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| Author |
Thread Statistics | Show CCP posts - 5 post(s) |

ITTigerClawIK
Galactic Rangers Intrepid Crossing
131
|
Posted - 2012.09.03 11:51:00 -
[1261] - Quote
a rig that provides a +1 module slot come in 3 variations per size for low mid and high slot.
can only add up to a maximum of the currant cap of 8 in each category,
will not be able to fit rig if it would put the slot category over 8, does not add any grid or CPU.
drawback would be large increase in mass. only thing i can think of T2 version would be reduced drawback +2 modules slots would be a bit much me thinks.
|

Lin-Young Borovskova
Science and Trade Institute Caldari State
694
|
Posted - 2012.09.03 13:07:00 -
[1262] - Quote
[list] Scripts -> Armor buffer tanking plates (T2 Only): no cap use (script), reduce mass 35% increase agility 15%-100% ->Armor Rep script 1 (T2 reps only): Reduce cap consumption and cycle 35% ->Armor Rep script 2 (T2 reps only): use booster charges 400 -use no ship capacitor-increase rep amount 50%, cycle (without skills) 12sec ->Armor Energised plating script: increase resistance plate for 25% -increase PG use 100%
Heat ->Reduce T2 guns/launchers heat significantly
EW ->Damp specialised ships in need of huge dampening boosts ->Increase T2 web range up to 15km ->Increase T2 Scram range up to 15km
Drones ->Web drones 50% speed reduction, not cumulative, chance based (like ECM?) ->Target painting drones now have a chance to reduce ships resistances (shield/armor) ->Energy neutralising drones now return cap drained to drones owner ship ->Ability to self repair with logistic drones if aggression timers off (right click menu)
Fitting/Slots ->Reduce DCU II/CPU II less cpu hungry ->Make DCU passive ->Get rid of speed penalties on plates/armor rigs, change them to -shields, increase slightly HP ->Get rid of sign radius penalties on shield extenders and rigs, change them to -armor, increase slightly HP
Area of Effect ->Self destruction ->Torpedoes ->Scram disruption probe
One-use (consumable) modules ->OFFENSIVE: MWD script, warp your ship 100km away of your alignment. Affected by targeted warp jamers and bubbles ->DEFFENSIVE: mwd scrip, +2 warp strength against targeted warp jamer systems. Affected by bubbles Both get recharge timer of 180sec
->Afterburner Script: you ship is insensible to webs for an entire cycle. Recharge 180sec
 brb |

Amaroq Dricaldari
Malicious Mission Murderers
127
|
Posted - 2012.09.03 21:20:00 -
[1263] - Quote
Amarr Drones that don't suck. I want my Augmented Acolyte drones to be USEFUL. This is my signature. There are many like it, but this one is mine. |

Nestara Aldent
Citimatics
79
|
Posted - 2012.09.04 01:40:00 -
[1264] - Quote
Capital rigs. |

Souisa
WESCORP 2.0
1
|
Posted - 2012.09.04 08:54:00 -
[1265] - Quote
Distress Beacon
or Inherited Navigations Unit
This is mainly derived from factional warfare, but im sure it can be put to use in 0.0 and other low security areas as well.
Basically its a module that allows people to warp to you, simply from the right click menu in local. There should be a public version, allowing anyone to warp to you, there should be a corporate version, and an alliance version. Or at least it should be configured wether you want it to be public or only for corp mates etc. When you activate it, you can type x in local or whatever to notify people its active and you need them to warp. And they will right click and be on their ******* way.
Well i just think it will be useful for swift response, without having to be in a fleet. Dont accuse me of being a carebear, but being part of the militia and being able to send out a distress call and having people warp to you asap, really enhances security. Owning systems and actually working with them, does no longer require you to be part of a fleet in order to get swift assistance in the event of you being attacked.
Wether it be high medium or low slot i dont know |

Alara IonStorm
3118
|
Posted - 2012.09.04 13:57:00 -
[1266] - Quote
Amaroq Dricaldari wrote:Amarr Drones that don't suck. I want my Augmented Acolyte drones to be USEFUL. It is a miracle I still know what Drone you are talking about when you say Acolyte. |

Kesthely
Fleet of the Damned Happy Endings
0
|
Posted - 2012.09.04 19:30:00 -
[1267] - Quote
Capital Energy Redistribution Network:
Carrier only:
High Slot
Activated:
Increases the Effectiveness of Energy Neutralizers Vampires and Transfers by 300%
Increases range of Energy Neutralizers by 500% Increases range of Energy Vampires by 500%
Increases range of of Capital Energy Transfers to 150 km
Activation Time / Duration 300 Sec
Consumption Type Cap Booster 800
Consumption Quantity 30
Dissallows Assistance: True
Dissallows activation in warp: True
Max Velocity bonus -100%
Capital Energy Redistribution Skill: Each level in this skill lowers the consumption quantity of cap boosters 800 by 5
Basicly the idea of this module is to give a carrier the option to be designed around cap warefare, this module will be able to use heavy neuts nosses and capital energy transfers at up to 150 km giving carriers an additional role to play. With the current suggested stats the heavy neuts will be able to neut a battleship in 3 cycles, and most other sub capital ships in one cycle.
Tactical implementations can be neuting out heavy interdictors, or tacklers, cap warfare at an extended range vs other capitals and capping up other capital ships
Note that this module in its current state does not allow yourself to move or warp, nor that you can be remote repped. Also you do not receive the huge bonuses of Triage mode for self repping or remote repping and you cannot be remote repped. So its not a module you always activate.
The one thing that might be a big concern is the energy transfer range on carriers that currently don't have a bonus to it, granting it a possible unbalancing alternative |

MJ Incognito
Saltatio Vita AAA Citizens
14
|
Posted - 2012.09.04 19:37:00 -
[1268] - Quote
acolytes are useful, you're just terrible at eve |

ApolloF117 HUN
Hostile. PURPLE HELMETED WARRIORS
0
|
Posted - 2012.09.04 22:13:00 -
[1269] - Quote
Mechael wrote:ChromeStriker wrote:Bring back mines!!!!!111 Please and thank you.
yes its a good idea but maybe limit the numbers of the mines in one grid |

Andy Landen
Born Crazy Kadeshians
59
|
Posted - 2012.09.04 22:40:00 -
[1270] - Quote
Look what you got yourself into, CCP. At least a few of these ideas here are good, but so many of them make my stomach turn. A capital suicide module so that I can give and kill cap? Doesn't even make sense. Mini-AoE DDs? How about a lesson on why existing DDs are bad enough, let alone a history on the problems with the AoE version. Gates surrounded not just by hundreds of jetcan trash for decloaking cloakies, but by hundreds of mines? OMG. Capital rigs? As if large rigs are not pricey enough. Suicide modules? It's called Concord. Wow, I feel for the guy that has to weed through all that crap. |

Obsidiana
White-Noise
162
|
Posted - 2012.09.04 23:10:00 -
[1271] - Quote
ApolloF117 HUN wrote:Mechael wrote:ChromeStriker wrote:Bring back mines!!!!!111 Please and thank you. yes its a good idea but maybe limit the numbers of the mines in one grid Mines in sovern space only too. |

Obsidiana
White-Noise
162
|
Posted - 2012.09.05 00:33:00 -
[1272] - Quote
New type of webs with shorter optimal and massive falloff.
I really think that all webs shoulds have falloff, but that is a modification of existing modules. This has been mentioned before, but these new webs should be scripted and have skills that affect them. Scipts should affect with various tradeoffs: range strength cap use falloff
Me, I think the old type of webs should go. Instead, have two new scritped types. One can change range slightly, with scripts that focus more on strength vs. cap use. The other should change cap use slightly but not strength, with range and falloff traded for one another. This forces you to chose either strength or range when out fitting your ship.
Type 1 Stength vs. Cap w/ some optimal range difference
Get in range and you don't need as much cap. Strength will indirectly improve falloff effectiveness.
Type 2 Optimal vs. falloff range w/ some cap change
If you don't need to get close, control range with more falloff. Switch as the oponent gets closer. If you need to be in medium range, try to catch them with optiomal range which indirectly affects strength.
This would help Caldari keep range and armor tankers catch shield tankers.
|

Drop-Me-Own-Stocks Darius
Caldari Provisions Caldari State
17
|
Posted - 2012.09.05 05:01:00 -
[1273] - Quote
An Area-of-Effect Mining Doomsday Powerful enough to split planets, ignite gas clouds, and melt ice fields! Now mining is easier than ever!
*laughing* Nah man, just joking. Who would like to buy a melon?Madame, would you like to buy a--...oh. I see you've already got some.Who would like to buy a melon? |

Pinky Denmark
The Cursed Navy
196
|
Posted - 2012.09.05 13:41:00 -
[1274] - Quote
Take the "Auto Targeting System" and have the module automatically target THE closest agressor within targeting range when jammed...
Not because ECM is overpowered but to make the module more attractive and just because I got jammed yesterday shooting a Falcon into structure hehe |

Obsidiana
White-Noise
171
|
Posted - 2012.09.05 14:45:00 -
[1275] - Quote
Multi-Warhead Missiles Designed to hit smaller targets better. Hitting intended targets is chance based (remnants will FoF towards other targets). Only for targeted missiles (Cruise, Heavy, Light).
Note: Smaller as in hitting BS cruise missiles hitting a BC well and a CC decently. It is similar to tracking enhanced ammo. It is not designed to let a BS kill a FF easily (unless rigged).
Close targets can be out of range. The range of the missile is dictated by the two phases. When the first phase ends at its max range, the second phase is limited by its own shorter range. The window of use is limited; timing is critical.
Drawbacks: Chance of missing intended target Close targets can be out of range Timing required More ammo switching
Related skill increases the chance of hitting the intended target. |

Saede Riordan
Alexylva Paradox
46
|
Posted - 2012.09.05 19:39:00 -
[1276] - Quote
Hacking /analysing scripts that let you try to hack into player cans and structures, with it becoming more and more difficult the greater access you're trying to get, and criminally flagging/aggroing you/warning the other player, with failed attempts. Also possibly make it a minigame that generates a puzzle of some sort using their actual imput password, that gets harder to do mechanically with each failed attempt, but that might let you figure it out logically using brute forcing past that point. |

Maria Jyrgen
Interessengemeinschaft Farben Come Get Us
0
|
Posted - 2012.09.06 12:19:00 -
[1277] - Quote
I have wished some time EW on Cloaked vessels. We all know that thee's small ships (Or big) can sit just outside of the station, gate, complex and so on.
So I have an Idea over HiSlot fitted Cloak disruption pulse. It would come in various sizes ( Small, Medium, Large, Capital ) Size would establish Pulse base range, for example Small 6 000 m, Medium 18 000 m Large 54 000 m and Capital 162 000 m. Module cycle duration could be 360 seconds regardless it size. Also success to uncloak in ranged vessel should be example 0.30 It could have 3 Skills required to use. In example. Primary: Field Pulse Theory (x1) Each level increases pulse range by 5% Secondary: Field Pulse Engineering (x3) - Each level increases uncloaking success rate by 10% Secondary: Field Pulse Mechanics (x5) - Each level decreases cycle time by 5%.
On restriction side this could be limited to Null and Low Sec only ( In HiSec CONCORD would take as an aggression if used near gate, station or other vessels. ) So if used in Low sec at the gate, it would result to security loss and aggression.
Now, KISS! |

Danel Tosh
EVE Protection Agency Intrepid Crossing
31
|
Posted - 2012.09.07 15:33:00 -
[1278] - Quote
Armor and Shield Siphons: modules that drain a target's shields or armor and add it to your own. Armor siphons will only effect armor and shield siphons will only effect shields.
Energy Drain: module that reduces a ships capacitor by a percentage of its total power usage, effectively doubleing the target's module power consumption. |

Leto Galt
State Protectorate Caldari State
1
|
Posted - 2012.09.08 14:40:00 -
[1279] - Quote
Some ideas stolen from Start Fleet Battles.
Over-sized directional thrusters:
Low slot and/or an Astronautic Rig that causes the same effect listed below with an overheated AB or MWD. Ship is fitted with maneuvering thrusters that can operate beyond the safe limits of the ships structure. Increases ship agility at the cost of Hull and/or Armor damage if the ship is pushed past its designed limits.
Power absorption panels:
Armor fittings that redirect energy from incoming attacks to the ships capacitor. Warning; capacitor management will be extremely critical when fitting this module(s). Damage that pushes the capacitor over 100% charge will be applied directly to the ships hull.
Mauler siege weapon system: (Yea, I know not going to happen but since I was on a SFB kick I figured I would throw it in as well)
Axial firing beam weapon that applies energy directly from the ships capacitor. High slot module that works opposite of the way most modules in eve work, each additional mauler module fit multiplies the damage caused. Damage will be so low with one lone module it will be ineffective. In order to be effective you will need to fill the high slots with 6 or so mauler modules to take advantage of stacking multipliers. The stress cause on the ships power system by firing the mauler weapon precludes fitting many other modules, (ecm/eccm/ew/sensor boosters) are incompatible with the ships heavily modilied power system. The shock to the power system when firing the weapon will damage any other high slot fittings mounted to the ship. |

Sati Kerensky
SEA Industries SEA Empire
1
|
Posted - 2012.09.09 22:09:00 -
[1280] - Quote
Daedalus II wrote:A module that could change pvp in eve for better or worse:
Imagine an actual invulnerability field. It's a module that when activated makes your ship invulnerable (by setting all resists to 100%) for maybe 10 minutes, but it also completely incapacitates the ship. It's essentially there to buy yourself time to get reinforcements (if there are any). Once the time runs out you'll be vulnerable again and can't activate the module for a cooldown period (10 minutes+). Any hostile modules activated on the ship will still be active when in invulnerability mode (remember it just sets all resists to 100%) so it can be for example warp scrambled already when it goes out of invulnerability mode.
While I'm sure gankers and everyone hoping on a fast kill wouldn't like a module like this, I think it might bring more "good" fights if one look past the initial knee-jerk reaction to the suggestion.
Example: Industrial ship gets damaged by pirates and goes into invulnerability, 5 minutes later reinforcements arrive and bring pirates into invulnerability. Another 5 minutes and the industrial goes out of invulnerability at the same time as pirate reinforcements arrive, and so on until a fullblown battle is on, instead of just a single boring gank. Think about it... I doubt it'll ever get past the 'OP'-screaming gankers, though maybe mainly due to highsec ganks... So how about limiting it to low and null? No CONCORD there to screw up the gank.. |

Bagrat Skalski
Poseidaon
11
|
Posted - 2012.09.10 10:25:00 -
[1281] - Quote
New module: something what will detect cloaked ships within 50 km radius. Not uncloak it, not make it visible, but will show in directional scanner that it's there lurking. High slot module. |

Omnathious Deninard
Extrinsic Operations
86
|
Posted - 2012.09.10 10:30:00 -
[1282] - Quote
Bagrat Skalski wrote:New module: something what will detect cloaked ships within 50 km radius. Not uncloak it, not make it visible, but will show in directional scanner that it's there lurking. I have seen a system wide version of this. I believe it is called local chat window. If your proposed module showed anything more than there is a ship somewhere in the 50km area, not direction it would be op for gate camps. |

Deena Amaj
Community for Justice Resurrection by Election
33
|
Posted - 2012.09.10 14:55:00 -
[1283] - Quote
Probably suggested somewhere, but here is a recap.
A plethora of "special-abilitity" modules that require/consume PI-commodity goods.
Without spamming all sorts of ideas on the modules, I will just mention general things.These PI-modules shall consume PI P1/P2 (and a few P3) commodities as ammo/fuel, depending on their efficiency. Somewhere, P2 should be the basic standard.
The respective PI-modules must be loaded with PI goods like how it is with ASBs or charge-consuming Turrets/Missile Bays.
We would also see not only a variety of useful "specialist" Highslot weapon turrets but also medium and low slots modules (all modules are thus "ACTIVE", not passive) . For balance sake, all modules need high fitting requirements, and all shall have their uses, and not just making "another ASB". Versatility is the key here. Again, I will refrain from suggesting specific modules here, but will add a link sometime later where I would list all PI-module ideas. This is to avoid spamming stuff here and let the community spill tears of complaints on. 
This idea in general would also give more uses and need for PI-materials(!) making it lucrative and smart for industrials to produce them. it is also important that somewhat all P1/P2/P3 goods get their uses. This would also give people (industrialists or not) some more versatility as for what to produce other than PoS fuels like Enriched Urinium and Coolants.
These mods would also be a way to break the cookie cutter setups. But if this were ever to be implemented, there must be a dedicated concept and mind that is aware of making useful mods without "making more single-path cookie cutter fits".
Lastly, while all ships should be able to fit some 2 of these special PI modules, it would be cool to have Industrial vessel types, Science/Explorational ships and others to be able to fit a lot more of these (so that said, these vessels would have a special bonus of lower fitting requirements for PI-modules).
Again, the modules should be STRONG in their aspects, but shall have high fitting requirements that make them only viable for taking some one or two along (unless being in the aformentioned types of vessels). There shall be flavors of offensive, defensive, and support PI-modules.
As I look on eve-uni's list of PI commodities, here is one example that falls in mind: - A burst-Afterburner module that consumes Rocket Fuels. Applies very shortlived, high acceleration straight-ahead. We're talking about some emergency ultra-high powered NASA rockets. For the very short duration of some 10 secs, webbing/slowing effects are negated while the vessel gains a flat +1000m/s or so speed dead ahead (turn rate must be heavily penalized for the duration) Icon: AB icon with red flames Consumes: Units of Rocket Fuels
**********
2nd module idea; based on specific ideas I had posted elsewhere.
Special modules that require m-¦ cargo space to fit and that apply special buffs (commonly AoE buffs, debuffs, auras).
This was based on the idea of having more combat-themed industrial ships that are not fragile but versatile and unpredictable, along with following the optional concept of Tier3 BC's "smaller vessel, bigger guns" concept and much more. All could be balanced around the need of having m-¦ cargo hold room to fit these special modules. For industrial ships, the idea was that the ship would be fitted with massive crew-related nodes or aux-power cores to support or apply whatsoever buff.
So the more effective a module (High or Medslot) should be, the more fitting space it requires.
Frigate specific example: +1 charge fired (Meaning firing +1 missile along per turret) Penalty: -major tracking speed debuff, penalties to Missile explosion radius and Turret Signature Resolution Requires -400m-¦ (yes, this will raise your general DPS, but your accuracy won't be that great in wilder fights)
All sub-capital vessels: A very rapid-fire FoF missile launcher array would apply a -1000m^3 to fit. A special long-range laser array system; with low sig resoliton and very lousy tracking; would require -2000m-¦ An AoE hull and armor resistence buffing module would require -3000m-¦ to fit. General AoE/aura modules for buffing vessels (regardless friend or foe) that lower missile, or turret dmg (or their respecitve values like missile explosion radius/velocity) ; requiring -4000m-¦ to fit.
Would be neat to have for each vessel-class bracket specific modules. Kind of like how it is with 1MN, 10MN, 100MN propulsion modules. (AB/MWD flavors are also attributed by the mass/agility penalties too)
Stuff like that. It is extreme, but this is just to spark some ideas and get gears moving.
Quick fix: PI-modules that require PI-goods as ammo and apply "cool/nice2have abilities or effects" Special strategic modules that require cargo-hold space to fit. Frigates won't have +1000m^3 space, for instance, but they can fit the 300m^3 ones or so. confirthisposmed
I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them. |

Raelen Zyrud
Darkdust Industries Empire
0
|
Posted - 2012.09.11 21:21:00 -
[1284] - Quote
Sorry for any submission of any already proposed modules. I haven't been able to read through all the pages.
1# As someone already mentioned, perhaps pirate modules for T3 cruisers. These would focus on each factions' taste in combat, ie. Shield and tracking modules for Sansha to place on the Legion.
2# An armor rig that has autonomous nano-repair bot that passively repairs armor.
3# Or perhaps a mid slot module that does the same autonomous repair of armor.
#4 A rig that allows you to swap turret hardpints for launcher hard pints. ( I realize that bonuses would be lost but it would be interesting to see a Drake bristling with pulse lasers or a Torpedo launching Nightmare. I also know that this gets you into the realm of the role flexability of the T3 cruiser but still may not be unbalancing)
#5 Armor/Shield drones that can be targeted back on you. (Nice for post PVP engagement to get you back up to full strength) |

Aramis Defranzac
Wild.Stallions The Misfits Of Eve
1
|
Posted - 2012.09.11 21:36:00 -
[1285] - Quote
Ice Harvester Drone Barges:
Only usable on an Orca, hell make it only usable on a T2 Orca (New capital Class Mining Vessel)
And give that thing a jump drive 
and/or
Capital Strip Miners for the Orca/new ship formerly known as Unicron!!!!! |

michaeltward
Rock Hunters
0
|
Posted - 2012.09.12 04:16:00 -
[1286] - Quote
Ive got some ideas of my own and some that ive seen that i would like to try and add to.
First of all the capital mining barge idea like mabie a orca variant i think is an awsome idea and ive had that in my head for some time now though if it were made i think it would be a lowsec or nullsec only ship wich is a shame because im a highsec miner :( .
Second - highslot subcap jump drive and smaller cyno i think this is a cool idea but i think it would be better if it didnt need a cyno you just chose a system and jumped to it and ended up somwere random but within the system. I think another good thing for it would be it is incapible of jumping anyone else with you so if you want to jump a hole fleet you need all fleet members to have this module.
Third - Faction Battle Cruisers where are they?? I fight serpentis brutix's all the time in my missions and yet you cant get them you can get the serpentis vigilant cruiser and the vindicator battleship but no bc why not?
Four - Faction subsystems both pirate and navy i think would be awsome and diversify the T3 situation and make it truely unpredictible what you going up against. And mabie officer and deadspace to but i dodnt think those will be needed as standard subsystems are about 100mill each average so i think faction will be shiney enough for everyone.
Five - I did have a 5 but in the prosess of typing all this i have forgotn so i will do another post when i remember. |

Cardano Firesnake
Babylon Knights Test Alliance Please Ignore
47
|
Posted - 2012.09.12 05:55:00 -
[1287] - Quote
Item Idea: 50mm, 100mm, 200mm, 400mm, 800mm, 1600mm, Crystalline Carbonide Plates II
https://forums.eveonline.com/default.aspx?g=posts&t=152951&find=unread
Description: Increases the maximum strength of the Armor. These special plate technology are as resistant as their Tech I version but also lighter. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
Perequisites: Hull Upgrades V Fitting: As The Reinforce Steel Plates II. Armor HP Bonus : As The Crystalline Carbonide Tech 1 Version. Meta Level 5 Mass Addition As The Crystalline Carbonide Tech 1 Version -50%. For Example: 1600mm Crystalline Carbonide II HP: 3900 / Mass adition: 1500000 Kg |

Cardano Firesnake
Babylon Knights Test Alliance Please Ignore
47
|
Posted - 2012.09.12 10:13:00 -
[1288] - Quote
Here is a perharps strange idea:
Small Repulsor / Medium Repulsor /Large Repulsor Slot-á: High / High / High CPU-á: 8 / 47 / 76 Powergrid-á: 30 / 200 / 1000 Activation cost-á: 30GJ / 75GJ / 200GJ Actvation time-á: 10s / 10s / 10s Range of effect: 5km / 10km / 15km
Skills required-á:Energy Pulse Weapons I /Energy Pulse Weapons III / Energy Pulse Weapons IV
The repulsor push smaller ships away, the distance depends of the deference of mass between the two ships.
I don't know if this a good idea or not. But I see a lot of manners to use such items :-) |

ChromeStriker
The Riot Formation Executive Outcomes
224
|
Posted - 2012.09.12 10:48:00 -
[1289] - Quote
Bring back mines!!!!!!!!!!!!!!!!!!!!111111111111111111one - Nulla Curas |

Deadshocked Grey
Homeworld Republic Intrepid Crossing
0
|
Posted - 2012.09.12 10:49:00 -
[1290] - Quote
Updated Integrated Drones. Replaces drones ability to deal second damage type for other none damage combat abilities.
Integrated Drones:
-Amarr: Cap vamp and cap transfer. Steals small amounts cap from target and transfer some of the energy stolen back to the drone controller.
-Caldari: Can shoot down defender missiles, does not interfere with the drones normal damage, and transfers small amount of shield back to the drone controller when there no defender missiles.
-Gallente: Remote armor rep. Drones provide small amounts of armor repair and will automatically repair each other and the drone controller if the drones are at full health.
-Minmatar: Navigation and tracking relay. Drones and the drone controller have small bonuses to their ships acceleration and agility and small bonuses to weapon tracking.
Versions of drones: T1, T2, Faction. At least two factor versions, one that deals less damage than T2 but have larger bonuses and another that deals more damage than T2 but have lesser bonuses.
Damage Chart: T1 < Faction #1 < T2 < Faction #2 Bonuses Chart: T1 < Faction #2 < T2 < Faction #1 |
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