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Tamia Clant
New Dawn Corp New Eden Research
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Posted - 2008.07.07 21:11:00 -
[61]
Originally by: Pithecanthropus Amarr Boost Boost's all Amarr ships by actually boosting their stats.
That'll never happen. Not even in fantasy world.
Looking for queue-free research slots? Click here!
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Guilliman R
Gallente PRO Space Hunters HUNTER'S BROTHERHOOD
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Posted - 2008.07.07 21:26:00 -
[62]
Tight packaging
+20% cargo space in mining barges per skill level.
Requires: Mining V Mining Upgrades V Mining barge V Industry V and a bunch of lesser important ones. ---sig---
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Amastat
Caldari Omegatech
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Posted - 2008.07.07 23:08:00 -
[63]
Edited by: Amastat on 07/07/2008 23:09:44 Soap-Based Weaponry 10% extra damage to all weapon types against ships of Minmatar design per level.
Slave-Hound Handling 5% increase in drained shield/armor/structure resistances to ships of Minmatar design when using modules that require Slave-Hound Handling.
At times I was bored, and thought up of some cool things that could be introduced into EVE.
Drone Bay Extender Operation The use of modularized drone bay extension units. These bandwidth/dronebay extending modules can be fitted to high slots and fitted on the exterior of the ship where guns are normally mounted.
+5m/bit Bandwidth/+10m3 Dronebay at level 1 +10m/bit Bandwidth/+20m3 Dronebay at level 3 +25m/bit Bandwidth/+50m3 Dronebay at level 5
These bonuses work between all fitted drone bay extenders overall, not each individual unit.
Drone Upgrades The skill of operating and maintaining Drone Upgrades. 5% reduction in Drone Upgrades CPU requirements per level.
Quote: Drone Power-Core Overcharger Fits in a low slot. Drone bays are upgraded with enhanced storage bays where Drones are stored and their power supply is overcharged, creating a excess energy load which will increase their damage output.
Drone Polarization Unit Fits in a low slot. Drone bays are upgraded with polarization field emitters which will polarize the hull of the stored drones, increasing their overall shield/armor/structure resistances.
Injectors: Not boosters, but in essence weapon enhancements. They would be like booster charges, and work similar to overheating, but much more potent to use, but have long cooldowns.
Dysprosium Enhanced Weapons The application of Dysprosium enhancement techniques. Use 10 units of Dysprosium Injectors to enhance Energy Weapon and Projectile Weapon damage by 25%. 10% reduction of Dysprosium requirements and 5% additional damage per level.
Hafnium Enhanced Weapons The application of Hafnium enhancement techniques. Use 10 units of Hafnium Injectors to enhance Hybrid Weapon and Missile damage by 25%. 10% reduction of Hafnium requirements and 5% additional damage per level.
Gravity Mines: This is basically a mobile warp disruptor in design, I would expect this would be unpopular proposal with some however . They are the same working principle as mobile warp disruptor's, except they are basically webifiers instead of warp scramblers.
Gravity Mines The application of Gravity Well technology and use of Gravity Mines. 5% increase of speed reducing effects and 2% increase of area of effect of Gravity Mines.
Point Defense Systems: A new, crude, but effective technology. These systems are in their early stages and have limited performance, however valuable to the point where they are still applicable in warfare. This works likes defender missiles, except this is a rig and works passively, but only one of these modules can be fitted at once. These systems can launch clusters of micro-defender missiles or deflection drones that will essentially intercept/deflect live warheads, charges, or energy beams. The system unfortunately will negate not much over 10% of weapons fire however.
PAMDS Operation The skill and use of operating PAMDS (Passive Anti-Missile Defense Systems). 5% increase of the point-defense effect of PAMDS per level.
PAGDS Operation The skill and use of operating PAGDS (Passive Anti-Gunnery Defense Systems). 5% increase of the point-defense effect of PAGDS per level. ____________________
"All warfare is based on deception... we must seem unable...seem inactive...and crush him " - Sun Tzu |

Ultin Harvor
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Posted - 2008.07.07 23:08:00 -
[64]
Peed off: Allows the pilot to look annoyed, thus quickening times to do mundane tasks such as move between ships.
-5% time to change ships per level. Level 5 allows you to punch Scotty in the face.
Required skills: Social 3
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Caffeine Junkie
2 Guys In Motherships
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Posted - 2008.07.07 23:11:00 -
[65]
Originally by: Akita T Clippy, the ship fitting assistant Each additional level of Clippy gives you more hints 
This skill exists and has another name, its called:
A Clue (Rank 1)
Nothing special, not big or clever, just 20 fighters and one hell of a tank.... |

Amastat
Caldari Omegatech
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Posted - 2008.07.07 23:23:00 -
[66]
Edited by: Amastat on 07/07/2008 23:24:53 Edited by: Amastat on 07/07/2008 23:23:57 In continuation to my previous post...
Electronic Dampening Fields: Like the Gravity Mines, this is a deployable. This one however dampens projected modules, like remote reps, transporters, EW, and propulsion jamming systems. If a pilot is inside this field, they have nothing to rely on but good ol'fashioned guns, missiles, and on-board self-enhancing modules. I would think that if this was REAL, they can't overlap with other types of deployables.
Mobile Electronic Dampening Field Operation The use of Mobile Electronic Dampening Fields. 5% extended area of effect per level.
Phase Invertors: These can be equipped on high slots. They are in a way, like cloaking devices - except you can still be seen, and targeted - except all damage taken is reduced by 90%. This modules also allows you to pass through objects, like stations, ships and asteroids, without being "bumped".
These modules guzzle cap real quickly though, no matter your ship, so you can't run them for long - they use a % of your capacitor however, not a set digit value - so you can only use it for so long regardless if your in a frigate or a capital.
Phase Invertor Technology The understanding of Phase Invertion mechanics and equipment that uses it. Reduces the demand of the ships overall capacitor by 2% when using Phase Invertors per level. ____________________
"All warfare is based on deception... we must seem unable...seem inactive...and crush him " - Sun Tzu |

Akita T
Caldari Navy Volunteer Task Force
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Posted - 2008.07.07 23:25:00 -
[67]
Originally by: Caffeine Junkie
Originally by: Akita T Clippy, the ship fitting assistant Each additional level of Clippy gives you more hints 
This skill exists and has another name, its called: A Clue (Rank 1)
Real-life skills ? In my EVE ? 
_
SUPPORT or CRITICIZE the issue of mineral and moon material balance !
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Titen
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Posted - 2008.07.07 23:37:00 -
[68]
Officer Extenders An officer's extender is a mid-slot fitting which allows the pilot of a ship to insert him/herself into the slot. The slot is loaded with a variety of Officer's Extension Ammo, each having it's own unique effect on the pilot.
Officer's Extension Ammo Balls Officers extension ammo can only be used by pilots with the Officer Extenders skill. Each level of the OE skill increases the effectiveness and duration of the ammo by 5%.
OE Ammo Types: Grosum Balls This ammo gives the pilot the ability to overcome their own fear of 0.0 space travel and gate camps. The primary function of this ammo is to force a ship that is near a 0.4 or lower jump gate to just go ahead and jump, without waiting for the pilot to do it themselves.
Cahone's Brass Balls This ammo gives the pilot the ability to put aside their carebear fears of inadequacy and fire on other ships in 0.4 and lower space. The primary function of this ammo is to force a ship that is in a 0.4 or lower system to just go ahead and fire on any pilot with a negative security rating in it's range, without waiting for the pilot to do it themselves.
Lotta's Balls This ammo gives the pilot the ability to forget about the usual results of firing on another ship in 0.5 and higher space without a wardec or FW in place. Note: Once Level V is reached in the Officer's Extender skill, this ammo not only effects the pilot using it, but all pilots in the same fleet as that pilot - simultaniously.
Lotsa's Balls Not to be confused with Lotta's balls, Lotsa balls provide the pilot with the ability to overcome their concerns about moving freighters full of T2 and Faction modules long distances through 0.0 without an escort. This module works by automatically assuming that the pilot actually wanted to do that, and loads up the cargo bay accordingly, without the pilot needing to waste all of that time doing it themselves. Note: Once Level V is reached in the Officer Extender's skill, this ammo will automatically empty all T2 and/or faction loot within the pilots corporate hangar as well.
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Siberys
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Posted - 2008.07.07 23:38:00 -
[69]
Scamming: 5% chance per level freeform contract appears like a normal contract.
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Amastat
Caldari Omegatech
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Posted - 2008.07.07 23:41:00 -
[70]
Originally by: Titen Officer Extenders An officer's extender is a mid-slot fitting which allows the pilot of a ship to insert him/herself into the slot. The slot is loaded with a variety of Officer's Extension Ammo, each having it's own unique effect on the pilot.
Officer's Extension Ammo Balls Officers extension ammo can only be used by pilots with the Officer Extenders skill. Each level of the OE skill increases the effectiveness and duration of the ammo by 5%.
OE Ammo Types: Grosum Balls This ammo gives the pilot the ability to overcome their own fear of 0.0 space travel and gate camps. The primary function of this ammo is to force a ship that is near a 0.4 or lower jump gate to just go ahead and jump, without waiting for the pilot to do it themselves.
Cahone's Brass Balls This ammo gives the pilot the ability to put aside their carebear fears of inadequacy and fire on other ships in 0.4 and lower space. The primary function of this ammo is to force a ship that is in a 0.4 or lower system to just go ahead and fire on any pilot with a negative security rating in it's range, without waiting for the pilot to do it themselves.
Lotta's Balls This ammo gives the pilot the ability to forget about the usual results of firing on another ship in 0.5 and higher space without a wardec or FW in place. Note: Once Level V is reached in the Officer's Extender skill, this ammo not only effects the pilot using it, but all pilots in the same fleet as that pilot - simultaniously.
Lotsa's Balls Not to be confused with Lotta's balls, Lotsa balls provide the pilot with the ability to overcome their concerns about moving freighters full of T2 and Faction modules long distances through 0.0 without an escort. This module works by automatically assuming that the pilot actually wanted to do that, and loads up the cargo bay accordingly, without the pilot needing to waste all of that time doing it themselves. Note: Once Level V is reached in the Officer Extender's skill, this ammo will automatically empty all T2 and/or faction loot within the pilots corporate hangar as well.
Hilarius 
Can we have some ammo types that are brains instead of balls as well though? :) ____________________
"All warfare is based on deception... we must seem unable...seem inactive...and crush him " - Sun Tzu |

Louis deGuerre
Gallente Federation Zone Operations Command
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Posted - 2008.07.07 23:48:00 -
[71]
One more for the hell of it :)
Holographic Jamming Rank 12 requires : Electronic Warfare V, Electronic V, Cloaking I
Using the Holographic Jammer Will break any locks on you and will add one electronic ghost image/level on the overview. For all intents and purposes it will not be possible to tell which is the real ship. You will not be able to warp for 30 seconds after using the projector. Offensive action on your side will make all ghosts disappear, as well as when you are destroyed. -------------------------------------------------- If you know the enemy and know yourself, you need not fear the result of a hundred battles - Sun Tzu |

Rawr Cristina
Caldari Omerta Syndicate
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Posted - 2008.07.08 01:16:00 -
[72]
Capacitor Routing Allows Cap Boosters to be loaded directly into modules, reducing or eliminating capacitor consumption ><
semi-srs one I always wanted for my NH  ...
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Kame Malice
Minmatar Mitsukashi Holdings Limited
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Posted - 2008.07.08 03:41:00 -
[73]
Dramatic self destruct: Self destruct stops at 1 second, and all nearby enemy ships die instantly. This is a signature, not some random addition to my reply. |

William Adamar
Path of Now and Forever
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Posted - 2008.07.08 05:02:00 -
[74]
Jovian Doomsday Titan Doomsday skill
The ability to fire yah' lazer
Useful, easy to understand example
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R3aliti
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Posted - 2008.07.12 04:20:00 -
[75]
After post note: Congratulations to each and every one of you. Great stuff here! I put this out there and forgot about it, just checked it tonight. WOW 
R3
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Tai Paktu
Beyond Divinity Inc
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Posted - 2008.07.12 04:36:00 -
[76]
Whine Jacking
Rank 8
Primary: Charisma Secondary: Intelligence
Prereqs: Forum Whoring Level V, Smacktalk Level V, Advanced Smack Level V
Allows the user, after flaming a whiner, to have his stuff. +20% of stuff per level. ______
http://eve-files.com/sig/TaiPaktu/sig3.PNG |

Dotard
Minmatar Suddenly Ninjas
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Posted - 2008.07.12 11:58:00 -
[77]
Edited by: Dotard on 12/07/2008 12:00:03 Noob Imitator. Module and Skill.
When activated it causes your employment history to show 20% less employment history and birth date. Level 5 would have your History show just the starter corp and yesterday as your birth date.
--------------- Nerf You! Buff Me!
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Gealbhan
Caldari Infernal Syndicate
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Posted - 2008.07.12 12:01:00 -
[78]
Crotch Grab.
You stand up at the window of your ships bridge and do a Jackson style crotch grab that causes the other pilot to go "wtf?" and forget to activate his modules for 3 minutes.
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Lucy Light
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Posted - 2008.07.12 12:05:00 -
[79]
trial alt galore allows you to run one extra trial account from the same machine per lvl
    I like to eat one nutella sandwich for breakfast |

Dotard
Minmatar Suddenly Ninjas
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Posted - 2008.07.12 12:05:00 -
[80]
Moon Harassment
Causes you to press your butt-cheeks against the port window causing your target's AI to de-activate all modules in disgust.
(Shouldn't this be in the "Skills" forum?)
--------------- Nerf You! Buff Me!
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Daesul ShadoWind
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Posted - 2008.07.12 12:48:00 -
[81]
Edited by: Daesul ShadoWind on 12/07/2008 13:03:18 Skill - Reverse Indiction Generation -=- Causes the same effects of a standart indiction generator but causes high energy strands to slow down ships inside of the bubbles radius with a jamming strenght of 1
Skill - High Energy Disruption. -=- Mod. High Energy Disruptor Field Generator
Causes damage to ACTIVE high energy Mods < Cloaking, Indiction generators, MWD > .5 Damage base to mod 10s reload - Uses special Charge < Like a bomb > 18km range.
+ .5 increase per level +7.5% range per level
Every time this mod is activated it also takes damage. Mr Murphy is after me and you, he's the ultimate in Pvp and has not yet lost a match. Beware.. he will find you. |

SirFett
Omni-Core Freedom Fighters Ethereal Dawn
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Posted - 2008.07.12 14:07:00 -
[82]
Scotty Opperation 5% to range and speed of docking per level
Advanced Scotty Opperation 5% to warp speed per level!!!
Catapult Opperation Ejects your pod from your ship at high velocity 2000m per level
Kamikaze Autopilot Opperation Ability to lock on to a target nearby and ramming your ship into it destroying both if the target can be reached Target needs to be same size (mass) or under to achieve total destruction 1000meter per level Boosts the ship speed by 500% Requires Advanced Scotty Opperation V, Warp Drive Opperation V, Navigation 5 Note : Ship will explode due to the enourmous stress bestowed upon it by jamming the everything into overdrive

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soldieroffortune 258
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Posted - 2008.07.12 16:37:00 -
[83]
Originally by: Tau Chien * Advance Beam - Allow you to equip advance tractor beam that pull target ship to you. 20% range bonus and 50% tractor speed per lvl !!!!
you cant run from me 
i second this, but maybe it shouldnt be such a speed increase per level, maybe 10% per level, and maybe they could make it so somehow you can just simply HOLD the person their and not have to reel them in, also, it shouldnt have to horribly long a range, for one, it would be WAY to easy to hold someone out of scram range if had like a 20km range or something, so maxed out, the range should be 20km
should also have some side effects to, it could work like a scram and web all in one module, it is slowing the enemy down, and preventing them from warping, BUT every time someone attempts to warp out, it increases the capacitor need for the module by 150%, so it will break eventually if they keep trying to warp out, so you couldnt use it as an omi module (web and scram), also, if someone keeps trying to "struggle" so to speak to get free, like they could try to move their ship (by double clicking in space) in random directions to put strain on the tractor beam, this would also increase the capacitor need by a lot, maybe 35% increase in capacitor usage per level every time someone struggles to get free
another limitation could be that while the person is in the tractor beam, you can only use half the weapons on your ship, (your BC has 6 turret hardpoints, you put a tractor on someone and you can now only use 3 of those turrets, RolePlay excuse could be that "too much interference from weapons fire on the target will break the tractor beam's lock"
there could be so many additions to this, lol these are a few
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Detshni
Caldari
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Posted - 2008.07.13 16:05:00 -
[84]
Edited by: Detshni on 13/07/2008 16:06:33 Edited by: Detshni on 13/07/2008 16:06:21 Edited by: Detshni on 13/07/2008 16:05:44 Corp changing skill.
Basic understanding of how to change corps really fast by surprising everybody with your wonderful personallity.
20% better chance of telling everybody in corp to go f*ck themself per skill lvl.
(Can ONLY be trained on trial accounts)
Jita Beer, cool, cold, green, and clear. |

Kolwrath
Amarr Imperial Shipment
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Posted - 2008.07.13 16:43:00 -
[85]
Ramming: Ability to ram your ship into the enemies as a last ditch suicide attack. Damage done = Remaining hitpoints both thermal and kinetic damage * velocity
(seriously ... who wouldent want to be able to do a last ditch ram against thier target!)
Drone Maintenance. Drones repair 1% per level, per minute, of damage when stored in drone bays.
Solar Cell Mastery: You learn to use the solar sails on Minmitar vessels more effectively. 1% bonus to capacitor recharge per level. Only works on Minmitar Vessels.
Gruel Mastery You learn to make better gruel for your Minmitar slaves, making them more productive. 1% bonus to amarr capacitor recharge per level. Only works on Amarr vessels.
Originally by: Chaos Space Marines
Do you hear the voices, too?!?!
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Hae t'Redd
Caldari Ishukone Black Watch
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Posted - 2008.07.13 17:36:00 -
[86]
Edited by: Hae t''Redd on 13/07/2008 17:37:48 Each Race should get a special skill that they can use once per day, and only when flying that races ship.
Minmatar
Terrorism The ability to fill a shuttle with ammo and detonate it when within 1500m of a target while filling local chat with derka, derka, jihad, jihad. Explosion has a blast radius of 5000m and instantly pods you when activated. Blast radius increases by 2500m per level. 100% chance of getting smacked in local.
Ammar
Religious Fevour
The ability to make an enemy 'see the light', causing the enemy to turn their guns on their friends, while the player desperately mashes on his keys trying to figure out what just happened. 'Amazing Grace' will play in the background as this happens. A +5% chance of this happening per level. 50% chance of lols as you watch enemy gang start shooting each other. 50% chance of already being podded.
Gallente
Fashion Sense
When used, the enemy fleet stand in awe of your incredible good taste and can't lock you for at least 30 secs. Because you feel 'Fabuluous" all your guns and your gangmates (or posse's) weapons do and extra 10% damage during this time. The lyrics to 'It's Raining Men' will be spammed in local. Add and extra 5 secs and +5% damage bonus per level. 25% chance that someone in local will offer you a date. 75% chance of accepting the offer.
Caldari
"Jackboot Blob"
When used a random number of NPC ships warps in and starts firing on your targets (between 1 and 5 ships). Chants of 'FIRE ZE MISSILES!' and 'VE VILL MAKE YOU TALK!' will be broadcast on local. Increase in ship class per level (ie - Level 1=Frigates, 2=Destroyers, 3=cruisers, 4=BCs and 5=BSs) and increased chance for more ships to warp in per level. 90% chance of being called a noob, 10% chance of being told to to train another race.
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