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Author |
Thread Statistics | Show CCP posts - 11 post(s) |

Henry Plantgenet
Center for Advanced Studies Gallente Federation
16
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Posted - 2014.11.10 19:12:56 -
[271] - Quote
Why does this new freighter not have a jump drive? |

KnowUsByTheDead
Sunlight...Through The Blight.
2140
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Posted - 2014.11.10 19:19:35 -
[272] - Quote
Good. Good.
+1 overall. I imagine a great deal of content being made at these expense of these.

Once you realize what a joke everything is, being the comedian is the only thing that makes sense.
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Jean Luc Lemmont
Federal Navy Academy Gallente Federation
234
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Posted - 2014.11.10 19:19:59 -
[273] - Quote
Henry Plantgenet wrote:Why does this new freighter not have a jump drive?
Why would it? No other T1 freighter has one.
A bitter vet trying to start anew.
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Rivr Luzade
Coreli Corporation Ineluctable.
906
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Posted - 2014.11.10 19:22:05 -
[274] - Quote
Querns wrote:Just as an aside, you're severely betraying your lack of knowledge about how the game works with this post. When moving non-supercapital ships via non-jump-bridge jumps, you always light the cyno at a station, not at the POS. Lighting the cyno at a pos is a suicidal measure due to the inefficacy of pos guns and, while theoretically possible, is just stupid compared to the alternative that removes a significant portion of the risk.
That's what Jump Beacons are for. But for the sake of argument I concede the occasional use of cynos on stations. That still does not put these ships in any danger as proper fleets to kill of potential bubbles are on the POS. It only takes a couple of ceptors to drive off Sabres or prevent them from decloaking, and a scout on the POS to tell whether there are bubbles or not. It also only takes a couple of ships to remove anchored bubbles, should there be any.
Querns wrote:Titan bridge chains often cut through lowsec to get between two nullsec points as a consequence of wanting to take the shortest path to a destination. Taking the shortest path cuts down on the pilots needed to do the task and, mighty though the CFC may be, we are still limited by the number of available titan pilots. See trail_of_tears.png for more info. Again, betraying your lack of knowledge about the things which you discuss.
You know what else does what you've described? Interceptors and Jump Freighters. In fact, interceptors do it up to eight times more quickly than the tug (depending on how much warp speed both options have been afforded and the exact route.) They do it significantly more safely to boot, due to being able to ignore bubbles. You simply cannot craft this vignette without compensating for the existence of the Interceptor. It's just not possible.
No titan bridge to any of your areas of space cuts through any Low sec. Neither from Deklein to Fountain nor from Deklein to Vale. Moot point. Other areas of conflict I don't consider as they are outside your space. It only takes 12 titan bridges to get from Deklein to the border system in Delve, or 5 to get to border systems in Vale, and none of them come even close to Low sec. What else you do with your titans and bridges is of no concern to me. What is of concern, however, is the fact that ships can be moved with little effort and little Fatigue within your space, and that goes against what Phoebe intends to change.
I don't describe JF as JF cannot move fitted ships and transporting fitted ships with ease is the problem. I also don't describe ceptors as ceptors can only carry 1 pilot through space and not ships for a full squad in a fleet. They sure can move 1 pilot to a stash, but are near useless if there is no stash. And such a stash can be created easily with the Bowheads and of course also JF, albeit with more effort for the transporters. That is a big difference for me.
Querns wrote:This is because you actually don't observe or have any real information about what we actually do. You're just making up fanfic due to the nature of the mechanics in question fomenting a position of extreme cognitive dissonance.
That fanfic, how you like to call it, is certainly very close to reality. I have already seen super capital camps and roams, albeit only on screenshots of friends. But I have not seen your titans, or any titans for that matter, roaming around, freeing themselves of the shackles that POS and bridge tool impose on them. Correct me, if I am wrong. 
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Utari Onzo
United System's Commonwealth
10
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Posted - 2014.11.10 19:23:19 -
[275] - Quote
I will be training all of my characters to fly this for the wormhole, and sell my orca |

War Kitten
Panda McLegion
5477
|
Posted - 2014.11.10 19:23:49 -
[276] - Quote
My thoughts on the tugbowtieheadthingy...
Needs more capacity - both cargo and SMA space - maybe 20k / 2000k - enough for 4 smaller battleships but only 3 of the over 500k variety. Maybe let the skill level affect both holds too. This is your "I'm a solo pilot and need to move all the things at once" ship. 4k isn't enough space for me to move all my fittings/loot.
The max EHP level is about right, but giving it fitting slots but only (mostly) structure is a reeeeally limited choice. Go with ~18k/18k/18k spread and 4 mids, 4 lows for some actual variety. Make the difficulty of ganking the ship in the figuring out what to expect after scanning the fittings.
Give it a 25/25 drone bay for giggles and mediocre defense ability. C'mon, live a little...
I find that without a good mob to provide one for them, most people would have no mentality at all.
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Rivr Luzade
Coreli Corporation Ineluctable.
906
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Posted - 2014.11.10 19:24:02 -
[277] - Quote
Warr Akini wrote:CCP Rise wrote:Alright, we're talking about it here and think there's probably no good reason not to raise the HP some. Where do you guys think it needs to be to make say, three t2 fit BS, inefficient to gank?
And you're right about afk travel vs active travel, switching to agility to support align time sounds good to me. Because you've done nothing but nerf Miniluv and highsec ganking for the last year and a half or so.
Are you complaining that you cannot gank as easy as it used to be any more? Does this really surprise you, after all the hard work that Miniluv and Code have poured into educating haulers and miners to use the best tanked ships available, that ganking has become harder? What are you complaining about next? That people use webbers to web their freighters into warp, making it 100% impossible to gank them?  |

MonkeyBusiness Thiesant
randomly named no tax corp v2
30
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Posted - 2014.11.10 19:31:21 -
[278] - Quote
Clearly this new tug ship will open up different possibilities. A courier job, but for ships.
I propose contracts add an option for "Tug Jobs". |

Zappity
Stay Frosty. A Band Apart.
1531
|
Posted - 2014.11.10 19:31:22 -
[279] - Quote
CCP Rise wrote:Alright, we're talking about it here and think there's probably no good reason not to raise the HP some. Where do you guys think it needs to be to make say, three t2 fit BS, inefficient to gank?
And you're right about afk travel vs active travel, switching to agility to support align time sounds good to me. Thank you. Cutoff sounds reasonable but remember that your target audience flies a lot of Marauders (I think) which I guess you wanted to help with.
I just don't want the ship too difficult to use 'responsibly'. Sure, autopiloting it through Uedama with some faction battleship hulls should get you killed but ganking is becoming less and less about the efficiency. I'd love to see some sort of module requiring good active play to defend against freighter ganks.
Zappity's Adventures for a taste of lowsec.
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Querns
GBS Logistics and Fives Support Goonswarm Federation
972
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Posted - 2014.11.10 19:36:41 -
[280] - Quote
Rivr Luzade wrote: That's what Jump Beacons are for. But for the sake of argument I concede the occasional use of cynos on stations. That still does not put these ships in any danger as proper fleets to kill of potential bubbles are on the POS. It only takes a couple of ceptors to drive off Sabres or prevent them from decloaking, and a scout on the POS to tell whether there are bubbles or not. It also only takes a couple of ships to remove anchored bubbles, should there be any.
Your vignette is becoming increasingly large and infeasible as a result. Trying to argue for the removal of jump fatigue bonuses outside of the band of all other haulers due to an increasingly contrived, infeasible example is poor arguing.
Rivr Luzade wrote: No titan bridge to any of your areas of space cuts through any Low sec. Neither from Deklein to Fountain nor from Deklein to Vale. Moot point. Other areas of conflict I don't consider as they are outside your space. It only takes 12 titan bridges to get from Deklein to the border system in Delve, or 5 to get to border systems in Vale, and none of them come even close to Low sec. What else you do with your titans and bridges is of no concern to me. What is of concern, however, is the fact that ships can be moved with little effort and little Fatigue within your space, and that goes against what Phoebe intends to change.
You're arguing unimportant semantics. The original point of this was to describe the languishing of the titan pilot. Lowsec was only mentioned to color the uselessness of the titan's role, as lowsec is a pretty pointless place to be.
Interceptors create zero fatigue, and jump freighters are cheaper and have longer range. Next.
Rivr Luzade wrote: I don't describe JF as JF cannot move fitted ships and transporting fitted ships with ease is the problem. I also don't describe ceptors as ceptors can only carry 1 pilot through space and not ships for a full squad in a fleet. They sure can move 1 pilot to a stash, but are near useless if there is no stash. And such a stash can be created easily with the Bowheads and of course also JF, albeit with more effort for the transporters. That is a big difference for me.
What's so magical about fitted ships? The only advantage the tug affords is the ability to move rigged ships, and rigs are cheap. Maintaining a few strategic caches of ships is also cheaper than the 12 dedicated titans, the POSes for each, the outposts for each, and the 16 associated accounts (read: 12 titan + 4 cyno) subscription fees, paid by plex, not to mention the cost and training time for the tugs themselves. It's far safer and far more efficient to maintain these caches, rig in place, and use interceptors to move.
Rivr Luzade wrote:That fanfic, how you like to call it, is certainly very close to reality. I have already seen super capital camps and roams, albeit only on screenshots of friends. But I have not seen your titans, or any titans for that matter, roaming around, freeing themselves of the shackles that POS and bridge tool impose on them. Correct me, if I am wrong.  Ah, yes, the screenshots from friends. Thank you for confirming my suspicions.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Cartridgexxxx
BALKAN EXPRESS Shadow Cartel
5
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Posted - 2014.11.10 19:47:34 -
[281] - Quote
I would prefer T2 re-fittable rigs |

Mike Azariah
DemSal Corporation DemSal Unlimited
1856
|
Posted - 2014.11.10 19:49:24 -
[282] - Quote
Quote:GÇ£What hangs on a wall and you can dry your hands on it?GÇ¥ GÇ£Um, a towel.GÇ¥ GÇ£No, a herring.GÇ¥ GÇ£A herring! A herring doesnGÇÖt hang on a wall.GÇ¥ GÇ£But you could hang it there.GÇ¥ GÇ£But who wants to dry his hands on a herring?GÇ¥ GÇ£Well, you donGÇÖt have to.GÇ¥ -Sigmund Freud
It was stated to be a hisec ship. Why are you all in a tizzy about its usage (or lack of therein) in low or null? Yes you can take it there if you want to but you don't have to.
I asked for this ship knowing damn well it would be a gank target and in discussion with people in hisec most of them understood that as well. NOBODY should expect total safety and balancing your safety vs the want to do things is a part of the game. Live with it or don't fly it. Simple as that.
I appreciate all the theory crafters and people showing what the fit can be. I agree it could use a shade more ehp and am discussing it internally but I am NOT trying to make it invulnerable to the point that sufficient gankers will tidi themselves into boredom.
m
Mike Azariah-á CSM8 and now CSM9
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Bearcastle
Bionesis Technologies
13
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Posted - 2014.11.10 19:56:22 -
[283] - Quote
CCP Rise wrote:As promised, here is your brand new ship-moving ship - the Bowhead.
BOWHEAD, well better than a Tug, as Tug are small push/pull ship.
This ship is not in the line of the Orca or Roaqual either.
What about OCTO (from octopus) with the ability to carry at least 8 BS, as octopus got 8 arms. And in order to add some other tacticals habilities, would be nice to have a hight slot that could be use for a cloack.
Imagine a full fleet of BC, carried.... the rest will be history in the sandbox...
And may be we could already dream of a T2 version with the hability to use a Cov Op Cloacking Device. This T2 version could be a heavily shield or tank ship, like an old iron clad. But in this case it's a Heavy Ship Carrier.
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TheMercenaryKing
StarFleet Enterprises Almost Awesome.
308
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Posted - 2014.11.10 19:58:39 -
[284] - Quote
CCP Rise wrote:As promised, here is your brand new ship-moving ship - the Bowhead.
We originally expected this to be a sister ship to the Orca, but after digging into the details realized that it was really more of a freighter and by setting it up that way we could avoid heavier skill requirements that had nothing to do with its role. This means we are going to introduce a new skill: ORE Freighter, which requires ORE Industrial III and Advanced spaceship command V just like other faction freighter skills.
There isn't much else to say other than that this ship is intended for a specific niche: high-sec transport of fitted/insured ships. It may find applications in other parts of space (especially because of the reduced jump fatigue), but we aren't really worried about hitting anything outside of the high-sec application. Because we were starting from scratch here, we decided to give a little more fitting flexibility (mid slots and rig slots), meaning the base hp is set a little lower than other freighters since you can actually get the EHP higher using rigs and a DCU.
Let us know what you think.
BOWHEAD
Ore Freighter Bonus: 5% bonus to max velocity per level 5% bonus to ship maintenance array capacity per level
Role Bonus: 90% reduction in jump fatigue generation
Slot layout: 0H, 3M, 3L, 3R; 0 turrets, 0 launchers Fittings: 1350 PWG, 215 CPU Defense (shields / armor / hull) : 10000 / 11000 / 36500 Capacitor (amount / recharge) : 3900 / 235000 Mobility (max velocity / agility / mass / warp speed): 65 / .065 / 640000000 / 1.37 Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 51.5km / 45 / 3 Capacity (cargo / ship maintenance array): 4000 / 1300000 (goes up to 1.6 something with ore freighter 5) Sensor strength: 12 Signature radius: 3200
1,600,000. that's 3 fitted battleships.
Could it be made to allow packaged ships in it's maintenance hold? make it like 800,000 (1 million at level 5) but allow packaged ships? |

Harvey James
The Sengoku Legacy
948
|
Posted - 2014.11.10 19:58:51 -
[285] - Quote
bowhead .. who thought of that anyway? .. i prefer tugboat
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists
ABC's are clearly T2 in all but name.. remove drone assist mechanic.
Nerf web strength ..... Make the blaster eagle worth using please
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Zappity
Stay Frosty. A Band Apart.
1531
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Posted - 2014.11.10 20:00:24 -
[286] - Quote
Gospadin wrote:Zappity wrote:But I want a ship transporter, not a repurposed mining hull. Enough to haul a couple of fit T3s and a battleship without being ganked. This wouldn't achieve that. I think you're playing the wrong game. Nobody moves 4 billion ISK worth of cargo risk free. Come to think of it, imagine if the hauler pilot lost 200k SP (a single subsystem worth from IV to V) for each T3 destroyed in their SMB. Now that'd be interesting... I agree. The ships I referred to are certainly not worth 4b.
Um, do you happen to mission in your T3? Just curious.
Zappity's Adventures for a taste of lowsec.
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Valterra Craven
313
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Posted - 2014.11.10 20:08:56 -
[287] - Quote
I'm honestly curious if the ship given the size of the SMA is even statistically relevant for moving a few ships at a time.
Under what scenario besides moving rigged battleships does this ship make sense to use besides just flying the ship to destination?
In other words several questions need to be answered: A. How many rigged ships does the average pilot have that they want to move? B. How quickly are those rigged ships moved versus the time it would take for this slow ship to move them? C. Does the cost of this ship and the possible loss of billions in ships this ship would carry worth the cost of the ship itself plus its cargo?
Lets say I have a rigged battleship, a rigged cruiser, and a rigged frigate I need to move 10 jumps. How does the math work out that it makes more sense for me to spend roughly a billion on a ship to move these three ships 10 jumps?
I've seen a lot of people talk about HP but not about how efficient it would be to even move ships with such a small SMA.
More relevant, does CCP even ask itself these questions in the planning meetings and if so why isn't the math disclosed to the players? |

Rowells
Unknown Soldiers Fidelas Constans
1641
|
Posted - 2014.11.10 20:09:31 -
[288] - Quote
and we chose not to name them ferries because? |

Wrinkle Reducer
Isk Liberation Guild Psychotic Alliance
0
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Posted - 2014.11.10 20:15:13 -
[289] - Quote
no more god damn ships, or effects updates, or 0.0 nerfs, for **** sake finish the god damn station interiors. FINISH THE **** YOU START ON ...... hopefully the legions expantion for dust will cause you people to finish this. and Btw Pheobe is absolutly ****. finish what you have promised us since 2006 when it was known as "Ambulation" aka "WIS" we dont need anymore ships to lose or space gadgets . not saying ill stay in station if this is ever finished but damn I was liking the idea of Corp owned bars and what not. I would love to accully walk into a corp office not just a god damn apartment which really has no practical use.
you idiots whine and ***** that CCP never has the funds to expand or do other interesting stuff, finish that up and i bet you get a lot bigger playerbase. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
973
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Posted - 2014.11.10 20:16:22 -
[290] - Quote
Rowells wrote:and we chose not to name them ferries because? Ferries only operate between two banks of a river or lake. Tugs move up and down the body of water they are in and can make multiple stops.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Masao Kurata
Z List
130
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Posted - 2014.11.10 20:18:22 -
[291] - Quote
Mike Azariah wrote:I appreciate all the theory crafters and people showing what the fit can be. I agree it could use a shade more ehp and am discussing it internally but I am NOT trying to make it invulnerable to the point that sufficient gankers will tidi themselves into boredom.
Well it already has more EHP (properly fitted and not afk) than any other highsec industrial apart from jump freighters, whose buff was completely over the top, that should be plenty for normal use especially considering that deep cargo scans aren't even on the table yet and we haven't got a commitment to drops in Rhea.
The people who think everything gets ganked in highsec these days are basing this mostly on the activity of a single fleet operated by a member of an idealistic organisation formed in reaction to the creep towards safe sec. I think we all know what organisation and what fleet commander I'm talking about, yes? This is not the norm for ganking.
The norm for ganking is that a high expectation of profit must first be established to not waste the gank ships (normally not catalysts! Most FCs are unable to assemble the numbers to use catalysts for freighter EHP targets), the effort of the logistics pilots, the security status of the gankers (going -10 is also not the norm! Some gankers do but -10 fleets have logistical disadvantages, facpol and can be engaged freely even before starting the gank) and everyone's time. Hell even when said fleet is operating, most targets, even high value targets, get through safely because it is in fact just one fleet and they cannot juggle targets flawlessly. |

afkalt
Republic Military School Minmatar Republic
483
|
Posted - 2014.11.10 20:21:00 -
[292] - Quote
Mike Azariah wrote:Quote:GÇ£What hangs on a wall and you can dry your hands on it?GÇ¥ GÇ£Um, a towel.GÇ¥ GÇ£No, a herring.GÇ¥ GÇ£A herring! A herring doesnGÇÖt hang on a wall.GÇ¥ GÇ£But you could hang it there.GÇ¥ GÇ£But who wants to dry his hands on a herring?GÇ¥ GÇ£Well, you donGÇÖt have to.GÇ¥ -Sigmund Freud It was stated to be a hisec ship. Why are you all in a tizzy about its usage (or lack of therein) in low or null? Yes you can take it there if you want to but you don't have to. I asked for this ship knowing damn well it would be a gank target and in discussion with people in hisec most of them understood that as well. NOBODY should expect total safety and balancing your safety vs the want to do things is a part of the game. Live with it or don't fly it. Simple as that. I appreciate all the theory crafters and people showing what the fit can be. I agree it could use a shade more ehp and am discussing it internally but I am NOT trying to make it invulnerable to the point that sufficient gankers will tidi themselves into boredom. m
any chance you can float this I mentioned earlier:
I wrote: Just because it is a transport and you dont want to hurt null logisitics - remember this ship doesnt exist. Therefore there is no "harm" done removing the "industrial" bonuses to fatigue. You cannot lose what you never had in the first place. Plenty of precedent on this in removing MMJD from ABC, for example.
To give it this reduction devalues the point of the original change. No logisitcs were planned around an unreleased hull and the damned thing is intended for high sec. It undermines the jump changes, imho.
We should be reducing fatigue bonused hulls, not adding bleeding new ones. |

Arthur Aihaken
X A X
3908
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Posted - 2014.11.10 20:24:51 -
[293] - Quote
Orca, Rorqual, BowheadGǪ all whales. Must be an Icelandic thing. At least they didn't call it the "Tuna".
I am currently away, traveling through time and will be returning last week.
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Querns
GBS Logistics and Fives Support Goonswarm Federation
973
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Posted - 2014.11.10 20:27:17 -
[294] - Quote
Arguments re: fatigue in this thread are funny because they imply that fatigue reduction is tantamount to the complete elimination of fatigue in general. This is patently false GÇö even fatigue bonused ships must wait before jumping, and have their ability to travel significantly hampered by fatigue. Don't believe me? Go do a jump freighter run on Serenity right now, and then do one on Tranquility later.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Rowells
Unknown Soldiers Fidelas Constans
1643
|
Posted - 2014.11.10 20:30:31 -
[295] - Quote
Querns wrote:Arguments re: fatigue in this thread are funny because they imply that fatigue reduction is tantamount to the complete elimination of fatigue in general. This is patently false GÇö even fatigue bonused ships must wait before jumping, and have their ability to travel significantly hampered by fatigue. Don't believe me? Go do a jump freighter run on Serenity right now, and then do one on Tranquility later. How do I get on serenity. I must know. I've always wanted to meet the Chinese players. |

Zappity
Stay Frosty. A Band Apart.
1531
|
Posted - 2014.11.10 20:30:53 -
[296] - Quote
P.S. Please nerf the Ishtar.
Zappity's Adventures for a taste of lowsec.
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Ix Method
Brutor Tribe Minmatar Republic
289
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Posted - 2014.11.10 20:46:18 -
[297] - Quote
Random wondering, how are these supposed to work with courier contracts? Or are we going to have to be not lazy?
Travelling at the speed of love.
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Red Frog Rufen
Red Frog Freight Red-Frog
323
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Posted - 2014.11.10 20:47:21 -
[298] - Quote
May I suggest a tweaking of the contract system to allow anyone to transport ships outside a package so we can use this to effectively transport ship?
That way you could put a collateral value on a item (a ship!), transport it the way you want, then deliver that item at the destination.
We regularly transport Freighter and JF for customers, and we use the method of selling/reselling, which caused some problems at time.
I'm not sure if this is at all technically possible, but it would be nice!
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Querns
GBS Logistics and Fives Support Goonswarm Federation
974
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Posted - 2014.11.10 20:48:37 -
[299] - Quote
Having special ship couriers that can go into Ship Maintenance Arrays would be extremely cool.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Lady Rift
What Shall We Call It
104
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Posted - 2014.11.10 20:50:28 -
[300] - Quote
afkalt wrote:Mike Azariah wrote:Quote:GÇ£What hangs on a wall and you can dry your hands on it?GÇ¥ GÇ£Um, a towel.GÇ¥ GÇ£No, a herring.GÇ¥ GÇ£A herring! A herring doesnGÇÖt hang on a wall.GÇ¥ GÇ£But you could hang it there.GÇ¥ GÇ£But who wants to dry his hands on a herring?GÇ¥ GÇ£Well, you donGÇÖt have to.GÇ¥ -Sigmund Freud It was stated to be a hisec ship. Why are you all in a tizzy about its usage (or lack of therein) in low or null? Yes you can take it there if you want to but you don't have to. I asked for this ship knowing damn well it would be a gank target and in discussion with people in hisec most of them understood that as well. NOBODY should expect total safety and balancing your safety vs the want to do things is a part of the game. Live with it or don't fly it. Simple as that. I appreciate all the theory crafters and people showing what the fit can be. I agree it could use a shade more ehp and am discussing it internally but I am NOT trying to make it invulnerable to the point that sufficient gankers will tidi themselves into boredom. m any chance you can float this I mentioned earlier: I wrote: Just because it is a transport and you dont want to hurt null logisitics - remember this ship doesnt exist. Therefore there is no "harm" done removing the "industrial" bonuses to fatigue. You cannot lose what you never had in the first place. Plenty of precedent on this in removing MMJD from ABC, for example. To give it this reduction devalues the point of the original change. No logisitcs were planned around an unreleased hull and the damned thing is intended for high sec. It undermines the jump changes, imho. We should be reducing fatigue bonused hulls, not adding bleeding new ones.
To assume that they didn't know about this ship when making the jump changes where made is stupid. They showed the ship off at eve Vegas before the jump changes went into effect |
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