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Thread Statistics | Show CCP posts - 27 post(s) |

Kraschyn Thek'athor
Asgard Ammunitions
10
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Posted - 2013.06.25 08:22:00 -
[811] - Quote
I guess, some kind of "PoS Builder" Industrial would also be appreciated. An Hauler, capable of carrying the whole PoS Stuff in one haul. Even as an new T1 + T2 line (T2 line could have an Jump Drive) Currently, Rorquals do this job. Which speaks for the creativity of the community. But is a bit overdressed.
Make some "Tanker", specialised PoS Fueling, for those poor souls filling that stuff. Fast, agile ships.
A ship hauler would find it use, and would be an juicy target.
Make some "defensible" ships. Something like the Procurer Mining Barge, only with guns.
And don't give every option to every race. PvP guys skill all those racial frig, cruiser, bc skills to do different duties. The Industrial player should also get their share of flying different races. ^^
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Lina Thamaris
New Eden Publishing
7
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Posted - 2013.06.25 08:41:00 -
[812] - Quote
I think that the more diverse the haulers are, the better. Right now for each skillset there's an optimal T1 industrial, which isn't what EVE should be about. The more choice we have in terms of size, speed, survivability, and special abilities, the better.  |

Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
758
|
Posted - 2013.06.25 09:22:00 -
[813] - Quote
Ponder Stuff wrote:A pirate faction hauler with a drug smuggling hold sounds cool.
Please dont give haulers an ecm bonus, ecm is op and broken enough as it is. Giving haulers things like this would only remove the need for people to work as a team to get them into low sec with their precious things. Cloaky haulers and jump freighters are untouchable in low sec for the most part anyway.
I hope to see changes relating to speed, warp speed, hitpoints, align times and am loving some of the modular ideas that are floating around involving the containers. you think an ecm bonus would save a hauler from being blapped, you would be quite mistaken. Also, if you were drawing that from my post regarding bait haulers, they wouldnt have any considerable hold to speak of, there point would be just to trick an enemy into combat instead of a quick indy gank. |

Kharamete
Feral Solutions Inc
66
|
Posted - 2013.06.25 11:09:00 -
[814] - Quote
Rhavas wrote: This. Spin a story about the Gallente and Minmatar selling the hull production rights to ORE because it's too expensive / not worth it for them to keep up with manufacturing so many variations and so sold the rights to ORE. *Poof* all fair, and no art changes need to be made, just change the description text to "sold in YC 11X to ORE, who modified the design to be a specialist in whatever".
+1 this.
Unlike the other minor factions, you at CCP already have a fairly heavy reliance on ORE for the industrial ships; what with the Orca and the Rorqual, and all the mining barges, exhumers and the venture. It fits well into a pattern that CCP already employs for these kinds of things.
So, in the current narrative of 'empires losing control', ORE bought the rights from the current manufacturers to manufacture the 'left over' haulers because of reasons, and then specialised the designs. Maybe, since everyone used the Mk V Iteron, the other haulsers were just lossmakers. We all know what corporations think of losses. That would remove the inquity because the design changes would require Ore Industrial skill rather than racial hauler skills.
You could give the Hoarder a sig radius and align bonus. Iteron Mk II a warp core stab bonus. Iteron Mk III an ore hold. And Iteron Mk IV a speed bonus for fitting a cloak, like the Black Ops has. --- CCP FoxFour:-á"... the what button... oh god I didn't even know that existed. BRB." |

Draco Fader
Midnight Elites United Federation of Commerce
0
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Posted - 2013.06.25 11:11:00 -
[815] - Quote
The best we can get is an Itty 5 with about 38k space, not counting the container trick to get 45k out of it.
That's a huge gap between a transport and a freighter which gets you upwards of 800k.
The only thing that fills that gap is the Orca. It's really great for station moves. It also comes with a high price and lots of training just to fly it.
I'd like to see a new line of transports that let us haul anywhere from 100-500k. That would make us forget about the Iterons pretty quickly. Specialization could happen here as well.
I like the idea of a specialized fuel hauler or tanker for POS fueling. Make it cloaky without penalty for using limited cloaking device.
Buff the Primae for more cargo space and also make it cloaky like above, ideal for lowsec PI. Allow it to bypass the CO for transfers.
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Kastar Alland
Dustdogs
5
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Posted - 2013.06.25 11:33:00 -
[816] - Quote
One thing I keep seeing is people talking about "Tanky" in different ways. In high sec, it's directly related to the DPS from a gank catalyst or an alpha nado. I'm pretty sure it's CCP's position to protect those who like high sec gate camping as a way of life, so that level of tank is not really going to be exceeded on a T1 hull.
Of course, as soon as you get into Low/Null/WH and can be pointed/webbed for more than 5 seconds, the definition of "Tanky" becomes very different. Really, you want something that can last for more than a minute under fire from a cruiser/BC, to at least have a chance to scramble backup.
I heard things about the Strategic Hauler earlier in the thread which I very much liked (once POS subsystem refitting appears that is), and also something about a Siege/Triage module equivalent.
The latter would actually be much simpler to implement with the current haulers, as you can just ban it in highsec. Therefore you can balance capable ships for both the highsec and Low/Null/WH version of Tanky; they can still be alpha'd and ganked in highsec, but have the capability to survive for a duration in the rest of the universe as well. Preferably it would need its own extra highslot for this, but that's rather up to the balance team.
Either way, I support looking into making the ships distinguishable from each other and worthwhile; thank you Rise for not just pushing the quick changes through. |

LIYNX
Center for Advanced Studies Gallente Federation
2
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Posted - 2013.06.25 12:17:00 -
[817] - Quote
Kharamete wrote:Rhavas wrote: This. Spin a story about the Gallente and Minmatar selling the hull production rights to ORE because it's too expensive / not worth it for them to keep up with manufacturing so many variations and so sold the rights to ORE. *Poof* all fair, and no art changes need to be made, just change the description text to "sold in YC 11X to ORE, who modified the design to be a specialist in whatever".
+1 this. Unlike the other minor factions, you at CCP already have a fairly heavy reliance on ORE for the industrial ships; what with the Orca and the Rorqual, and all the mining barges, exhumers and the venture. It fits well into a pattern that CCP already employs for these kinds of things. So, in the current narrative of 'empires losing control', ORE bought the rights from the current manufacturers to manufacture the 'left over' haulers because of reasons, and then specialised the designs. Maybe, since everyone used the Mk V Iteron, the other haulsers were just lossmakers. We all know what corporations think of losses.  That would remove the inquity because the design changes would require Ore Industrial skill rather than racial hauler skills. You could give the Hoarder a sig radius and align bonus. Iteron Mk II a warp core stab bonus. Iteron Mk III an ore hold. And Iteron Mk IV a speed bonus for fitting a cloak, like the Black Ops has.
I also agree that this would be the most reasonable thing to do. It nicely removes the racial inequality and provides some depth to the range of haulers. you could adjust and rename the ORE frigate skill to apply to the new ORE haulers as well as the venture, which would give more meaning to actually training that skill.
Then give them each a specialized bay, ore, gas, ice, PI or salvage (maybe even clones if you ever flesh out the dust eve integration ) |

Skia Aumer
Atlas Research Group
54
|
Posted - 2013.06.25 12:44:00 -
[818] - Quote
Draco Fader wrote:The only thing that fills that gap is the Orca. It's really great for station moves. It also comes with a high price and lots of training just to fly it. Orca is easy to train for. Way too easy.
LIYNX wrote:Then give them each a specialized bay, ore, gas, ice, PI or salvage (maybe even clones if you ever flesh out the dust eve integration  ) Please stop this specialized bay madness. Specialized bay for hauler is like a built-in weapons for combat ships. Boring. |

Leskit
The Night Wardens Viro Mors Non Est
28
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Posted - 2013.06.25 13:28:00 -
[819] - Quote
CCP Rise wrote:UNDER RENOVATION
I think this is my favorite thing posted by a dev in the past year on the forums. |

Valterra Craven
Copacetic Corporation
0
|
Posted - 2013.06.25 14:03:00 -
[820] - Quote
I really think you guys just need to give haulers to ORE as well.
One of the things that really really annoys and frustrates me currently is that all the ORE skills just deal with ONE ship. Its frustrating that I have to train a skill just for one ship, when in the combat lines I get 3-5 ships.
On the flip side this also makes ORE a 5th and more useful "race". That the art team is whining about assets isn't a very convincing argument to make not to do this, and as others have said, lore is very easy to change, especially with the way you guys are taking EVE as of late.
Personally speaking, you either do a full scale industrial revamp with this now, or you do nothing now and handle this properly with the industrial revamp in the future. Players don't like stop gap measures, especially considering its been this way since 2003 with no changes. Balance has been broken for a long time in regards to this, and you don't have valid reasons for wanting to do this partially now. The time for that was in 2005-2006, not 2013.
If you are going to do something, do it right the first time. Doing a partial change now and a full change later is not going to cut it given the amount of work and investment you've put into the amazing revamp of the combat lines. |
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Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
299
|
Posted - 2013.06.25 14:03:00 -
[821] - Quote
Smuggling.
Perhaps smuggling is a profession that could have massive iteration. The first step would be to give a reason to actually smuggle stuff.
First. We need to look at why smuggling occurs in real life and the types of goods that get smuggled.
The way I see it is that people smuggle legal and illegal items both for profit. Illegal items are smuggled because they are illegal and must be smuggled. Legal items are smuggled to avoid taxes and fees.
Perhaps legal items in EvE could start to have an import/export tax levied on them when you undock from a station. When you undock You would receive a pop up message that says "the export tax of the items in your cargo hold is x amount. Do you wish to declare these items?" If you say yes you pay the tax and undock. If you say no there is a chance you get caught smuggling. If caught you get hit with a suspect flag. Pew pew commences in the undock. This would put a niche into market trading as smugglers could gain more profit from moving small volumes tax free. Also people who want to be a "Hans Solo" type get to play at it. The export tax would be a good isk sink.
A smuggling hauler ship would have a very low chance at getting caught, almost zero. A normal hauler would have a high chance.
Certain items would be export tax exempt for example ammo and charges.
If customs catches you with contraband they flag you as a suspect. Pew pew!
Any thoughts? |

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
173
|
Posted - 2013.06.25 14:14:00 -
[822] - Quote
CCP Rise, please swap "UNDER RENOVATION" in OP with "SOONGäó". |
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CCP Rise
C C P C C P Alliance
1243

|
Posted - 2013.06.25 14:30:00 -
[823] - Quote
Hey wanted to give you guys an update
Won't be able to get these posted today. There's a few details we're still ironing out and I spent most of the day designing ENTIRE FEATURES which was really exciting. So hopefully tomorrow! |
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Maximus Andendare
Future Corps Sleeper Social Club
302
|
Posted - 2013.06.25 14:32:00 -
[824] - Quote
CCP Rise wrote:Hey wanted to give you guys an update
Won't be able to get these posted today. There's a few details we're still ironing out and I spent most of the day designing ENTIRE FEATURES which was really exciting. So hopefully tomorrow! Awesome! Thanks for the update!! I know you're hard at work on them. Kudos to you and your team!
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MrZany
Ministry of War Amarr Empire
53
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Posted - 2013.06.25 14:35:00 -
[825] - Quote
Erien Rand wrote:CCP Rise wrote:Jowen Datloran wrote:Thank you for listening to the feedback, Rise. Much appreciated. CCP Rise wrote:
Special purpose bays - This will be for Hoarder, Iteron Mark II, III, and IV. We wanted to do this originally, but held back because of concerns about racial inequality. Based on feedback I'm now hoping you guys will be fine with this inequality, as long as it isn't so favored towards Gallente that no one would ever train another race for hauling.
This is as much an issue as people having to train Caldari ship skills if they want to fly a powerful ECM or missile boat. People keep saying this but it is simply not true. It would be if there was a counterpart for the other races. If you don't want to train missiles, its okay because you can train lasers. In this case, there is no option for Caldari or Amarr to counter balance, even if it was a different bay. CCP Rise, why not just make the remaining haulers Ore ships? Ore could purchase the rights to the ships and modify them as they see fit. That would remove any accusations of "inequality" among the races. IIRC when the real world financial crisis happened China purchased the Hummer brand. Something similar could be put into the lore where due to constant wars the empires were forced to sell off some of their excess ship models. Doing this would allow you to get as creative as you like with the ships and also would give a reason why the ships were so drastically remodeled; they are owned by an entirely different corp that wants to take them in a different direction.
I like this. It would allow the developers to engage their imaginations and that of the player-base without opening themselves up to the inevitable "race favoritism" criticisms.
For those that would be upset about losing gall and min hulls to Ore, well, it's just economics...
Seems like a winning idea.
+1
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TAckermassacker
New Republic The Initiative.
7
|
Posted - 2013.06.25 14:38:00 -
[826] - Quote
can fit "micro jump drive" to Badger I and the other low-meta Haulers would fill the niche of passing carebaer bubbled gates faster....
and the hictors could use a MJD 2... not trolling.
while doing this please add the 2nd highslot to the sisters of the prowler... its time for my covert cynobait occator... |

Kharamete
Feral Solutions Inc
67
|
Posted - 2013.06.25 14:55:00 -
[827] - Quote
LIYNX wrote: I also agree that this would be the most reasonable thing to do. It nicely removes the racial inequality and provides some depth to the range of haulers. you could adjust and rename the ORE frigate skill to apply to the new ORE haulers as well as the venture, which would give more meaning to actually training that skill.
You already have the "Ore Industrial" skill in-game. It's a requirement to fly the Orca. That's its only use at the moment, apart from flying the Primae, but the Primae sucks anyway. So, there would be no need to introduce a new 'Interbus Industrial' skillbook for instance as was suggested upthread. :) --- CCP FoxFour:-á"... the what button... oh god I didn't even know that existed. BRB." |

Deirdre Anethoel
The Scope Gallente Federation
0
|
Posted - 2013.06.25 15:07:00 -
[828] - Quote
Sounds like he read people with similar ideas to mine \o/
Happy, it sounds way better than the previous changes.
Still, I hoped for a big cleanup and a transfer of some industrials to ORE. Some industrials will still be too similar between races, and should be 2 instead of 8. This would alleviate the concern of racial imbalance too. Of course, it needs some art job. Could give a specific role to each race and the generic cargo and tanking roles to ore. Or maybe give the specific role to ORE since they're really close to what bigger ore ships offer (ore bay, ship hangar, corp hangar, that kind of things) ? And differenciate more the racial industrials by giving them different ways to tank (armor quantity or resist bonus / shield quantity or resist bonus). Potentially having gallente and minmatar being faster, but amarr and caldari tankier, even in the tanky/agility category to add more differences?
Malcanis wrote:Steve Ronuken wrote:Can we drop a lowslot from all of them and give them a hardwired damage control II? It's a core principle of EVE that people should be allowed to make bad choices.
It's not a problem of choices. It's a problem of "modules goes offline when you pass gates and you have to turn them online again". And if you have to, you're active. If you're active, you're already protected against most suicide gankers. A damage control is mostly useless. If you are afk you can't use it, and if you are active you don't need it. |

Maximus Andendare
Future Corps Sleeper Social Club
302
|
Posted - 2013.06.25 15:11:00 -
[829] - Quote
Deirdre Anethoel wrote:Malcanis wrote:Steve Ronuken wrote:Can we drop a lowslot from all of them and give them a hardwired damage control II? It's a core principle of EVE that people should be allowed to make bad choices. It's not a problem of choices. It's a problem of "modules goes offline when you pass gates and you have to turn them online again". And if you have to, you're active. If you're active, you're already protected against most suicide gankers. A damage control is mostly useless. If you are afk you can't use it, and if you are active you don't need it. I believe that's the point Malcanis was making. If you want safety, then you are at the keyboard. If you are atk, then you can activate your DCU. If you want to not be safe--the "bad choice"--then you fly afk and don't worry about the DCU.
It's extremely unlikely that they'd ever incorporate a DCU into some hauling ship so you can effortlessly autopilot with an increased degree of safety. If you want to get your stuff there, and have assurance that you'll make it, then you don't autopilot.
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Maximus Andendare
Future Corps Sleeper Social Club
302
|
Posted - 2013.06.25 15:12:00 -
[830] - Quote
Kharamete wrote:LIYNX wrote: I also agree that this would be the most reasonable thing to do. It nicely removes the racial inequality and provides some depth to the range of haulers. you could adjust and rename the ORE frigate skill to apply to the new ORE haulers as well as the venture, which would give more meaning to actually training that skill.
You already have the "Ore Industrial" skill in-game. It's a requirement to fly the Orca. That's its only use at the moment, apart from flying the Primae, but the Primae sucks anyway. So, there would be no need to introduce a new 'Interbus Industrial' skillbook for instance as was suggested upthread. :) Have you heard of the Noctis? I hear it has something to do with the ORE Industrial skill.....but I'm not sure......
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Kesi Raae
Anatidae Rising
9
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Posted - 2013.06.25 15:16:00 -
[831] - Quote
Dunno if it has been mentioned already, but you've also got the T1 version of the Bustard (Badger Mk III?) lying around being unused, hopefully you can introduce that along with these changes. |

Deirdre Anethoel
The Scope Gallente Federation
0
|
Posted - 2013.06.25 15:17:00 -
[832] - Quote
Maximus Andendare wrote:Deirdre Anethoel wrote:Malcanis wrote:Steve Ronuken wrote:Can we drop a lowslot from all of them and give them a hardwired damage control II? It's a core principle of EVE that people should be allowed to make bad choices. It's not a problem of choices. It's a problem of "modules goes offline when you pass gates and you have to turn them online again". And if you have to, you're active. If you're active, you're already protected against most suicide gankers. A damage control is mostly useless. If you are afk you can't use it, and if you are active you don't need it. I believe that's the point Malcanis was making. If you want safety, then you are at the keyboard. If you are atk, then you can activate your DCU. If you want to not be safe--the "bad choice"--then you fly afk and don't worry about the DCU. It's extremely unlikely that they'd ever incorporate a DCU into some hauling ship so you can effortlessly autopilot with an increased degree of safety. If you want to get your stuff there, and have assurance that you'll make it, then you don't autopilot.
I agree it's unlikely. I wasn't saying that afk hauling should be buffed. My point was that it's useless to have tank if you're active, and tank modules aren't usable when afk, and so are mostly useless in both cases. If I'm active, I want agility more than tank, and if I'm inactive, I want passive tanking.
I also believe you should always be able to do the calculus about "how much am I worth and how much is needed to suicide gank me" as a way to afk haul. Autopilot is there for a reason, and it should not be only a trap button.
Quote: I like this. It would allow the developers to engage their imaginations and that of the player-base without opening themselves up to the inevitable "race favoritism" criticisms.
For those that would be upset about losing gall and min hulls to Ore, well, it's just economics...
Seems like a winning idea.
+1
Agreed. Industrial ships with special roles should be ORE. Especially since those roles are associated to ORE flavor wise (ore bay, corp hangar, etc). This would make expanding the brand easier too (there is a ton of roles you could fill with new ORE industrials! For example, I'd like to have a mobile refinery :D).
You could keep basic roles to factions (cargo and tank/agility ones), with a few racial quirks (armor tanking for amarr/gallente, shield for minmatar/caldari, more speed on gallente/minmatar, more tank on amarr/caldari, that kind of things). |

LIYNX
Center for Advanced Studies Gallente Federation
4
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Posted - 2013.06.25 15:23:00 -
[833] - Quote
Kharamete wrote:LIYNX wrote: I also agree that this would be the most reasonable thing to do. It nicely removes the racial inequality and provides some depth to the range of haulers. you could adjust and rename the ORE frigate skill to apply to the new ORE haulers as well as the venture, which would give more meaning to actually training that skill.
You already have the "Ore Industrial" skill in-game. It's a requirement to fly the Orca. That's its only use at the moment, apart from flying the Primae, but the Primae sucks anyway. So, there would be no need to introduce a new 'Interbus Industrial' skillbook for instance as was suggested upthread. :)
I believe I only said rename it, not call it Ore Industrial or anything specific like that.
I picked the ore frigate skill as its a day one skill, like (I think, its been a while since Ive looked at it) the racial hauler skills and could be trained in to easily and quickly, while providing new players with a few more options off the bat.
Seems reasonable to me. |

Schmata Bastanold
Keep It Burning Stupid
867
|
Posted - 2013.06.25 15:30:00 -
[834] - Quote
Indy ships balancing aside I wonder if those "industry changes down the pipe" will be concentrated on fixing currently existing problems/derps or maybe they will only be along the lines "ossum, that makes me want to get into industry!". I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |

Deirdre Anethoel
The Scope Gallente Federation
0
|
Posted - 2013.06.25 15:36:00 -
[835] - Quote
Schmata Bastanold wrote:Indy ships balancing aside I wonder if those "industry changes down the pipe" will be concentrated on fixing currently existing problems/derps or maybe they will only be along the lines "ossum, that makes me want to get into industry!".
That. There is ways to make industry a lot more attractive with changes to industrial ships (they could be industrials, instead of hauling maybe?), but to do so, I believe you'll need to do more than put different stats on existing ships.
We need some new ore industrials. Accessible and appealing ones. What about a factory line ship and a reffinery one? Support to the "no station, no pos" life! There is tons of things to do with industrials, but you need to dive deep in it, not scratch the surface by playing only on the existing ones. It's more than just a balance issue. |

Karsa Egivand
Sebiestor Tribe Minmatar Republic
229
|
Posted - 2013.06.25 16:03:00 -
[836] - Quote
Steve Ronuken wrote:
I've said it on my blog, but I'll stick it here too:
Give the Caldari and the Amarr the biggest general purpose bays, and the best of the other function.
Give the Minmatar the next biggest general purpose bay.
Give the Gallente the smallest general purpose bay, to make up for having the most flexible ship range.
My asbestos suit is ready for the flames.
This. Mostly.
Caldari, biggest general cargo bay (nice symmetry wtih the Charon). Amarr, biggest tank on the high-cargo hauler. Minm, a bit faster than the other high-cargo haulers. Gallente, smallest general cargo bay, but most flexible ship range.
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Berluth Luthian
Meltdown.
93
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Posted - 2013.06.25 16:08:00 -
[837] - Quote
CCP Rise wrote:Hey wanted to give you guys an update
Won't be able to get these posted today. There's a few details we're still ironing out and I spent most of the day designing ENTIRE FEATURES which was really exciting. So hopefully tomorrow!
Smuggling expansion ftw! |

Lenna Kaundur
Republic University Minmatar Republic
0
|
Posted - 2013.06.25 16:09:00 -
[838] - Quote
I'd like to see a smoother and more modular way to move from small haulers to a freighter. I've thought for a long time that using a strategic-cruiser like subsystem arrangement for indys would be neat: you can buy more storage, more tank, or more GTFO, but you can't have it all.
There are too many hauler models in the game right now, and not enough differentiation to use a lower-capacity one in favor of a high capacity one. (A Wreathe vs a Hoarder, for example.) I'm flying an indy to carry stuff around, therefore I generally want to carry as much stuff around as I can. If I have special considerations when moving my stuff -- I need lots of GTFO (blockade runner), lots of tank (deep space transport), or lots of cargo -- then I have to specialize into different ships or T2 variants.
It would be more logical for each race to have a single T1 hauler (and maybe a T2 variant) that could be altered via modules to provide significantly upgraded functionality. Rigs already do this to some extent, but I'm thinking of something more along the lines of the Strategic Cruiser modules, something that would provide dramatic performance/capacity upgrades that could be non-destructively swapped out depending on the requirement.
Alternatively, I think it would be better to introduce ORE haulers that specialize in hauling ore and minerals. Give them a substantial capacity boost over standard industrials (say 100,000 m3) but with the restriction that they can only carry ore or minerals and nothing else. The problem specific to mining is that there's a big gap between a high end industrial or Orca and a freighter. Training all the way into a freighter often isn't a good move for a miner, but at the same time even a maxed Iteron V can't carry enough cargo if you need to move a lot of ore or minerals to market. (That's one of the downsides of the recent barge changes; a Mackinaw can now carry more raw ore in its hold than a maxed industrial can.) |

Rishak Orlenard
sleep Deprivation INC. LLC The Kadeshi
0
|
Posted - 2013.06.25 16:13:00 -
[839] - Quote
I put my vote in for a ship maintenance bay or just a fitting service. Such a ship would quickly become the darling of every nullsec or wormhole fleet. For that matter any fleet that goes deep into enemy territory where there is no place to dock up and change mods to counter different situations or even repair mods (with the AAR, nanite paste has become too valuable to waste.), with it you could retreat to an empty system to regroup, repair, and adapt your fits to deal with the enemy. You could even require a logi skill to activate this. |

Callic Veratar
Power of the Phoenix
388
|
Posted - 2013.06.25 16:23:00 -
[840] - Quote
I'm still hoping for a fixed large "Freight Bay" that will not work with Cargo Expanders and Cargo Rigs on these ships, even at the cost of a large number of slots and fitting space.
It bypasses the older design (and really the live ships) where the 'best fit' is shield and cargo extenders. DirectX 11, it's not rocket appliance! |
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