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Thread Statistics | Show CCP posts - 1 post(s) |

Balor Haliquin
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Posted - 2008.03.29 18:42:00 -
[301]
MINMATAR Name: Conflagration Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness, activate 2 warfare links simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 7500 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8000 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship V --> Assault Ship V --> Mechanics V --> Engineering V --> Electronics V -> Gunnery V --> Weapon Upgrade V
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously, Warfare Links do not deactivate in warp
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 5 Turret/2 Launcher Shield HP: 8150 Shield Resistances: 15/60/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 70/10/25/35 Hull HP: 7500 Velocity: 115m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link IV
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Korran Minare
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Posted - 2008.04.01 17:45:00 -
[302]
start of the month bump, keep up the good work Balor, im likeing the direction these are going, man 11 pages and still no ccp response yet, whats wrong with that
Originally by: Korran Minare what would you put on space pizza anyway????
Support Flagships |

Balor Haliquin
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Posted - 2008.04.02 17:19:00 -
[303]
I am hoping to get more input on the designs. I truely think that the ships have a place in EVE and would be a valueble addition to the game.
As far as CCP not yet responding to the thread, they will get to it in their own time. I'm not going to make this threads exsistance based on a responce from CCP. Though in the end it is the goal, i.e. the hopeful application of the ships into the game. Having CCP respond would be nothing more then vindication, I would much rather have implimentation.
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Korran Minare
Spaced Cowboys
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Posted - 2008.04.02 17:51:00 -
[304]
true true, im hoping that they have at least looked at it even though they havent responded. im gonna try and take a look in evemon if i get a chance and compare the latest versions of the flagships to their BS bretheren and command ship cousins as well, but since im at work who knows.
Originally by: Korran Minare what would you put on space pizza anyway????
Support Flagships |

Balor Haliquin
Dire Trucking Varangian Syndicate
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Posted - 2008.04.04 17:44:00 -
[305]
Wait, there are Flagships in Evemon? I thought only the skill book was in the system. If thats the case ill have to check this out my self. Please let me know if you find them.
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Balor Haliquin
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Posted - 2008.04.07 15:43:00 -
[306]
I could not find any Flagships skill on eve mon. It dose appear on battle clinic though. This is very strange.
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CCP Abathur
C C P

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Posted - 2008.04.08 09:22:00 -
[307]
Originally by: Balor Haliquin As far as CCP not yet responding to the thread, they will get to it in their own time.
Quite right. 
Thanks for the work you've put into this thread and we'll certainly consider some of these ideas when it's time to implement the Tier 3 T2 battleships. That's not to say that this concept will be what they end up being, but nothing is being ruled out.
As for the 'Flagship' moniker, it's been tossed around for a while and is not currently locked into a particular class of ship. Personally, I think battleships are a bit... small for such a name. 
Abathur Game Designer
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Kagura Nikon
Infinity Enterprises Odyssey.
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Posted - 2008.04.08 12:23:00 -
[308]
For lat time we do NOT need more warfare link ships!! We already have commadn ships, battlecruisers, carrier, mothership and Titans that can use them.
We don't need MORE OF THE SAME! Eve need different ships!!
Warfare link Battleships is FAIL!! ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Velox Idolon
State War Academy
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Posted - 2008.04.08 16:38:00 -
[309]
Originally by: CCP Abathur
Originally by: Balor Haliquin As far as CCP not yet responding to the thread, they will get to it in their own time.
Quite right. 
Thanks for the work you've put into this thread and we'll certainly consider some of these ideas when it's time to implement the Tier 3 T2 battleships. That's not to say that this concept will be what they end up being, but nothing is being ruled out.
As for the 'Flagship' moniker, it's been tossed around for a while and is not currently locked into a particular class of ship. Personally, I think battleships are a bit... small for such a name. 
blatantly that name should go for t2 carriers, but meh :) (where MoM is one type and carrier is another)
juggernaught for t2 dread
monolith for t2 titan (this one I have thought about least, by which I mean under 20 seconds ^^)
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Gabriel Karade
Nulli-Secundus
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Posted - 2008.04.08 18:13:00 -
[310]
Not wanting to sound harsh, as you've clearly put a lot of thought into the detail of the ships, but you haven't really defined a new concept, a unique role for these ships. You have taken two existing roles (the command ship gang bonus, and the Titan gang bonus) and bolted them onto a new hull.
Now I'm not saying my idea's where better, I didn't go too far into ship specifics, but there was a concept, a unique role there (T2 Battleships boosting the effectiveness of spider tanks and fleet firepower).
T2 ships need to be based around unique concepts; otherwise you simply replace another class of ship.
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Video - 'War-Machine' |

Seth Ruin
Galactic Exploration and Mining Corporation
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Posted - 2008.04.08 18:24:00 -
[311]
Originally by: Kagura Nikon For lat time we do NOT need more warfare link ships!! We already have commadn ships, battlecruisers, carrier, mothership and Titans that can use them.
We don't need MORE OF THE SAME! Eve need different ships!!
Warfare link Battleships is FAIL!!
Haven't read every page in this massive thread, but I'll have to say I agree. Warfare Link Modules are probably the most over-used role bonus in the game.
Admittedly, I can't think of a good bonus off-hand. Perhaps something to do with sensors and scanning (especially when local goes bye-bye... which is inevitable)
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Balor Haliquin
Amarr
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Posted - 2008.04.09 14:46:00 -
[312]
The idea that Warfare Link Module bonuses is over used is, I think, over-exagerating the extent of the use of the modules. Of the six ships classes that have the bonus to fitting warfare links (i.e. 99% reduction CPU requirments to warfare link modules) only 4 of them get to activate more than 1, and only 2 of them get an actual bonus to their activation. Of those ships only one class of ships has both a bonus to the number of links, and a bonus to the effect of the link. So six ships out of the aproximately 46 different ships that are avalible to each race specificaly. This dose not count faction ships of both the race and pirate groups. So to say that there is an exsesive proliferation of Warfare Link Module bonuses on ships is wrong.
The concept that its a forgone conclusion that a Flagship should be based on a Carrier is not forgone at all. This is a design based on a battleship. I'm sure there is a thread out there that is talking about Carriers being flagships. But as far as my design and a lot of effort by the people who have responded to this thread has been toward making a Flagship out of a tier 3 Battleship.
I understand that the Command Ships are the current and have the current position of a fleet command ship. However, as I have seen and others have observed that Command Ship are more often then not used for single ship actions and are much more gank oriented then the Flagship designs currently are. I was looking to make a ship that was much more command and control oriented then the command ships. If I have failed to do so, then I am willing to listen to alternitives. And though I may completely disagree with you on concept history has shown that I have changed the designs because that persons argument made sence.
To be perfectly honest CCP was nice enough to respond to this thread. No one from the company had to say anything about this. All i can hope is that CCP looks at the idea here and desides that tech 2 tier 3 battleships would be neat and might be cool to have some of the ideas featured here. So lets please keep the idea and the discussion going in a positive direction and not simply write that the idea sucks and not give any possibilities of how to change it.
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Ghost Reaper
Shinra Shinra Alliance
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Posted - 2008.04.09 15:50:00 -
[313]
i think its a good idea for it, but you should add one adjustment, these ships are meant to be the command platforms for fleets. I suggest given them the ability to use a module called 'Target Marker'
This is much like the target painter, however this module wen activates on a ship will tag it and that person will then appear on the overiew taged, or on a seperate overview. Make a setting on the overview that only shows 'Marked Targets'. That way the person in the flag ship would tag the targets being called, and keep adding new targets as more die.
This would be a awesome FC tool, but the ship themself would need to take a lot of fire, as they would probaly be primaried constantly.
What you think??
gr
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Balor Haliquin
Amarr
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Posted - 2008.04.12 01:20:00 -
[314]
While a valid concept for a mod i think it lacks a place, as described, in the current EVE universe. EVE already has a system for a commander to designate targets that the fleet is to focus on. The user interface is a little clunky but that will change I am sure.
I'm not sure I like the idea of giving a ship exclusive rights to a specific module. It seems to me to be a bit of a stretch to make a ship viable only for the use of a single module. I may be wrong in this assumption.
As a note, I am exteremly unhappy with the ammount of skills required for the ability to fly the ships. I am going to be removing a large ammount of them. These ships almost cost as much as a dreadnought to fly. So to bring them in line with other ships of their class I will look into reducing their skill requirements.
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Marlona Sky
Caldari D00M. Triumvirate.
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Posted - 2008.04.13 00:32:00 -
[315]
Edited by: Marlona Sky on 13/04/2008 00:32:55 I guess what everyone is really wanting is something that is unique.
What that is I don't know. Maybe something like a ship that will benifit or hinder a specific aspect of all ships around it. I don't know like a force field, or maybe one a (insert new module here) is turned on anyone in a specific radius of the ship, their speed is reduced by 50% or increased, I don't know.
A ship that with specific standings towards faction rats will spawn a gang of them that will attack the enemy to sway the odds in your favor.
Or a ship that can fire some gun that is like the remote ecm burst but it lowers everyones (insert specific resistance) by like 80% thus making certain damage type hurt more.
Again just random stuff I am putting here.
I tried to put some epic thread about this new bonus ship class and it got 'meh' replies because I finally realized I was not really trying to indroduce something new, it felt like a cookie cutter idea. That of course is no way intended to delute Balor's idea here, but if we could infuse it in a way to really get the, "Ohhh WOW!!!" feeling when someone was to see what one could do with it.
Its the same thing as to when people first saw some ground breaking movie that just broke all the rules/barriers and left you just thinking about it.
This... is what a Flag Ship class should do. Leave both the pilots who have one and the ones who don't really respect what it can do for the game.
/me climbs off soapbox. |

Balor Haliquin
Amarr
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Posted - 2008.04.14 16:09:00 -
[316]
When I first started designing the Flagship, I wanted to make something that fit into a specific role in the game. So the logic I fallowed was that the ships had to fallow presidence, in other words they had to work within the bounds of ships similar to it. The ships had to have a very specific purpose, as in they had to have a role that they were particular for. The ships had to be versatile, to prevent the ships from becoming completely obsolete in their role as the game dynamic changes with new ships and content. And finally the ships had to be able to preform their job better than another ship not designed for the role, why bother spending 500,000,000.00 Isk on just the ship when you can soend that on a fully fitted tech 1 ship.
To that end it has been a lot harder to make the ships fall into those peramiters than I thought. Add to the complexity trying to make the ships not preform a task as good or better than another class of ship's job, and you have one long prosses. I am constantly trying to make these ships more unique but at the same time not so unique as to make them too good or too specialized and thus obsolete.
I have been toying around with the idea of givivng some of the Flagships a bonus to target painters, making them more effective. But I have to do more research on the subject.
I would like to thank everyone on helping with the evolution of the ships for the past 6 months or so. Please keep up with the sugestions.
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Korran Minare
Gallente Spaced Cowboys
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Posted - 2008.04.14 18:47:00 -
[317]
sry Balor but didnt see your response to my post about checkin evemon untill today, no what i ment was to look at the specs you have for the latest version of the ships and compare them to what evemon currently has for the Battleships and Command Ships, sry if i confused you there, but yes there is a skill in evemon for flagships just dont know whats gonna come out of it. And im also glad to know that CCP is workin on something like this for the new tier 3 ships  |

Balor Haliquin
Amarr
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Posted - 2008.04.14 20:55:00 -
[318]
Here is to hope that they are going to be awesome ships, whatever they might be.
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Marlona Sky
Caldari D00M. Triumvirate.
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Posted - 2008.04.14 23:25:00 -
[319]
Originally by: CCP Abathur
Originally by: Balor Haliquin As far as CCP not yet responding to the thread, they will get to it in their own time.
Quite right. 
Thanks for the work you've put into this thread and we'll certainly consider some of these ideas when it's time to implement the Tier 3 T2 battleships. That's not to say that this concept will be what they end up being, but nothing is being ruled out.
As for the 'Flagship' moniker, it's been tossed around for a while and is not currently locked into a particular class of ship. Personally, I think battleships are a bit... small for such a name. 
Maybe a ship size and functionality somewhere between the size of the battleship and capital??  CONCORD provide consequences, not safety; only you and... scouts, logistic ships, people to web you, alts with bonuses, not fitting nice gear, avoiding trafic hubs, etc... easy right?? |

Marlona Sky
Caldari D00M. Triumvirate.
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Posted - 2008.04.14 23:29:00 -
[320]
Would a target range of 200km base be way over abused? Only reason is because it seems you can only broadcast targets if it is within your ships locking range. Fleet command ship should be on the battlefield but not in the thick of it like a King in a game of chess. CONCORD provide consequences, not safety; only you and... scouts, logistic ships, people to web you, alts with bonuses, not fitting nice gear, avoiding trafic hubs, etc... easy right?? |

Odizzido
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Posted - 2008.04.15 00:19:00 -
[321]
For the gallente ship Artimus, I noticed that even though it is considered a drone ship, it offers very little drone space. I am a drone user, and 175 is the absolute minimum space a drone ship should have. I would suggest more than 175 though as a drone boat it should have at least 300 space IMO.
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Balor Haliquin
Amarr
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Posted - 2008.04.15 00:56:00 -
[322]
A longer lock on range might help with its ability to do fleet command but has the potential to be very badly abused. For example, load up the Requiem (Amarr Front Line Command Ship) with Heat Sink IIs and Tracking Computer IIs with Lock Speed script, you have probably one of, if not the best sniuper ship in the game, something that the ship is not meant to be but has the potentila of becoming.
The reason I reduced the Artimus's drone capacity is because i wanted to make sure that the ship could not just send wave after wave of Oger IIs to assault helpless enemies. I may increase the size some but I don't want to turn it into a mini Carrier.
Who knows what CCP intends to do for the final Flagship design. It is all up to them in the end. All we can do is try our best to have an idea make it all the way to being placed in the game.
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Odizzido
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Posted - 2008.04.15 07:56:00 -
[323]
175 is the min needed for 5 heavy/sentry and 5 medium drones, which is why I said any drone boat needs that amount of space min. But then you get no replacements which is kinda a pain IMO.
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Balor Haliquin
Amarr
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Posted - 2008.04.16 15:11:00 -
[324]
Good point, I will change this in a future developement of the ships. Thanks for pointing this out.
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Blackbolt
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Posted - 2008.04.17 04:08:00 -
[325]
Why not keep Warfare Modules and their bonuses with the Command Ships - after all, that's their primary role, and it's already well developed.
As for what *special sauce* T3T2 BS's get - think up something new. Loved the work that went into the descriptions, but I hate the idea of yet more warfare sit @ 225k and smoke a x.x while everyone engages.
Fleet Command should mean just that - a ship that pwns and leads the charge, or a ship that has special tactical manipulations that provide a significant (if only brief) advantage in combat.
For BS-class ships, skill requirements should be significant, but rewards should mirrior this. This will be hard to balance without beocming another useless T2 ship.
The T3T2 BS should be capable of putting some significant hurt on targets, espcially focused firepower on Cap ships. Right now everyone and their cousin can sit @ range and plink each other until DT without any significant advantage, assuming like-sized forces. The prevalence for tank over gank needs to swing back to pure DPS platform with *added bonuses* to firepower, specifically in Fleet engagements.
Perhaps limiting those firepower bonuses to gang size restrictions - i.e. they don;t kick in until you have 25 or 50 players, and you have to be either Wing or Fleet commander.
My .02c.
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Balor Haliquin
Amarr
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Posted - 2008.04.18 17:13:00 -
[326]
Okay, so I am working on an idea to completely change the nature of the Frontline Command Ship. I am going to remove the majority of their warfare link bonuses; except for the 99% reduction in CPU cost for warfare link modules.
Instead they will get a bonus to modules that will make them or the fleet they are with more capable of dealing damage or dealing with electronic warfare.
Amarr - Target Painter Caldari - ECCM/Remote ECCM Gallente - Sensor Booster/Remote Sensor Booster Minmatar - Tracking Link/Tracking Computer
These bonuses will make the frontline command ship have to be just that, on the front line. Making the fleet harder to lock down with electronic warfare, and making them more dangerous in a fleet command role.
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Kagura Nikon
Minmatar Infinity Enterprises Odyssey.
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Posted - 2008.04.18 20:28:00 -
[327]
My fresh new idea
Get tier 3 ships.
Give recon resists so they can live a bit more. Now.. add the following capability 75% resistance to DD of type X to any ship within 15km. 50% resit to DD of types not X to ship within 15 km. But ONLY TO DOOMSDAYS
Type X being EM to matari Explo to amarr etc...
Idea. solve the excessive usage of titans. These ships could make a small group of ships ALMOST imune to titans. That force titans to have a sniper fleet go and try kill it before it tries to DD. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Kagura Nikon
Minmatar Infinity Enterprises Odyssey.
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Posted - 2008.04.20 11:02:00 -
[328]
Secodn Idea of mine. Besides fleet fire the other role BS serve is RR battleships fgangs. So.. improve those!
Get current tier 3 ships. Exchange their tank bonus to a Remote repair bonus.
The extra 2 new bonuses might be : 20% range to RR (armor or shield dependign on type) range per level. Other bonus may be varied per ship, like falloff for minmatar, cap usage for abaddon etc...
Also stick recon levle resist on them for this.
Well CCP didnt wanted marauders to be SOLO powmobiles. Well THIS ship is nothign but a NON solo ship. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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CptEav1s
Gallente
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Posted - 2008.04.20 15:08:00 -
[329]
Hey nice post, but just a little suggestion on my part: I only checked out the Gallente BS cause those are the ships I fly and the "Artimus" with 125m^3 dronebay as a drone ship is an insult to every drone pilot out there.
I personally would recommend either replacing the Fleet Command bonus to information links with a bonus to dronebay or, even easier to do would be increase the standard dronebay to between 325m^3 - 350m^3. This will allow it to fit a decent amount of drones while still keeping it in check with other drone carriers.
Because it already has reduced turret slots and no bonuses to large turrets it would not overpower.
Anyway those are my suggestions for Gallente, other than that /signed
Cheers - CptEav1s Sarge "Hey, Grif chupathingy how bout it? I like it got a ring to it"
I BRAKE FOR PUMAS! |

Balor Haliquin
Amarr
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Posted - 2008.04.21 15:58:00 -
[330]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Target Painter effectiveness
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20700 CPU: 530 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8750 Armor Resistances: 60/35/37.5/35 Hull HP: 8000 Velocity: 110m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery IV --> Weapon Upgrade IV
Name: Oblivion Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 0 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8150 Armor Resistances: 60/20/25/35s Hull HP: 8000 Velocity: 110m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link III
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