low slots = 3 or 4

-Cargo hold 3750m3
-drone space 0
-speed 138m/s
-armor hitpoints 700 (normal reistances)
-shield 600 (10% em, 50% exp, 40% kinetic 50% thermal)
-targetting ( sensor strenght 7, targetting speed 50-85% faster than normal indy)
-powergrid ??
-cpu ?

skill requirements:
Caldari Support Industial skill at lvl 1 (rank 6)
preregs:
-Caldari Industrial 5
-Industry 5
-Logistics lvl 2
-Spaceship command 4

_________________________________________________________________________________

Amarr Support Industrial

special ability:
5% to armor resistances per lvl
20% to small nosferatu range + effiency per lvl

high slots = 2 (1 missile launcher slot*, 1 utility slots)
med slots = 3
low slots = 6 or 7

-Cargo hold 3000 m3
-drone space 50m3
-speed 132m/s
-armor hitpoints 1000 (50% em, 30% exp, 30% kinetic 40% thermal)
-shield 200 (normal reistances)
-targetting ( sensor strenght 6, targetting speed 50-85% faster than normal indy)
-powergrid ??
-cpu ?

skill requirements:
Caldari Support Industial skill at lvl 1 (rank 6)
preregs:
-Caldari Industrial 5
-Industry lvl 5
-Logistics lvl 2
-Spaceship command 4
___________________________________________________________________________________


Minmatar Support Industrial

special ability:
10% to shield recharge rate per lvl
5% to missile launcher rate of fire per lvl or 5% to ship speed per lvl

high slots 2 (1 missile launcher slot*, 1 utility slots)
med slots 4
low slots 5 or 6

-Cargo hold 3550 m3
-drone space 50m3
-speed 140m/s
-armor hitpoints 750 (normal resistances)
-shield 550 (55% Em 25% exp, 30% kinetic, 40% thermal)
-targetting ( sensor strenght 6, targetting speed 50-85% faster than normal indy)
-powergrid ??
-cpu ?

skill requirements:
Minmatar Support Industial skill at lvl 1 (rank 6)
preregs:
-Minmatar Industrial 5
-Industry 5
-Logistics lvl 2
-Spaceship command 3

A smugling class hauler with speed as one speciality sounds nice as well.
Kayscha
Kayscha

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.23 11:37:00 - [413]

Another idea for a weird design just hit me:

blockade breaker
r: this design does not out-run its foes but out-sit them instead. sacrifices everything else for defense (armour or shiled, depending on race), allowing it enough time to warp from all but the strongest opposition.
sa: +20% armor +20% shields
sk: indy 5, remote armor/tactical shield 5 (depending on race)
ca: 1/4 of base ship
armor/shields: 10 times that of base ship, with high resistances all over
warp scramble: -3
sp: half of base ship; warp speed 1/4 of base ship
sl: 0h, 4m, 6l or 0h, 6m, 4l (depending on race)

Kayscha
Kayscha

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.23 11:37:00 - [414]

Another idea for a weird design just hit me:

blockade breaker
r: this design does not out-run its foes but out-sit them instead. sacrifices everything else for defense (armour or shiled, depending on race), allowing it enough time to warp from all but the strongest opposition.
sa: +20% armor +20% shields
sk: indy 5, remote armor/tactical shield 5 (depending on race)
ca: 1/4 of base ship
armor/shields: 10 times that of base ship, with high resistances all over
warp scramble: -3
sp: half of base ship; warp speed 1/4 of base ship
sl: 0h, 4m, 6l or 0h, 6m, 4l (depending on race)

Lallante
Lallante

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.23 16:02:00 - [415]

Edited by: Lallante on 23/01/2005 16:03:46
POS Support Indy


Take a normal indy base armor shield structure
- Needs support indy 1 and (Race) Indy 5, Hull Upgrades 4 and Anchoring 4
-top speed of 90m/s, VERY unmaneuvrable (30secs to get into warp)
-Cargo, 5000
- 0 high, 1 med, 0low
- Main skill bonus : 15% less cargoneed for POS structure or fuel per level of Normal Race Indy Skill

- Secondary (Race) bonus: 2% (additional) reduced (RACE) Isotope cargo need per level of Support Indy


FRONTLINE support Indy
Normal indy with EXCEPTIONALLY low targetting signiture radius
-5% sig radius per level of Frontline indy skill
+5% speed per level of normal indy skill
Slots : 2 high (2 missle),2 med, 2 low. Cargo 5000
Base Speed around 300, but very unmaneuvrable.


Lall - THE Vocal Minority -
ShinRa

Lallante
Lallante
Shinra
Lotka Volterra

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.23 16:02:00 - [416]

Edited by: Lallante on 23/01/2005 16:03:46
POS Support Indy


Take a normal indy base armor shield structure
- Needs support indy 1 and (Race) Indy 5, Hull Upgrades 4 and Anchoring 4
-top speed of 90m/s, VERY unmaneuvrable (30secs to get into warp)
-Cargo, 5000
- 0 high, 1 med, 0low
- Main skill bonus : 15% less cargoneed for POS structure or fuel per level of Normal Race Indy Skill

- Secondary (Race) bonus: 2% (additional) reduced (RACE) Isotope cargo need per level of Support Indy


FRONTLINE support Indy
Normal indy with EXCEPTIONALLY low targetting signiture radius
-5% sig radius per level of Frontline indy skill
+5% speed per level of normal indy skill
Slots : 2 high (2 missle),2 med, 2 low. Cargo 5000
Base Speed around 300, but very unmaneuvrable.


Lall - THE Vocal Minority -
ShinRa

Sliinky
Sliinky

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.24 16:20:00 - [417]

Ship Name Gargantua Hull class Mammoth

Purpose: Agent running
Reasoning: Have you seeen the hauler missions??!
Special Ability: Cargo Hold increase 150% per level
Skills: Transport Manager lvl1, indy 5, spaceship commaand 5, Hull upgardes 5
Cargo: Base 10,000
Speed: 110m/s
Slots: 3 High, 5 Med and 7 Low

This would take care of those hauler missions nicely
Sliinky
Sliinky

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.24 16:20:00 - [418]

Ship Name Gargantua Hull class Mammoth

Purpose: Agent running
Reasoning: Have you seeen the hauler missions??!
Special Ability: Cargo Hold increase 150% per level
Skills: Transport Manager lvl1, indy 5, spaceship commaand 5, Hull upgardes 5
Cargo: Base 10,000
Speed: 110m/s
Slots: 3 High, 5 Med and 7 Low

This would take care of those hauler missions nicely
Xantia Blade
Xantia Blade

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.24 21:39:00 - [419]

Blockade Runner
- Reasoning: When it absolutely has to get there!
- Special ability: 10% Agility per level, 5% velocity per level
- Skills: Smuggling Lv5, Evasive Manuovering Lv5, Navigation Lv4, Industrial Lv4
- Cargo: Very Small
- Speed: Very Fast
- Slots: Very Few
Xantia Blade
Xantia Blade
Caldari

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.24 21:39:00 - [420]

Blockade Runner
- Reasoning: When it absolutely has to get there!
- Special ability: 10% Agility per level, 5% velocity per level
- Skills: Smuggling Lv5, Evasive Manuovering Lv5, Navigation Lv4, Industrial Lv4
- Cargo: Very Small
- Speed: Very Fast
- Slots: Very Few
Woetra
Woetra

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.25 14:53:00 - [421]

Supply ship - Reasoning: Cause I keep running out of ammo when taking stations etc- Special ability: Ammo/missiles/charges take 15% less space in cargo per level of indy skill.

- Skills: Hull Upgrades 5, Indy 4, and Navigation 5 prereq
- Cargo: 20% of standard indy
- Speed: Faster & more agile than an indy, with more HP.
- Slots: 1/3/2.

This would help to solve a lot of ammo issues when taking stations and running complexes.

Sig Thief
Woetra
Woetra
Amarr
Status Pending

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.25 14:53:00 - [422]

Supply ship - Reasoning: Cause I keep running out of ammo when taking stations etc- Special ability: Ammo/missiles/charges take 15% less space in cargo per level of indy skill.

- Skills: Hull Upgrades 5, Indy 4, and Navigation 5 prereq
- Cargo: 20% of standard indy
- Speed: Faster & more agile than an indy, with more HP.
- Slots: 1/3/2.

This would help to solve a lot of ammo issues when taking stations and running complexes.

Sig Thief
Feta Solamnia
Feta Solamnia

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.25 15:18:00 - [423]

Originally by: Woetra
Supply ship - Reasoning: Cause I keep running out of ammo when taking stations etc- Special ability: Ammo/missiles/charges take 15% less space in cargo per level of indy skill.

- Skills: Hull Upgrades 5, Indy 4, and Navigation 5 prereq
- Cargo: 20% of standard indy
- Speed: Faster & more agile than an indy, with more HP.
- Slots: 1/3/2.

This would help to solve a lot of ammo issues when taking stations and running complexes.


Exequror?
Feta Solamnia
Feta Solamnia

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.25 15:18:00 - [424]

Originally by: Woetra
Supply ship - Reasoning: Cause I keep running out of ammo when taking stations etc- Special ability: Ammo/missiles/charges take 15% less space in cargo per level of indy skill.

- Skills: Hull Upgrades 5, Indy 4, and Navigation 5 prereq
- Cargo: 20% of standard indy
- Speed: Faster & more agile than an indy, with more HP.
- Slots: 1/3/2.

This would help to solve a lot of ammo issues when taking stations and running complexes.


Exequror?
Originally by: Oveur

I have access to all market data. Believe me, we have not reached anything close to deflation yet.
flummox
flummox

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.25 15:41:00 - [425]

Edited by: flummox on 25/01/2005 21:25:40
Edited by: flummox on 25/01/2005 15:44:14

Sleeping Dog - Caldari

This is an all out combat indy. that's right. don't wake a Sleeping Dog...

5 hi-slots - 4m/2t
4 mid-slots
3 low-slots
CPU: 375
PG: 115

base cargo: 1500m3
drone bay: 2000m3
base speed: 155m3

Shield: 3000
Armor: 1500
Structure: 1750

Scan resolution: on par with cruisers

Special Abilities

Idiot's Notes: he he... "Cruiser Skill"... lol. oopsie! i meant, indy skill. 8)
Cruiser Skill:
+5% Velocity and Agility per level; +7.5% Thermal and +10% Kinetic Shield resistances per level

TL2 Skill:
+10% Scan Resolution; +5% Missle ROF and +10% Max Velocity

Ship stuff:
max 2 drones usage at a time.



there is a fine, but dissasterous line between a fart and a shart. i suggest you make sure which side you want to be on...
flummox
flummox

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.25 15:41:00 - [426]

Edited by: flummox on 25/01/2005 21:25:40
Edited by: flummox on 25/01/2005 15:44:14

Sleeping Dog - Caldari

This is an all out combat indy. that's right. don't wake a Sleeping Dog...

5 hi-slots - 4m/2t
4 mid-slots
3 low-slots
CPU: 375
PG: 115

base cargo: 1500m3
drone bay: 2000m3
base speed: 155m3

Shield: 3000
Armor: 1500
Structure: 1750

Scan resolution: on par with cruisers

Special Abilities

Idiot's Notes: he he... "Cruiser Skill"... lol. oopsie! i meant, indy skill. 8)
Cruiser Skill:
+5% Velocity and Agility per level; +7.5% Thermal and +10% Kinetic Shield resistances per level

TL2 Skill:
+10% Scan Resolution; +5% Missle ROF and +10% Max Velocity

Ship stuff:
max 2 drones usage at a time.




... bring me my cheese... i love cheese...

"The great state of Vermont will not apologize for its cheese!"
Missa
Missa

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.25 17:08:00 - [427]

T2 Indy Ideas: Transports
The purpose of this ship class is to give an industrial ship which can easly equip a mwd, it stays large crusier size as far as turrets with the Transports skill properly leveled. These industrials have worse base cargo due to the addition of slots, they have hp somewhat better than their T1 counterparts but it still isn't much. They do all feature increased shield recharge over any other ship class in the game currently. I know passive recharge isn't much
of a bonus, but industrials operating in remote space cannot usually afford the resources required to boost their shield much through cap use. They also feature slightly lower masses (10%amarr, 10%caldari, 15%gall, 20%minmatar) than their T1 models, and 25% better agility than the T1 Industrials.

All T2 indys will require a T2 skill, lets call it: "Transports"
Which requires something like:
Spaceship Command V
Navigation V
Any Race Industrial Spaceship Command V
Energy Grid Upgrades 5
...and then all the smaller skills required for those.

T2 Indys get the T1 +25% speed and +25% max cargo skill bonuses + 1 Racial Bonus + -100% mwd signature bonus per Transports level. All Transports also get a 5th bonus of a -25% chance of being scanned by a customs agent.

--Amarr--

Pestlience:
+25% Racial Bonus to cap. recharge rate.
230 m/s
750 cpu
200 powergrid
1500 max cap, 400 recharge
450 shield hp, 180 recharge 0em 70exp 40kin 20heat
1800 armor hp, 60em 35exp 25kin 35heat
1800 structure hp
2400 cargo
100 dronespace
75 scan resolution
60km targeting range
Signature Radius: 200
4 High Slots, 1 turret
4 Mid Slots
7 Low Slots

--Caldari--

Ferret:
-25% Racial Bonus to MWD/AB duration per cycle.
255 m/s
1200 cpu
140 powergrid
1200 max cap, 310 recharge
1250 shield hp, 270 recharge 0em 60exp 40kin 45heat
850 armor hp, 60em 10exp 25kin 45heat
1700 structure hp
2125 cargo
100 dronespace
100 scan resolution
70km targeting range
Signature Radius: 300
3 High Slots, 1 turret, 2 missle
7 Mid Slots
5 Low Slots

--Gall--

Insert Gall Racial Indy Name Here:
+25% Racial Bonus to MWD/AB cap use per cycle
245 m/s
950 cpu
180 powergrid
1350 max cap, 355 recharge
650 shield hp, 240 recharge 0em 60exp 50kin 20heat
1450 armor hp, 60em 35exp 25kin 35heat
2400 structure hp
2800 cargo
500 dronespace
80 scan resolution
65km targeting range
Signature Radius: 270
4 High Slots, 1 turret, 1 missle
6 Mid Slots
6 Low Slots

--Minmatar--

Pilferer:
+25% Racial Bonus to MWD/AB Velocity.
850 cpu
175 powergrid
1300 max cap, 340 recharge
1050 shield hp, 330 recharge 25em 60exp 40kin 20heat
1100 armor hp, 75em 10exp 25kin 35heat
1500 structure hp
2400 cargo
250 dronespace
90 scan resolution
60km targeting range
Signature Radius: 225
3 High Slots, 1 turret, 1 missle
6 Mid Slots
6 Low Slots
--Missa
New Siggy to Come Soon(tm)
Missa
Missa
Caldari
Caldari Technological Division

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.25 17:08:00 - [428]

T2 Indy Ideas: Transports
The purpose of this ship class is to give an industrial ship which can easly equip a mwd, it stays large crusier size as far as turrets with the Transports skill properly leveled. These industrials have worse base cargo due to the addition of slots, they have hp somewhat better than their T1 counterparts but it still isn't much. They do all feature increased shield recharge over any other ship class in the game currently. I know passive recharge isn't much
of a bonus, but industrials operating in remote space cannot usually afford the resources required to boost their shield much through cap use. They also feature slightly lower masses (10%amarr, 10%caldari, 15%gall, 20%minmatar) than their T1 models, and 25% better agility than the T1 Industrials.

All T2 indys will require a T2 skill, lets call it: "Transports"
Which requires something like:
Spaceship Command V
Navigation V
Any Race Industrial Spaceship Command V
Energy Grid Upgrades 5
...and then all the smaller skills required for those.

T2 Indys get the T1 +25% speed and +25% max cargo skill bonuses + 1 Racial Bonus + -100% mwd signature bonus per Transports level. All Transports also get a 5th bonus of a -25% chance of being scanned by a customs agent.

--Amarr--

Pestlience:
+25% Racial Bonus to cap. recharge rate.
230 m/s
750 cpu
200 powergrid
1500 max cap, 400 recharge
450 shield hp, 180 recharge 0em 70exp 40kin 20heat
1800 armor hp, 60em 35exp 25kin 35heat
1800 structure hp
2400 cargo
100 dronespace
75 scan resolution
60km targeting range
Signature Radius: 200
4 High Slots, 1 turret
4 Mid Slots
7 Low Slots

--Caldari--

Ferret:
-25% Racial Bonus to MWD/AB duration per cycle.
255 m/s
1200 cpu
140 powergrid
1200 max cap, 310 recharge
1250 shield hp, 270 recharge 0em 60exp 40kin 45heat
850 armor hp, 60em 10exp 25kin 45heat
1700 structure hp
2125 cargo
100 dronespace
100 scan resolution
70km targeting range
Signature Radius: 300
3 High Slots, 1 turret, 2 missle
7 Mid Slots
5 Low Slots

--Gall--

Insert Gall Racial Indy Name Here:
+25% Racial Bonus to MWD/AB cap use per cycle
245 m/s
950 cpu
180 powergrid
1350 max cap, 355 recharge
650 shield hp, 240 recharge 0em 60exp 50kin 20heat
1450 armor hp, 60em 35exp 25kin 35heat
2400 structure hp
2800 cargo
500 dronespace
80 scan resolution
65km targeting range
Signature Radius: 270
4 High Slots, 1 turret, 1 missle
6 Mid Slots
6 Low Slots

--Minmatar--

Pilferer:
+25% Racial Bonus to MWD/AB Velocity.
850 cpu
175 powergrid
1300 max cap, 340 recharge
1050 shield hp, 330 recharge 25em 60exp 40kin 20heat
1100 armor hp, 75em 10exp 25kin 35heat
1500 structure hp
2400 cargo
250 dronespace
90 scan resolution
60km targeting range
Signature Radius: 225
3 High Slots, 1 turret, 1 missle
6 Mid Slots
6 Low Slots
--Missa
New Siggy to Come Soon(tm)
Sokudo
Sokudo

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.27 17:15:00 - [429]

Courier/Smuggler ship
- Finally be able to get restricted cargo into Empire and also move normal cargo quickly.
- Special ability: -50% Cpu and power requirements for active-shielding cargo bay.
- Skills: Smuggling, Indy 5 and Signature Analysis 5 prereq
- Cargo: Around 2000 to 3000m3 - large enough to be a cargo hauler, but more than an expanded Exequror.
- Speed: 250
- Slots: More mid-slots and fewer lo-slots than an Indy.


NEW ITEM - Active Shielding Bay - cannot hold cargo cans and uses a mid-slot, replacing cargo space (so a 1000 m/s shielded bay would give 900 m/s capacity) but would give a reduced chance of detection, depending on type of module. Would require power and CPU - power for the cargo bay shielding and the CPU to control it. This would only need a slight re-wiring of the current system to implement.

Q-Ship
- Reasoning: Pirates are a continuous threat... this might make them think twice. This ship would combine the Destroyer with an Indy hull.
- Special ability: Increased sensor resolution per skill level + looks like normal inty while in space (uses same model and uses normal info window for racial indy while undocked). Also increased MWD/AB speed to overcome slow normal speed and increased shields (hopefully easy enough to overlook or mistake for a shield extender).
- Skills: Destroyer, Indy 5 and Signature Analysis 5 prereq
- Cargo: around 1k or less.
- Speed: As Indy - to prevent excess speed giving away the secret.
- Slots: More Like Destroyer. This would make it a mainly anti-frigate affair.


TUG
- Reasoning: Cargo Cans and abandoned ships are a pain to retrieve and are sometimes a navigational hazard around bases. Hauling abandoned ship away from a base would help everyone and retrieving cans would be a lot easier.
- Special ability: Ability to move cans and ships - probably through locking them and applying a tractor module... in which case this ship would get a -300% or whatever in order to fit it. The module would be short-ranged and require a lock before use.
- Skills: Indy 5, Frig V, Tug (new Skill)
- Cargo: 200m/s or so (for picking up loot from drop-cans). Ability to haul cans in space (unable to dock with them though, so would need Indy support).
- Speed: 300 m/s - reduced while hauling cans or ships.
- Slots: 1, 2 and 3 Hi-Slot variants would be possible. 1 Mid-slot (intended for AB or MWD) and 2 Lo-slots for CPU or Power upgrades or for increased armour resistance.

Possible Combat version of the Tug would have more shield/armour resistance and more slots to allow the addition of combat modules.

I know some of these were mentioned before, but these are my versions. Smile
Sokudo
Sokudo
Gallente

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.27 17:15:00 - [430]

Courier/Smuggler ship
- Finally be able to get restricted cargo into Empire and also move normal cargo quickly.
- Special ability: -50% Cpu and power requirements for active-shielding cargo bay.
- Skills: Smuggling, Indy 5 and Signature Analysis 5 prereq
- Cargo: Around 2000 to 3000m3 - large enough to be a cargo hauler, but more than an expanded Exequror.
- Speed: 250
- Slots: More mid-slots and fewer lo-slots than an Indy.


NEW ITEM - Active Shielding Bay - cannot hold cargo cans and uses a mid-slot, replacing cargo space (so a 1000 m/s shielded bay would give 900 m/s capacity) but would give a reduced chance of detection, depending on type of module. Would require power and CPU - power for the cargo bay shielding and the CPU to control it. This would only need a slight re-wiring of the current system to implement.

Q-Ship
- Reasoning: Pirates are a continuous threat... this might make them think twice. This ship would combine the Destroyer with an Indy hull.
- Special ability: Increased sensor resolution per skill level + looks like normal inty while in space (uses same model and uses normal info window for racial indy while undocked). Also increased MWD/AB speed to overcome slow normal speed and increased shields (hopefully easy enough to overlook or mistake for a shield extender).
- Skills: Destroyer, Indy 5 and Signature Analysis 5 prereq
- Cargo: around 1k or less.
- Speed: As Indy - to prevent excess speed giving away the secret.
- Slots: More Like Destroyer. This would make it a mainly anti-frigate affair.


TUG
- Reasoning: Cargo Cans and abandoned ships are a pain to retrieve and are sometimes a navigational hazard around bases. Hauling abandoned ship away from a base would help everyone and retrieving cans would be a lot easier.
- Special ability: Ability to move cans and ships - probably through locking them and applying a tractor module... in which case this ship would get a -300% or whatever in order to fit it. The module would be short-ranged and require a lock before use.
- Skills: Indy 5, Frig V, Tug (new Skill)
- Cargo: 200m/s or so (for picking up loot from drop-cans). Ability to haul cans in space (unable to dock with them though, so would need Indy support).
- Speed: 300 m/s - reduced while hauling cans or ships.
- Slots: 1, 2 and 3 Hi-Slot variants would be possible. 1 Mid-slot (intended for AB or MWD) and 2 Lo-slots for CPU or Power upgrades or for increased armour resistance.

Possible Combat version of the Tug would have more shield/armour resistance and more slots to allow the addition of combat modules.

I know some of these were mentioned before, but these are my versions. Smile
Carter Burke
Carter Burke

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.28 14:29:00 - [431]

Originally by: Pagefault
Express Indy:

Reasoning: Very fast travelling Indy, but very vulnerable to attacks
Special Ability: Can fit Leap Drive
Attributes: Same as TL1

Leap Drive:
- Makes exactly 15km Leap in about 30 sec
- You cannot maneuver with this thing active, nor go to warp or jump a gate
- If you recieve any damage with a Leap Drive active, your main computer overloads and needs 3 minutes to restart, time to watch your ship blow up. Happy smartbombing.



Hmm...I do that now with an ItV, all lows with standard Nanofiber and one Y-S8 in mids ).

CB
Carter Burke
Carter Burke

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.28 14:29:00 - [432]

Originally by: Pagefault
Express Indy:

Reasoning: Very fast travelling Indy, but very vulnerable to attacks
Special Ability: Can fit Leap Drive
Attributes: Same as TL1

Leap Drive:
- Makes exactly 15km Leap in about 30 sec
- You cannot maneuver with this thing active, nor go to warp or jump a gate
- If you recieve any damage with a Leap Drive active, your main computer overloads and needs 3 minutes to restart, time to watch your ship blow up. Happy smartbombing.



Hmm...I do that now with an ItV, all lows with standard Nanofiber and one Y-S8 in mids ).

CB
Archfish
Archfish

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.28 17:08:00 - [433]

I haven't read through whole thread... but faster warp speeds

************

"We will fly at their death cannons and clog them with wreckage"

************
Archfish
Archfish
Minmatar
The Knights of Ni

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.28 17:08:00 - [434]

I haven't read through whole thread... but faster warp speeds

************

"We will fly at their death cannons and clog them with wreckage"

************
phaux
phaux

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.01 04:48:00 - [435]

on the topic of smuggeling ships

i dont think they should require indy lvl 5, i mean, that would take forever and would be unnecesary especially if ur looking more for of a smalller scale smuggeling instead of just annother large indy ship to fly.

maybe introduce another smuggeler type (in addition to the smuggeler ship that does require indy lvl 5). Maybe a cruiser sized ship? or destroyer sizish ship that holds less than 1000m3 or something but doesnt require indy lvl 5, now maybe this ship could be more ew capable. I believe a medium sized ship with a medium sized cargo hold that can use ew to hold up its own and would have alot of ew(and maybe cloak) req/capabilites would be ideal.

well, thats just what i would hope to see in eve
~phaux
phaux
phaux

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.01 04:48:00 - [436]

on the topic of smuggeling ships

i dont think they should require indy lvl 5, i mean, that would take forever and would be unnecesary especially if ur looking more for of a smalller scale smuggeling instead of just annother large indy ship to fly.

maybe introduce another smuggeler type (in addition to the smuggeler ship that does require indy lvl 5). Maybe a cruiser sized ship? or destroyer sizish ship that holds less than 1000m3 or something but doesnt require indy lvl 5, now maybe this ship could be more ew capable. I believe a medium sized ship with a medium sized cargo hold that can use ew to hold up its own and would have alot of ew(and maybe cloak) req/capabilites would be ideal.

well, thats just what i would hope to see in eve
~phaux
Thyro
Thyro

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.01 20:09:00 - [437]

Edited by: Thyro on 01/02/2005 20:09:59
What I think about T2 Indies?

in 2 words:

THEY SUCK



not enough cargo space compared with T1 ... shove T2 indies to 0.0 only coz are useless elsewhere!
Thyro
Thyro

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.01 20:09:00 - [438]

Edited by: Thyro on 01/02/2005 20:09:59
What I think about T2 Indies?

in 2 words:

THEY SUCK



not enough cargo space compared with T1 ... shove T2 indies to 0.0 only coz are useless elsewhere!
Cinnander
Cinnander

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.01 21:25:00 - [439]

Edited by: Cinnander on 01/02/2005 21:28:13
Edited by: Cinnander on 01/02/2005 21:26:51
This chap goes with the fluid carrier;

Radio-isotope transport
Bonus: ability to transport highly radioactive goods and products to/from POSs (used in for example research, building components)
Req skills: say Industry 5, transports 2 or 3, similar skill to fluid tankers (eg some "specialist cargo" skill?)
Uses: to/from POS work, hauling radioisotopes around for trade running etc... even more a niche market than the tankers would be :s
Downside: well all that radioactive stuff in your cargo means you need shielding! That means your ship is now about 3x heavier.
Oh and btw all the Gamma radiation leaking out makes your signature radius like that of a small planet sized disco ball.

Edit: Oh and you're gunna need some kind of cargo containers to make the most of your cargo space. And yes, they need to be shielded too.
Cinnander
Cinnander
Celestial Fleet

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.01 21:25:00 - [440]

Edited by: Cinnander on 01/02/2005 21:28:13
Edited by: Cinnander on 01/02/2005 21:26:51
This chap goes with the fluid carrier;

Radio-isotope transport
Bonus: ability to transport highly radioactive goods and products to/from POSs (used in for example research, building components)
Req skills: say Industry 5, transports 2 or 3, similar skill to fluid tankers (eg some "specialist cargo" skill?)
Uses: to/from POS work, hauling radioisotopes around for trade running etc... even more a niche market than the tankers would be :s
Downside: well all that radioactive stuff in your cargo means you need shielding! That means your ship is now about 3x heavier.
Oh and btw all the Gamma radiation leaking out makes your signature radius like that of a small planet sized disco ball.

Edit: Oh and you're gunna need some kind of cargo containers to make the most of your cargo space. And yes, they need to be shielded too.
Kayscha
Kayscha

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.02 13:06:00 - [441]

Industry V as a pre-requisite for TRANSPORT ship skill? What lunacy is this?! These ships are NOT mobile factories and production is the only use for industry. Anyone care to explain that to me?

Navigation V or trade V would have been halfway sensible choices. As it stands, the little extra I can carry in them in no way justifies the effort of learning the skills :(
Kayscha
Kayscha

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.02 13:06:00 - [442]

Industry V as a pre-requisite for TRANSPORT ship skill? What lunacy is this?! These ships are NOT mobile factories and production is the only use for industry. Anyone care to explain that to me?

Navigation V or trade V would have been halfway sensible choices. As it stands, the little extra I can carry in them in no way justifies the effort of learning the skills :(
Jim Steele
Jim Steele

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.02 13:41:00 - [443]

Originally by: Thyro
THEY SUCK
While this is a highly constructive reply!

I they are actually balanced quite well, they can now take a beating where many T1 counterparts cannot.

Imagine being able to tank a BS for a number of hits allowing you to run blocades, ok if cargo space is important get an iteron V if you want to mine in o.o without player (or npc) rats wtfpwning you then get a T2 one and tank it, will give you time to get into the belts to retrieve the ore, they will also be good little things to supply the POS structures out there with fuel.

I must say tho i think the other races need a "super hauler" like the iteron V


Death to the Galante
Jim Steele
Jim Steele
Confederation of Red Moon
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.02 13:41:00 - [444]

Originally by: Thyro
THEY SUCK
While this is a highly constructive reply!

I they are actually balanced quite well, they can now take a beating where many T1 counterparts cannot.

Imagine being able to tank a BS for a number of hits allowing you to run blocades, ok if cargo space is important get an iteron V if you want to mine in o.o without player (or npc) rats wtfpwning you then get a T2 one and tank it, will give you time to get into the belts to retrieve the ore, they will also be good little things to supply the POS structures out there with fuel.

I must say tho i think the other races need a "super hauler" like the iteron V

Author of "The Apoc Guide"
Jhil
Jhil

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.02 20:45:00 - [445]

The Main thing that comes to me immediately is that Amarr and Minmatar got all new blockade runners, but Caldari and Gallente got repaints.

Comon CCP! Whip up two new blockade runner models for the poor frenchies and capitalists! I'll be yer friend...
Jhil
Jhil

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.02 20:45:00 - [446]

The Main thing that comes to me immediately is that Amarr and Minmatar got all new blockade runners, but Caldari and Gallente got repaints.

Comon CCP! Whip up two new blockade runner models for the poor frenchies and capitalists! I'll be yer friend...
Cinnander
Cinnander

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.05 20:41:00 - [447]

With a threat like that, how can CCP refuse?

"New models OR I'll be your freind"
Cinnander
Cinnander
Celestial Fleet

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.05 20:41:00 - [448]

With a threat like that, how can CCP refuse?

"New models OR I'll be your freind"
Selim
Selim

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.06 08:01:00 - [449]

Originally by: Jhil
Minmatar got all new blockade runner




No, that is the Wreathe, its always been there.
Selim
Selim
Jericho Fraction
The Star Fraction

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.06 08:01:00 - [450]

Originally by: Jhil
Minmatar got all new blockade runner




No, that is the Wreathe, its always been there.
Gran Danoir
Gran Danoir

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.17 12:17:00 - [451]

Originally by: Oveur
I wanted to gather some info on your expectations before we start final testing on them. I would like to see posts on a special ability or two (which would really be the role), skill requirements (and what the skill affects) and slot/hp configuration.

It can also be simple, example:

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'll delete anything else than suggestions formatted like that to keep this on topic and clean. To hint you in the direction we are going, they won't have larger native cargoholds than current indies, since they have far more armor - so pretty much the same or a bit less.

They will under no circumstances have turret slots, can have a missile slot or two. They will be able to extend their cargohold more than current indies with more low slots - so the bigger cargohold is optional at the cost of speede etc. If you know anything about indies, you know how much an extra low slot or two does for your indy.

The reason for the TL2 indies aren't like huge versions of the current ones is that this will be filled by the new Freighter ship class (as in new models, horns, front and tail lights with the fluffy dice and Type-R sticker for those extra 2m/s). They will have cargoholds closer to and above 100K M3 Wink (and thats just the TL1 version)

Edit: If you also have an interest in Starbases, check out this post in the Idea Lab.

Edit: Like I said, I'll delete anything else from this thread. Feel free to talk about other topics in other threads.

Gran Danoir
Gran Danoir

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.17 12:17:00 - [452]

Originally by: Oveur
I wanted to gather some info on your expectations before we start final testing on them. I would like to see posts on a special ability or two (which would really be the role), skill requirements (and what the skill affects) and slot/hp configuration.

It can also be simple, example:

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'll delete anything else than suggestions formatted like that to keep this on topic and clean. To hint you in the direction we are going, they won't have larger native cargoholds than current indies, since they have far more armor - so pretty much the same or a bit less.

They will under no circumstances have turret slots, can have a missile slot or two. They will be able to extend their cargohold more than current indies with more low slots - so the bigger cargohold is optional at the cost of speede etc. If you know anything about indies, you know how much an extra low slot or two does for your indy.

The reason for the TL2 indies aren't like huge versions of the current ones is that this will be filled by the new Freighter ship class (as in new models, horns, front and tail lights with the fluffy dice and Type-R sticker for those extra 2m/s). They will have cargoholds closer to and above 100K M3 Wink (and thats just the TL1 version)

Edit: If you also have an interest in Starbases, check out this post in the Idea Lab.

Edit: Like I said, I'll delete anything else from this thread. Feel free to talk about other topics in other threads.

Gran Danoir
Gran Danoir

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.17 12:17:00 - [453]

Originally by: Oveur
I wanted to gather some info on your expectations before we start final testing on them. I would like to see posts on a special ability or two (which would really be the role), skill requirements (and what the skill affects) and slot/hp configuration.

It can also be simple, example:

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'll delete anything else than suggestions formatted like that to keep this on topic and clean. To hint you in the direction we are going, they won't have larger native cargoholds than current indies, since they have far more armor - so pretty much the same or a bit less.

They will under no circumstances have turret slots, can have a missile slot or two. They will be able to extend their cargohold more than current indies with more low slots - so the bigger cargohold is optional at the cost of speede etc. If you know anything about indies, you know how much an extra low slot or two does for your indy.

The reason for the TL2 indies aren't like huge versions of the current ones is that this will be filled by the new Freighter ship class (as in new models, horns, front and tail lights with the fluffy dice and Type-R sticker for those extra 2m/s). They will have cargoholds closer to and above 100K M3 Wink (and thats just the TL1 version)

Edit: If you also have an interest in Starbases, check out this post in the Idea Lab.

Edit: Like I said, I'll delete anything else from this thread. Feel free to talk about other topics in other threads.

Gran Danoir
Gran Danoir

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.17 12:17:00 - [454]

Originally by: Oveur
I wanted to gather some info on your expectations before we start final testing on them. I would like to see posts on a special ability or two (which would really be the role), skill requirements (and what the skill affects) and slot/hp configuration.

It can also be simple, example:

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'll delete anything else than suggestions formatted like that to keep this on topic and clean. To hint you in the direction we are going, they won't have larger native cargoholds than current indies, since they have far more armor - so pretty much the same or a bit less.

They will under no circumstances have turret slots, can have a missile slot or two. They will be able to extend their cargohold more than current indies with more low slots - so the bigger cargohold is optional at the cost of speede etc. If you know anything about indies, you know how much an extra low slot or two does for your indy.

The reason for the TL2 indies aren't like huge versions of the current ones is that this will be filled by the new Freighter ship class (as in new models, horns, front and tail lights with the fluffy dice and Type-R sticker for those extra 2m/s). They will have cargoholds closer to and above 100K M3 Wink (and thats just the TL1 version)

Edit: If you also have an interest in Starbases, check out this post in the Idea Lab.

Edit: Like I said, I'll delete anything else from this thread. Feel free to talk about other topics in other threads.

Riley Medina
Riley Medina

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.17 14:24:00 - [455]

CoolA Smuggling Cargohold Module with a specialized smuggling skill for implementation on a 'regular' ship - it doesn't add any extra cargo space but fools customs scans (and other player's scans as well) by looking like 'lawful' cargo...would this not be a good module? i would like to have one to do a little spirits running, hehe
Riley Medina
Riley Medina

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.17 14:24:00 - [456]

CoolA Smuggling Cargohold Module with a specialized smuggling skill for implementation on a 'regular' ship - it doesn't add any extra cargo space but fools customs scans (and other player's scans as well) by looking like 'lawful' cargo...would this not be a good module? i would like to have one to do a little spirits running, hehe
Riley Medina
Riley Medina

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.17 14:24:00 - [457]

CoolA Smuggling Cargohold Module with a specialized smuggling skill for implementation on a 'regular' ship - it doesn't add any extra cargo space but fools customs scans (and other player's scans as well) by looking like 'lawful' cargo...would this not be a good module? i would like to have one to do a little spirits running, hehe
Riley Medina
Riley Medina

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.02.17 14:24:00 - [458]

CoolA Smuggling Cargohold Module with a specialized smuggling skill for implementation on a 'regular' ship - it doesn't add any extra cargo space but fools customs scans (and other player's scans as well) by looking like 'lawful' cargo...would this not be a good module? i would like to have one to do a little spirits running, hehe
Kelgen Thann
Kelgen Thann

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 15:41:00 - [459]

Edited by: Kelgen Thann on 19/03/2005 15:49:24
Edited by: Kelgen Thann on 19/03/2005 15:47:35

Skills and Ship Bonuses.

2 skills I would put on this ship brings me to the old Game Wing Comander Privateer, and the TV series Fire Fly
A Ship Skill, and a smuggling skill (very small cargo space converted per level say 1% per level) the ship needs to be a smuggler ship to smuggle well, you can only hide so much dope under your bed or in the cookie jar in a "modern" sleak ship.

maybe even a skill to talk your way out of paying a fine or Bribing a Customs agent to make the process less painful if your LUCKY enough to get a agent with a weak set of morals. the point is to have several degrees of being caught and avoiding detection

Ship Bonuses:
5% more cargo space availible for secret compartment conversion.
5% Greater chance of fooling Custom agents scanns

Those are my two prime Ideas.

Secondary:
10% bonus to custom agents scanning delay - If the ship is fast delaying the scanning will allow a person to know if they have to warp out or if they can make it to the gate

I would also have it so in a smugling ship you can tell how long you have till your cargo is caught. You shouldn't be able to stay at a gate with contraband for long, you should be in and out and on the run. Smuggling has to ALWAYS have risk. You shouldn't be able to buy a ship, buy mods and train a skill and be immune to the chance of being caught. You should alwyas have the risk of getting caught. you will also have to use speed mods, not just cargo expanders. your ship must be fast, light, agil, or filled with interfeerence moduals that generate fields that mess with sensors. NOT UBER I cna haull a million slaves easily

or else where is the fun in that :)


Now for a description of the smuggling ship let it show that ONLY parts of the smuggling ships cargo space is able to be used for smuggling. "These ships have nooks and crannies which a skilled pilot/mechanic can utilize to create seceret compartments. "a skilled engeneer can localize the magnetic interfence generated by the ships POOR design to make certain comodities dissapear to the poorly used scanner."


Basically a Smuggling ship should be an archaic design, old and poorly designed with poorly engeneered systems that can all be used to smuggle. A smuggler shouldn't have "THE latest design in smuggling technology, clean, sleak, fast, agil and looks as sexy as a supermodel wearing only sand on the beach"

Having an old ragged, ship that fits your purpose perfectly is what smuggling should be. You operate under the radar, at high risk to make large margins on a small amount of cargo.
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 15:41:00 - [460]

Edited by: Kelgen Thann on 19/03/2005 15:49:24
Edited by: Kelgen Thann on 19/03/2005 15:47:35

Skills and Ship Bonuses.

2 skills I would put on this ship brings me to the old Game Wing Comander Privateer, and the TV series Fire Fly
A Ship Skill, and a smuggling skill (very small cargo space converted per level say 1% per level) the ship needs to be a smuggler ship to smuggle well, you can only hide so much dope under your bed or in the cookie jar in a "modern" sleak ship.

maybe even a skill to talk your way out of paying a fine or Bribing a Customs agent to make the process less painful if your LUCKY enough to get a agent with a weak set of morals. the point is to have several degrees of being caught and avoiding detection

Ship Bonuses:
5% more cargo space availible for secret compartment conversion.
5% Greater chance of fooling Custom agents scanns

Those are my two prime Ideas.

Secondary:
10% bonus to custom agents scanning delay - If the ship is fast delaying the scanning will allow a person to know if they have to warp out or if they can make it to the gate

I would also have it so in a smugling ship you can tell how long you have till your cargo is caught. You shouldn't be able to stay at a gate with contraband for long, you should be in and out and on the run. Smuggling has to ALWAYS have risk. You shouldn't be able to buy a ship, buy mods and train a skill and be immune to the chance of being caught. You should alwyas have the risk of getting caught. you will also have to use speed mods, not just cargo expanders. your ship must be fast, light, agil, or filled with interfeerence moduals that generate fields that mess with sensors. NOT UBER I cna haull a million slaves easily

or else where is the fun in that :)


Now for a description of the smuggling ship let it show that ONLY parts of the smuggling ships cargo space is able to be used for smuggling. "These ships have nooks and crannies which a skilled pilot/mechanic can utilize to create seceret compartments. "a skilled engeneer can localize the magnetic interfence generated by the ships POOR design to make certain comodities dissapear to the poorly used scanner."


Basically a Smuggling ship should be an archaic design, old and poorly designed with poorly engeneered systems that can all be used to smuggle. A smuggler shouldn't have "THE latest design in smuggling technology, clean, sleak, fast, agil and looks as sexy as a supermodel wearing only sand on the beach"

Having an old ragged, ship that fits your purpose perfectly is what smuggling should be. You operate under the radar, at high risk to make large margins on a small amount of cargo.
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 15:41:00 - [461]

Edited by: Kelgen Thann on 19/03/2005 15:49:24
Edited by: Kelgen Thann on 19/03/2005 15:47:35

Skills and Ship Bonuses.

2 skills I would put on this ship brings me to the old Game Wing Comander Privateer, and the TV series Fire Fly
A Ship Skill, and a smuggling skill (very small cargo space converted per level say 1% per level) the ship needs to be a smuggler ship to smuggle well, you can only hide so much dope under your bed or in the cookie jar in a "modern" sleak ship.

maybe even a skill to talk your way out of paying a fine or Bribing a Customs agent to make the process less painful if your LUCKY enough to get a agent with a weak set of morals. the point is to have several degrees of being caught and avoiding detection

Ship Bonuses:
5% more cargo space availible for secret compartment conversion.
5% Greater chance of fooling Custom agents scanns

Those are my two prime Ideas.

Secondary:
10% bonus to custom agents scanning delay - If the ship is fast delaying the scanning will allow a person to know if they have to warp out or if they can make it to the gate

I would also have it so in a smugling ship you can tell how long you have till your cargo is caught. You shouldn't be able to stay at a gate with contraband for long, you should be in and out and on the run. Smuggling has to ALWAYS have risk. You shouldn't be able to buy a ship, buy mods and train a skill and be immune to the chance of being caught. You should alwyas have the risk of getting caught. you will also have to use speed mods, not just cargo expanders. your ship must be fast, light, agil, or filled with interfeerence moduals that generate fields that mess with sensors. NOT UBER I cna haull a million slaves easily

or else where is the fun in that :)


Now for a description of the smuggling ship let it show that ONLY parts of the smuggling ships cargo space is able to be used for smuggling. "These ships have nooks and crannies which a skilled pilot/mechanic can utilize to create seceret compartments. "a skilled engeneer can localize the magnetic interfence generated by the ships POOR design to make certain comodities dissapear to the poorly used scanner."


Basically a Smuggling ship should be an archaic design, old and poorly designed with poorly engeneered systems that can all be used to smuggle. A smuggler shouldn't have "THE latest design in smuggling technology, clean, sleak, fast, agil and looks as sexy as a supermodel wearing only sand on the beach"

Having an old ragged, ship that fits your purpose perfectly is what smuggling should be. You operate under the radar, at high risk to make large margins on a small amount of cargo.
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 15:41:00 - [462]

Edited by: Kelgen Thann on 19/03/2005 15:49:24
Edited by: Kelgen Thann on 19/03/2005 15:47:35

Skills and Ship Bonuses.

2 skills I would put on this ship brings me to the old Game Wing Comander Privateer, and the TV series Fire Fly
A Ship Skill, and a smuggling skill (very small cargo space converted per level say 1% per level) the ship needs to be a smuggler ship to smuggle well, you can only hide so much dope under your bed or in the cookie jar in a "modern" sleak ship.

maybe even a skill to talk your way out of paying a fine or Bribing a Customs agent to make the process less painful if your LUCKY enough to get a agent with a weak set of morals. the point is to have several degrees of being caught and avoiding detection

Ship Bonuses:
5% more cargo space availible for secret compartment conversion.
5% Greater chance of fooling Custom agents scanns

Those are my two prime Ideas.

Secondary:
10% bonus to custom agents scanning delay - If the ship is fast delaying the scanning will allow a person to know if they have to warp out or if they can make it to the gate

I would also have it so in a smugling ship you can tell how long you have till your cargo is caught. You shouldn't be able to stay at a gate with contraband for long, you should be in and out and on the run. Smuggling has to ALWAYS have risk. You shouldn't be able to buy a ship, buy mods and train a skill and be immune to the chance of being caught. You should alwyas have the risk of getting caught. you will also have to use speed mods, not just cargo expanders. your ship must be fast, light, agil, or filled with interfeerence moduals that generate fields that mess with sensors. NOT UBER I cna haull a million slaves easily

or else where is the fun in that :)


Now for a description of the smuggling ship let it show that ONLY parts of the smuggling ships cargo space is able to be used for smuggling. "These ships have nooks and crannies which a skilled pilot/mechanic can utilize to create seceret compartments. "a skilled engeneer can localize the magnetic interfence generated by the ships POOR design to make certain comodities dissapear to the poorly used scanner."


Basically a Smuggling ship should be an archaic design, old and poorly designed with poorly engeneered systems that can all be used to smuggle. A smuggler shouldn't have "THE latest design in smuggling technology, clean, sleak, fast, agil and looks as sexy as a supermodel wearing only sand on the beach"

Having an old ragged, ship that fits your purpose perfectly is what smuggling should be. You operate under the radar, at high risk to make large margins on a small amount of cargo.
Kelgen Thann
Kelgen Thann

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 16:05:00 - [463]

Definately Smuggling ships should be old outdated models of the cargo ships.

If there was some new fancy large smuggling vessel designed by the pirate factions, you bet the customs agents will harass that ship and strip it bare.

If you were flying an old model that is VERY common in the Civilian normal citizen of the EVE universe and there are millions of these pieces of Unrealized Valuable ships in service, it will make smuggling possible. Your ship is ignored to some degree and can slip under the radar so to speak.

Watch an episode of Fire Fly Devs!!!!! That show will make a very good Case study.

Also I would tie in a few other skills into smuggling. Smuggling should offer large Returns on small amounts of cargo. so it woudl need to be a more complicated task.

Say to get a ship bonus you need several skills, say a mechanic skill to make hull space messy without penalizing hull integrety or module Hit points, an engeneering skill to manipulate and localize ship interfeerence to hinder scanners, a ship skill to use a ship and gain the ship bonuses, a navigation skill to aid in smuggling, a shield skill to aid in scanner resistance

I would make each skill add a very small smuggling bonus, so you need to train several skills to get a significant strength in smuggling. Makes sense since smuggling would require small adjustments to avoid sending up warning flags in customs agents.

Example: You have a shield that is 50% more resistant to being scanned. C'mon. that's not a red flag??

or 50% of your cargo space can't be scanned, Custom agents know ship specs, another Red flag thrown up
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 16:05:00 - [464]

Definately Smuggling ships should be old outdated models of the cargo ships.

If there was some new fancy large smuggling vessel designed by the pirate factions, you bet the customs agents will harass that ship and strip it bare.

If you were flying an old model that is VERY common in the Civilian normal citizen of the EVE universe and there are millions of these pieces of Unrealized Valuable ships in service, it will make smuggling possible. Your ship is ignored to some degree and can slip under the radar so to speak.

Watch an episode of Fire Fly Devs!!!!! That show will make a very good Case study.

Also I would tie in a few other skills into smuggling. Smuggling should offer large Returns on small amounts of cargo. so it woudl need to be a more complicated task.

Say to get a ship bonus you need several skills, say a mechanic skill to make hull space messy without penalizing hull integrety or module Hit points, an engeneering skill to manipulate and localize ship interfeerence to hinder scanners, a ship skill to use a ship and gain the ship bonuses, a navigation skill to aid in smuggling, a shield skill to aid in scanner resistance

I would make each skill add a very small smuggling bonus, so you need to train several skills to get a significant strength in smuggling. Makes sense since smuggling would require small adjustments to avoid sending up warning flags in customs agents.

Example: You have a shield that is 50% more resistant to being scanned. C'mon. that's not a red flag??

or 50% of your cargo space can't be scanned, Custom agents know ship specs, another Red flag thrown up
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 16:05:00 - [465]

Definately Smuggling ships should be old outdated models of the cargo ships.

If there was some new fancy large smuggling vessel designed by the pirate factions, you bet the customs agents will harass that ship and strip it bare.

If you were flying an old model that is VERY common in the Civilian normal citizen of the EVE universe and there are millions of these pieces of Unrealized Valuable ships in service, it will make smuggling possible. Your ship is ignored to some degree and can slip under the radar so to speak.

Watch an episode of Fire Fly Devs!!!!! That show will make a very good Case study.

Also I would tie in a few other skills into smuggling. Smuggling should offer large Returns on small amounts of cargo. so it woudl need to be a more complicated task.

Say to get a ship bonus you need several skills, say a mechanic skill to make hull space messy without penalizing hull integrety or module Hit points, an engeneering skill to manipulate and localize ship interfeerence to hinder scanners, a ship skill to use a ship and gain the ship bonuses, a navigation skill to aid in smuggling, a shield skill to aid in scanner resistance

I would make each skill add a very small smuggling bonus, so you need to train several skills to get a significant strength in smuggling. Makes sense since smuggling would require small adjustments to avoid sending up warning flags in customs agents.

Example: You have a shield that is 50% more resistant to being scanned. C'mon. that's not a red flag??

or 50% of your cargo space can't be scanned, Custom agents know ship specs, another Red flag thrown up
Kelgen Thann
Kelgen Thann
SUBLIME L.L.C.
Ascendant Frontier

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.03.19 16:05:00 - [466]

Definately Smuggling ships should be old outdated models of the cargo ships.

If there was some new fancy large smuggling vessel designed by the pirate factions, you bet the customs agents will harass that ship and strip it bare.

If you were flying an old model that is VERY common in the Civilian normal citizen of the EVE universe and there are millions of these pieces of Unrealized Valuable ships in service, it will make smuggling possible. Your ship is ignored to some degree and can slip under the radar so to speak.

Watch an episode of Fire Fly Devs!!!!! That show will make a very good Case study.

Also I would tie in a few other skills into smuggling. Smuggling should offer large Returns on small amounts of cargo. so it woudl need to be a more complicated task.

Say to get a ship bonus you need several skills, say a mechanic skill to make hull space messy without penalizing hull integrety or module Hit points, an engeneering skill to manipulate and localize ship interfeerence to hinder scanners, a ship skill to use a ship and gain the ship bonuses, a navigation skill to aid in smuggling, a shield skill to aid in scanner resistance

I would make each skill add a very small smuggling bonus, so you need to train several skills to get a significant strength in smuggling. Makes sense since smuggling would require small adjustments to avoid sending up warning flags in customs agents.

Example: You have a shield that is 50% more resistant to being scanned. C'mon. that's not a red flag??

or 50% of your cargo space can't be scanned, Custom agents know ship specs, another Red flag thrown up
Timur Altair
Timur Altair

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 03:12:00 - [467]

Originally by: WhiteTiger
How about the bonus are different for each race?


Gave the Gallente a bonus to fitting and using a mwd.. reduced grid and cap use so you can fit a mwd without using up lowslots. Also give them salvage drones that can be sent to pickup loot.




You can alreday fit an mwd on a Gallante indy without using a low slot.. train some of your skills man
Timur Altair
Timur Altair

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 03:12:00 - [468]

Originally by: WhiteTiger
How about the bonus are different for each race?


Gave the Gallente a bonus to fitting and using a mwd.. reduced grid and cap use so you can fit a mwd without using up lowslots. Also give them salvage drones that can be sent to pickup loot.




You can alreday fit an mwd on a Gallante indy without using a low slot.. train some of your skills man
Timur Altair
Timur Altair

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 03:12:00 - [469]

Originally by: WhiteTiger
How about the bonus are different for each race?


Gave the Gallente a bonus to fitting and using a mwd.. reduced grid and cap use so you can fit a mwd without using up lowslots. Also give them salvage drones that can be sent to pickup loot.




You can alreday fit an mwd on a Gallante indy without using a low slot.. train some of your skills man
Imniskari
Imniskari
Minmatar
Queens of the Stone Age

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 03:27:00 - [470]

Let it die, man, let it die!
Imniskari
Imniskari
Minmatar
Queens of the Stone Age

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 03:27:00 - [471]

Let it die, man, let it die!
Imniskari
Imniskari
Minmatar
Queens of the Stone Age

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 03:27:00 - [472]

Let it die, man, let it die!
Gindar
Gindar
Dragonfire Intergalactic Crusaders of Krom
iPOD Alliance

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 03:32:00 - [473]

this ain't diablo 2 necroing is bad here Embarassed
Sig removed does not contain your name, email [email protected] if you have any questions - Xorus
Gindar
Gindar
Dragonfire Intergalactic Crusaders of Krom
iPOD Alliance

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 03:32:00 - [474]

this ain't diablo 2 necroing is bad here Embarassed
Sig removed does not contain your name, email [email protected] if you have any questions - Xorus
Ecnav
Ecnav
Gallente
hirr
Morsus Mihi

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 04:59:00 - [475]

Edited by: Ecnav on 02/12/2006 05:01:21
Can it have a spoiler?

And Neon Lights on the side?

That would be awesome!!

On a more serious note, It would be really fun to fly around in a smuggling ship. I would finally be able to do those blasted agent missions that have me giving various (illegal) party items to people in the Gallente navyVery Happy
__ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
I don't have a sig (yet)*
Curzon Dax
Curzon Dax
Caldari
Deep Core Mining Inc.

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 06:13:00 - [476]

I don't grind math and such enough to flesh out some statistics...but I would *REALLY* like to see a industrial with a role as a looter.

4-6 highslots, but counterbalanced with not much powergrid and CPU -- I'd like to be able to stick a couple tractor beams and a couple salvagers on an industrial and loot! Have the racial bonus be something along the lines of "5% shorter salvage time per level" of something or another.

Kaemonn
Kaemonn
Forum Moderator
Interstellar Services Department



Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2006.12.02 06:55:00 - [477]

There is no need to necro threads Evil or Very Mad

*performs perma death thread ceremony.*

*click*


forum rules | [email protected]| Eve-CCG
You mean to tell me, theres a game that goes with the forums?
   
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 .. 16 :: [one page]
 
Copyright © 2006-2025, Chribba - OMG Labs. All Rights Reserved. - perf 0,48s, ref 20250717/1926
EVE-Online™ and Eve imagery © CCP.

bitcoin: 1CHRiBBArqpw5Yz7x5KS2RRtN5ubEn5gF

COPYRIGHT NOTICE
EVE Online, the EVE logo, EVE and all associated logos and designs are the intellectual property of CCP hf. All artwork, screenshots, characters, vehicles, storylines, world facts or other recognizable features of the intellectual property relating to these trademarks are likewise the intellectual property of CCP hf. EVE Online and the EVE logo are the registered trademarks of CCP hf. All rights are reserved worldwide. All other trademarks are the property of their respective owners. CCP hf. has granted permission to EVE-Search.com to use EVE Online and all associated logos and designs for promotional and information purposes on its website but does not endorse, and is not in any way affiliated with, EVE-Search.com. CCP is in no way responsible for the content on or functioning of this website, nor can it be liable for any damage arising from the use of this website.