
XGS Crimson
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Posted - 2011.07.22 17:48:00 -
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Combat transports: how many times do you go into combat wishing you could hold a huge amount of cap boosters.
A grappling ship (outlaw star): wrestling ships and attaching to them using arms.
A mobile missile defender: Think the patriot missile defense system used by the U.S to prevent incoming missiles.
Mirror ship: reflecting laser beams back at firing ships.
Force lock ships: forcing you to deal with them before you engage anything else within x distance of the force lock ship.
Drone neuter: reprograms drones (level of x increases quantity of hostile drones controlled)
Space cannon ship: A ship, one weapon, Au ranged.. VERY powerful.
Smart bomb specialist: the anti spider tank loving at point blank range.
Anti supercapital: super capitals rule the skies, ship units that require X amount of that ship and its specialised module to harass super capitals (use your imagination a bit :D)
Demigod class ship: think titan, piloted by multiple pilots at once, 8 gun points for each pilot, battleship sized weapon bonuses, designed to take on battleship fleets solo:
Ore harvester: consumes whole asteroids.
Pos leech: pos defense ship, harnesses the power of a pos.
Overheater: targets individual hostile module systems to force them to overheat if used and immune to ewar (thank you very much ecm :) )
mass scanner ship: scans down every ship in a certain area and assists in finding weak points in fleets.
Kamakazi ship: fly straight into a hostile ship, self detonate to cause maximum damage.
Combat command vessel: each vessel provides X bonus to their racial weapon systems within a gang.
Micro titan: utilizes the superweapons but no other weapons (supercapital anti?)
parasite ship: the host ship cannot fire upon this ship (only removed by destroying host ship?)
holographic projector ship: "oh look.. a hulk alone in this low sec belt!" *warp in* "HOLY MOLY! ITS A XXXXX SHIP!" (the proper bait ship ;) scan this down people!)
time freeze capital: temporeraly stops EVERYTHING from happening for a brief period (a few seconds)
Supervessels: (one of each class) requires ALL racial cruiser (for instance) to V, each ship class trained gives a bonus to create powerful vessels.
Damage converter vessel: equipped with a bonus that allows the ship to convert ANY of a certain damage type into shield/armour/hull hp.
Solar vessels: the closer to your native star you are the more charged you become.
Warp to 0 vessel: prevents warps to x range or the other way around, forces warping to 0.
Refractor shield vessel: the more damage it takes at once the less damage it takes, thus frigates can take these on really easy!
Originally by: Aramendel
A harderner also only works against ships firing on you. ECM is effeciently a harderner for your whole gang/fleet.
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