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

Dawnstar
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Posted - 2004.08.18 19:56:00 -
[121]
An interesting addition might be some sort of use activated rocket booster/thruster module which consumes some sort of ammunition (rocket fuel commodity maybe?) to provide a temporary boost to speed. Low on CPU and power usage of course to compensate for having to tote ammo around.
Pros would be a quick boost of speed to get out of trouble, with minimal Power/CPU usage, biggest con would be the need to fuel it. -D
Proposal for Overhauling Manufacturing. |

Dawnstar
|
Posted - 2004.08.18 19:56:00 -
[122]
An interesting addition might be some sort of use activated rocket booster/thruster module which consumes some sort of ammunition (rocket fuel commodity maybe?) to provide a temporary boost to speed. Low on CPU and power usage of course to compensate for having to tote ammo around.
Pros would be a quick boost of speed to get out of trouble, with minimal Power/CPU usage, biggest con would be the need to fuel it. -D
Proposal for Overhauling Manufacturing. |

Glarion Garnier
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Posted - 2004.08.19 22:25:00 -
[123]
Originally by: Zaldiri Anti missle turrets.
Takes up a high slot and a turret slot. Power 6 Cpu 30 No more effective than defenders. Takes up specialised ammo.
This would balance the missle defenses out a bit. After all if your the Gallente and your bane is Caldiri missles. Your going to invent a counter rather than the caldiri. And the Gallentes speciality is turrets so the counter going to be a turret.
I'm with Zaldiri here with a different idea. I have spent some time fiquring this idea out in the best way so it wouldn't unbalance the game and make missiles unusable. Here is one idea that the game lacks. And real world space combat would certainly have equipment of this kind and lacking them from the game is WEIRD  I wan't a metal storm styled antimissile turrets. Wich would require the following: 1. new high ranked skill. 2. one high slot for the gun that in effect requires lot's of CPU for fast target movement calculations or the usage might need instead of high cpu req. an antimissile targetting system on a low slot (this is high tech targetting system = expensive). Makes equiping one a thing to consider harder as it takes 1 high + 1 low slot. (metalstorm in effect uses high numbers of bullets that create a wall of metal. (Wich actually is in design for missile defence if I have fiqured them boys in Australia correctly) www.metalstorm.com (check em out some interesting IRL tech videos. Specially the live firing video of 36 barrel prototype that is best in illustrating my idea) the ammunition consisting of many bullets would require plenty of cargo space. Like 1 shot 0.5m3 or even 1m3,2m3 per shot. This would balance the aspect too as you allways have limited cargo space on your ship. And in a game there would be a actual box in place of a turret. You could balance this wepon system easily by making longer loading time or something like that. ( Idon't wan't the missiles to be unusable) Give this idea some tought is all I ask. -G.G for the best of EVE allways -
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Glarion Garnier
|
Posted - 2004.08.19 22:25:00 -
[124]
Originally by: Zaldiri Anti missle turrets.
Takes up a high slot and a turret slot. Power 6 Cpu 30 No more effective than defenders. Takes up specialised ammo.
This would balance the missle defenses out a bit. After all if your the Gallente and your bane is Caldiri missles. Your going to invent a counter rather than the caldiri. And the Gallentes speciality is turrets so the counter going to be a turret.
I'm with Zaldiri here with a different idea. I have spent some time fiquring this idea out in the best way so it wouldn't unbalance the game and make missiles unusable. Here is one idea that the game lacks. And real world space combat would certainly have equipment of this kind and lacking them from the game is WEIRD  I wan't a metal storm styled antimissile turrets. Wich would require the following: 1. new high ranked skill. 2. one high slot for the gun that in effect requires lot's of CPU for fast target movement calculations or the usage might need instead of high cpu req. an antimissile targetting system on a low slot (this is high tech targetting system = expensive). Makes equiping one a thing to consider harder as it takes 1 high + 1 low slot. (metalstorm in effect uses high numbers of bullets that create a wall of metal. (Wich actually is in design for missile defence if I have fiqured them boys in Australia correctly) www.metalstorm.com (check em out some interesting IRL tech videos. Specially the live firing video of 36 barrel prototype that is best in illustrating my idea) the ammunition consisting of many bullets would require plenty of cargo space. Like 1 shot 0.5m3 or even 1m3,2m3 per shot. This would balance the aspect too as you allways have limited cargo space on your ship. And in a game there would be a actual box in place of a turret. You could balance this wepon system easily by making longer loading time or something like that. ( Idon't wan't the missiles to be unusable) Give this idea some tought is all I ask. -G.G for the best of EVE allways -
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Malena VXXI
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Posted - 2004.08.21 10:24:00 -
[125]
a module who allow me to Towing other ships.
the module are placed in the lowslots.
module will only fit a Hauler/industrial ship.
the skill Anchoring shall be req. use that module as you are anchoring the towing ship on to your industrial ship Miner | Trader |

Malena VXXI
|
Posted - 2004.08.21 10:24:00 -
[126]
a module who allow me to Towing other ships.
the module are placed in the lowslots.
module will only fit a Hauler/industrial ship.
the skill Anchoring shall be req. use that module as you are anchoring the towing ship on to your industrial ship Miner | Trader |

S'Daria
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Posted - 2004.08.21 20:53:00 -
[127]
A module that would allow me to open a trade window in space between ships.
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S'Daria
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Posted - 2004.08.21 20:53:00 -
[128]
A module that would allow me to open a trade window in space between ships.
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Sarf
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Posted - 2004.08.22 01:31:00 -
[129]
new named miners in the Miner 1 - miner 2 range.
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Sarf
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Posted - 2004.08.22 01:31:00 -
[130]
new named miners in the Miner 1 - miner 2 range.
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stats
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Posted - 2004.08.24 23:39:00 -
[131]
Warp Drive Targeting Array. mdeium slot,
Allows ship to warp for a defined period/distance in pre-arranged direction (ie direction of targeting scanner
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stats
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Posted - 2004.08.24 23:39:00 -
[132]
Warp Drive Targeting Array. mdeium slot,
Allows ship to warp for a defined period/distance in pre-arranged direction (ie direction of targeting scanner
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Alonza
|
Posted - 2004.08.26 10:57:00 -
[133]
Would like a modified strenght 1 warp disruptor or entirely new module. In addition to the scrambling effect, (which is easily countered with a single warp core) it would cause a 25% delay to the time taken for a ship to get into warp if the ship was able to counter the scramble effect. Additional modules would stack on target with a stacking pentaly.
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Alonza
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Posted - 2004.08.26 10:57:00 -
[134]
Would like a modified strenght 1 warp disruptor or entirely new module. In addition to the scrambling effect, (which is easily countered with a single warp core) it would cause a 25% delay to the time taken for a ship to get into warp if the ship was able to counter the scramble effect. Additional modules would stack on target with a stacking pentaly.
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Yakoza
|
Posted - 2004.08.27 08:18:00 -
[135]
May have already been said....
Salvage Drone: Only capable of grabbing one random item then returning it to the host ship. The player has no choice of what item is grabbed but size is not a factor. Implemented by a Scoop items command when right clicking on a canister. Only selected drones will accept commands.
Defender Drones: Anti missle/mine Drone. It's only purpose it to destroy incoming missles. Amout is limited by skill, (ie 5 defenders max). Not as effective as defender missles (ie chance to fail).
EMP Surge Device: Hi Slot item By using a grapple a large amout of energy is trasfered to an enemy ship causing all of it's modules to go offline. Requires 85% of the host's ships energy. Allows the disarming of an opponents ship without actual combat taking place. Limited range of 10km. Chance of success base on skill level. (ccp can figure that part out)
Greater EMP Surge Device: By using a grapple a large amout of energy is trasfered to an enemy ship. Completely shorts out the target ships power systems leaving it with only the remaining capacitor to dock or face being left dead. Requires 95% of the agressing ships power. Requires a high slot and vast amounts of grid to mount.
Jumpstart device: by using 50% of the Aiding ship's capacitor any modules that were shut down are now reactivated. May also restart a disabled ship's generators. Very low requirments to mount.
Linear boost Device: boosts a ship for 5 seconds in one direction, navigation (ie turning) is not possible untill the booster has completed it's cycle. Boost value of 200%. No penalties.
Agressive miner I: Mining laser that extracts the minerals of the target. Based on the composition of the ship it removes minerals from other ships based on mining skill level (perhapse add another skill?) (Carebear stare has a meaning , alwalys like this idea )
Gravity Well: Not large enough to prevent other ships form warping or bring them out of warp this device is used rather to attract missles from more fragile targets. Target missles are only effected when entering the field.
Flak Cannons: These 4 cannon modules are used to attack fast moving opponents by firing a scattering field of chagred explosive debris. Used to destroy drones, large missles, and in the case of battleship class Flak cannons, frigates. Not very effective as an anti ship weapon they are useful for this role, but just barely.
LMAS (Laser Anti Missle System): The Amarr answer to the defender missle, this device targets enemy missles and destroy's them using... lasers! Hi slot item, not as effective as defender missles.
--------------------------------------------- The opinions posted here are mine, and do not necessarily reflect the goals or opinions of my corperation or affiliates. "BS > Cruiser | Cruiser > Frigate | Frigate(s) > BS" -Vlad Hazzard "'You wreck Asteroid (Scordite) for 215 m3 of ore'" -Pandora Panda "It seems that some people think that by aquiring a battleship they are entitled to some kind of invulnerability-switch -Marc Wiatt |

Yakoza
|
Posted - 2004.08.27 08:18:00 -
[136]
May have already been said....
Salvage Drone: Only capable of grabbing one random item then returning it to the host ship. The player has no choice of what item is grabbed but size is not a factor. Implemented by a Scoop items command when right clicking on a canister. Only selected drones will accept commands.
Defender Drones: Anti missle/mine Drone. It's only purpose it to destroy incoming missles. Amout is limited by skill, (ie 5 defenders max). Not as effective as defender missles (ie chance to fail).
EMP Surge Device: Hi Slot item By using a grapple a large amout of energy is trasfered to an enemy ship causing all of it's modules to go offline. Requires 85% of the host's ships energy. Allows the disarming of an opponents ship without actual combat taking place. Limited range of 10km. Chance of success base on skill level. (ccp can figure that part out)
Greater EMP Surge Device: By using a grapple a large amout of energy is trasfered to an enemy ship. Completely shorts out the target ships power systems leaving it with only the remaining capacitor to dock or face being left dead. Requires 95% of the agressing ships power. Requires a high slot and vast amounts of grid to mount.
Jumpstart device: by using 50% of the Aiding ship's capacitor any modules that were shut down are now reactivated. May also restart a disabled ship's generators. Very low requirments to mount.
Linear boost Device: boosts a ship for 5 seconds in one direction, navigation (ie turning) is not possible untill the booster has completed it's cycle. Boost value of 200%. No penalties.
Agressive miner I: Mining laser that extracts the minerals of the target. Based on the composition of the ship it removes minerals from other ships based on mining skill level (perhapse add another skill?) (Carebear stare has a meaning , alwalys like this idea )
Gravity Well: Not large enough to prevent other ships form warping or bring them out of warp this device is used rather to attract missles from more fragile targets. Target missles are only effected when entering the field.
Flak Cannons: These 4 cannon modules are used to attack fast moving opponents by firing a scattering field of chagred explosive debris. Used to destroy drones, large missles, and in the case of battleship class Flak cannons, frigates. Not very effective as an anti ship weapon they are useful for this role, but just barely.
LMAS (Laser Anti Missle System): The Amarr answer to the defender missle, this device targets enemy missles and destroy's them using... lasers! Hi slot item, not as effective as defender missles.
--------------------------------------------- The opinions posted here are mine, and do not necessarily reflect the goals or opinions of my corperation or affiliates. "BS > Cruiser | Cruiser > Frigate | Frigate(s) > BS" -Vlad Hazzard "'You wreck Asteroid (Scordite) for 215 m3 of ore'" -Pandora Panda "It seems that some people think that by aquiring a battleship they are entitled to some kind of invulnerability-switch -Marc Wiatt |

Ephemeron
|
Posted - 2004.08.27 20:26:00 -
[137]
Cosmic Stealth module: Purpose: Makes the ship invisible on the galactic map. Primary use is to prevent people from noticing you move in the main map. Also helps prevent blob wars. Slot size: medium PG: very low CPU: low Main disadvantage - takes up valuable med slot. heh
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Ephemeron
|
Posted - 2004.08.27 20:26:00 -
[138]
Cosmic Stealth module: Purpose: Makes the ship invisible on the galactic map. Primary use is to prevent people from noticing you move in the main map. Also helps prevent blob wars. Slot size: medium PG: very low CPU: low Main disadvantage - takes up valuable med slot. heh
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Ephemeron
|
Posted - 2004.08.27 20:48:00 -
[139]
Scanner Hack module: Effect: prevents user from having more than 1 active target lock at a time. Locking speed is increased by 200%. Purpose: can help big ships target smaller ones, but if there's a group of enemies, it could be a costly choice to make, as big ships often rely on multiple target locks. PG: low CPU: around 40 Slot size: medium
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Ephemeron
|
Posted - 2004.08.27 20:48:00 -
[140]
Scanner Hack module: Effect: prevents user from having more than 1 active target lock at a time. Locking speed is increased by 200%. Purpose: can help big ships target smaller ones, but if there's a group of enemies, it could be a costly choice to make, as big ships often rely on multiple target locks. PG: low CPU: around 40 Slot size: medium
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Ephemeron
|
Posted - 2004.08.27 21:08:00 -
[141]
Stealth Armor MK1 module: Effect: -15% Armor HP, -10% Signature Radius Purpose: sacrifice some armor but make yourself harder to hit and longer for enemy to lock Slot size: low slot PG: low CPU: low Special effect: 100% stacking penalty. Making additional modules of this type pointless. You can have only 1 stealth armor
can add a couple improvments: Stealth Armor MK2: -30% armor hp, -20% sig radius Stealth Armor MK3: -45% armor hp, -30% sig radius
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Ephemeron
|
Posted - 2004.08.27 21:08:00 -
[142]
Stealth Armor MK1 module: Effect: -15% Armor HP, -10% Signature Radius Purpose: sacrifice some armor but make yourself harder to hit and longer for enemy to lock Slot size: low slot PG: low CPU: low Special effect: 100% stacking penalty. Making additional modules of this type pointless. You can have only 1 stealth armor
can add a couple improvments: Stealth Armor MK2: -30% armor hp, -20% sig radius Stealth Armor MK3: -45% armor hp, -30% sig radius
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S'Daria
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Posted - 2004.08.28 13:34:00 -
[143]
Allow a new module call "Cargo Manager"
This will automatically grab items from cargo containers near you and add it to your cargo bay.
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S'Daria
|
Posted - 2004.08.28 13:34:00 -
[144]
Allow a new module call "Cargo Manager"
This will automatically grab items from cargo containers near you and add it to your cargo bay.
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S'Daria
|
Posted - 2004.08.31 03:26:00 -
[145]
Originally by: Ephemeron My solution: a new module!
Small Intensity Tractor Beam High slot range - 15 km with skill to increase range effect: transfers 10 m3 per second. Items are randomly selected for transfer. If an item is more than 10 m3, then it simply takes a little more than 1 second for it to get loaded. Have low power and cpu fitting, it's bad enough to waste high slot. Note that limiting transfer to 10 m3 per second makes it bad for ore stealing, but good for loot gathering.
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S'Daria
|
Posted - 2004.08.31 03:26:00 -
[146]
Originally by: Ephemeron My solution: a new module!
Small Intensity Tractor Beam High slot range - 15 km with skill to increase range effect: transfers 10 m3 per second. Items are randomly selected for transfer. If an item is more than 10 m3, then it simply takes a little more than 1 second for it to get loaded. Have low power and cpu fitting, it's bad enough to waste high slot. Note that limiting transfer to 10 m3 per second makes it bad for ore stealing, but good for loot gathering.
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Boonaki
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Posted - 2004.08.31 10:41:00 -
[147]
a mod that drops the resists of a targeted ship. Prefer cruiser level so you don't have 15 frigates dropping every resist you have to 0.
Hi slot -25 to -40 drop in targeted ships shield em resist 100 power, 100 CPU, skill drops CPU need by 5%
-25 to -40 drop in targeted ships armor explosive resist 100 power, 100 CPU, skill drops CPU need by 5%
Super tanked apocs are hard to kill, and this would give cruisers a new role, maybe even rework the support cruiser tp specialize in these.
Fear the Ibis of doom. |

Boonaki
|
Posted - 2004.08.31 10:41:00 -
[148]
a mod that drops the resists of a targeted ship. Prefer cruiser level so you don't have 15 frigates dropping every resist you have to 0.
Hi slot -25 to -40 drop in targeted ships shield em resist 100 power, 100 CPU, skill drops CPU need by 5%
-25 to -40 drop in targeted ships armor explosive resist 100 power, 100 CPU, skill drops CPU need by 5%
Super tanked apocs are hard to kill, and this would give cruisers a new role, maybe even rework the support cruiser tp specialize in these.
Fear the Ibis of doom. |

Sara Chan
|
Posted - 2004.09.01 05:47:00 -
[149]
Edited by: Sara Chan on 01/09/2004 05:54:30 I have seen several posts on the issue of missile defenses, however, I'm going to attack the issue one more time as the lack of point defense is a serious one. Firstly, anti-missile point defense already exists in the modern era. Various United States Navy vessels mount high-RoF gattling turrets that can blanket an area with a wall of varied ammunition. This is used to defend against things such as cruiser missiles and close flying jets. Anti-missile lasers are currently being developed that can be mounted in the noses of 747's providing defense against cruise and ballistic missiles for troops and cities. Similar ground based defenses are also in developement. Devices to mount on vehicles are the next step. So...
Point Defense Laser Turrets
Frigate version: -Range: 10 kilometers -Lock-On Range: 20 kilometers -Damage: Negligible (Sufficient to destroy light and heavy missiles) -RoF: 2.0 -Grid: 8mw -CPU: 30tf -Slot Required: High Slot -Lock-On Time: 6 Seconds -Tracking Speed: .5 Rad/s
Cruiser Version: -Range: 30 Kilometers -Lock On Range: 50 Kilometers -Damage: Negligible (Sufficient for killing Light, Heavy, Cruise) -RoF: 4.0 -Grid: 30MW -CPU: 50tf -Slot Required: High Slot -Lock on Time: 10 seconds -Tracking Speed: .4 rad/s
BattleShip Version: -Range: 60 Kilometers -Lock On Range: 100 Kilometers -Damage: Paltry (Sufficient for Light, Heavy, Cruise, Torpedo and light drones) -RoF: 8.0 -Grid: 100 MW -CPU 80tf -Slot Required: High Slot -Lock On Time: 15 Seconds -Tracking Speed: .3 rad/s
Other Point Defense Turrets
Flechette Hybrid: -Range: 8 kilometers -Lock on Range: 12 kilometers -Damage: Negligible (Sufficient for Rockets and Light Missiles) -RoF: 1.0 seconds -Grid: 6MW -CPU: 30tf -Slot Required: High Slot -Lock On Time: 3 seconds -Tracking Speed: .8 rad/s
Active/Reactive Armor -Slot: Low -Description: This improvement on classic reactive armor replaces the well known blocks of explosives with a specialized shaped charge. Varied detonation of the charge allows a metal plate on the surface of the explosive to be shaped into a dart and launched at an approaching missile or rocket. Due to the short range nature of this defense it's chances of preventing a missile strike would be considerably lower than other point defense systems. More probable would be the less-than optimal detonation of any incoming missile, reducing the damage dealt. (The Russians actually have something like this)
Missile Jammer -Slot: Medium -Description: This would work like traditional ECM only directed specifically at shorting out the guidance systems of incoming missiles.
Enhancement Modules
Advanced Missile Tracking Computer -Reduces turret lock-on time by 10% -Slot: Medium
Aegis Point-Defense Computer -Coordinates the Point Defense fire of all ships in a group that possess one of these units. Ships mounting these units will take out missiles headed for allied ships. Allows for advanced group screening tactics in battle. -Slot: Medium -CPU: 20% of total
ECCM Targeter -Computer unit designed specifically to allow the targeting of Electronic Warfare missiles so that they can be neutralized before the other missiles they shepherd hit home. -Sot: Medium -CPU: 50tf
Improved Missiles
Hunter/Killer Cruise Missile -Range: 300km -Speed: 1200 m/s -Armor: 20 -Shields: 20 -Signature Radius: 5m -Damage: 300EM 300Explosive (2 stage warhead) -Cost: Prohibitive -Description: This missile, while not the fastest, would be one of the deadliest. Designed to follow a ship through every twist and turn, tracking it around asteroids and continuing long enough to catch many ships that try to outrun it. Regenerating shields render it mostly immune to all but Battleship Point defenses.
Ghost Missile -Range: 100km -Speed: 1600m/s -Signature Radius: 20m (With ECCM Targeter mounted) -Cost: Prohibitive -Description: This missile causes no damage by itself. It's purpose instead is to put out a roar of EM Missile Ghosts all around itself, confusing any point defense system attempting to target missiles within 10 km of the Ghost Missile. Meant only to be fired as the first missile in a volley, hopefully allowing the other, damaging, missiles to reach the target.
Warp Missile (Tech II. No Tech I Variety) -Classification: Experimental -Range: 200km -Velocity: 4000m/s -Damage: 400 kinetic -Signature Radius: 40m -Cost: Found only in Drops or as High Level Mission Bonuses -Description: Experimental Caldari missile which has a tiny drive inside which allows it to maintain a warp field once it is fired. The launcher is based on MWD technology and generates a warp field around the missile as it launches it. Needless to say, the speed renders defense against this missile very difficult.
|

Sara Chan
|
Posted - 2004.09.01 05:47:00 -
[150]
Edited by: Sara Chan on 01/09/2004 05:54:30 I have seen several posts on the issue of missile defenses, however, I'm going to attack the issue one more time as the lack of point defense is a serious one. Firstly, anti-missile point defense already exists in the modern era. Various United States Navy vessels mount high-RoF gattling turrets that can blanket an area with a wall of varied ammunition. This is used to defend against things such as cruiser missiles and close flying jets. Anti-missile lasers are currently being developed that can be mounted in the noses of 747's providing defense against cruise and ballistic missiles for troops and cities. Similar ground based defenses are also in developement. Devices to mount on vehicles are the next step. So...
Point Defense Laser Turrets
Frigate version: -Range: 10 kilometers -Lock-On Range: 20 kilometers -Damage: Negligible (Sufficient to destroy light and heavy missiles) -RoF: 2.0 -Grid: 8mw -CPU: 30tf -Slot Required: High Slot -Lock-On Time: 6 Seconds -Tracking Speed: .5 Rad/s
Cruiser Version: -Range: 30 Kilometers -Lock On Range: 50 Kilometers -Damage: Negligible (Sufficient for killing Light, Heavy, Cruise) -RoF: 4.0 -Grid: 30MW -CPU: 50tf -Slot Required: High Slot -Lock on Time: 10 seconds -Tracking Speed: .4 rad/s
BattleShip Version: -Range: 60 Kilometers -Lock On Range: 100 Kilometers -Damage: Paltry (Sufficient for Light, Heavy, Cruise, Torpedo and light drones) -RoF: 8.0 -Grid: 100 MW -CPU 80tf -Slot Required: High Slot -Lock On Time: 15 Seconds -Tracking Speed: .3 rad/s
Other Point Defense Turrets
Flechette Hybrid: -Range: 8 kilometers -Lock on Range: 12 kilometers -Damage: Negligible (Sufficient for Rockets and Light Missiles) -RoF: 1.0 seconds -Grid: 6MW -CPU: 30tf -Slot Required: High Slot -Lock On Time: 3 seconds -Tracking Speed: .8 rad/s
Active/Reactive Armor -Slot: Low -Description: This improvement on classic reactive armor replaces the well known blocks of explosives with a specialized shaped charge. Varied detonation of the charge allows a metal plate on the surface of the explosive to be shaped into a dart and launched at an approaching missile or rocket. Due to the short range nature of this defense it's chances of preventing a missile strike would be considerably lower than other point defense systems. More probable would be the less-than optimal detonation of any incoming missile, reducing the damage dealt. (The Russians actually have something like this)
Missile Jammer -Slot: Medium -Description: This would work like traditional ECM only directed specifically at shorting out the guidance systems of incoming missiles.
Enhancement Modules
Advanced Missile Tracking Computer -Reduces turret lock-on time by 10% -Slot: Medium
Aegis Point-Defense Computer -Coordinates the Point Defense fire of all ships in a group that possess one of these units. Ships mounting these units will take out missiles headed for allied ships. Allows for advanced group screening tactics in battle. -Slot: Medium -CPU: 20% of total
ECCM Targeter -Computer unit designed specifically to allow the targeting of Electronic Warfare missiles so that they can be neutralized before the other missiles they shepherd hit home. -Sot: Medium -CPU: 50tf
Improved Missiles
Hunter/Killer Cruise Missile -Range: 300km -Speed: 1200 m/s -Armor: 20 -Shields: 20 -Signature Radius: 5m -Damage: 300EM 300Explosive (2 stage warhead) -Cost: Prohibitive -Description: This missile, while not the fastest, would be one of the deadliest. Designed to follow a ship through every twist and turn, tracking it around asteroids and continuing long enough to catch many ships that try to outrun it. Regenerating shields render it mostly immune to all but Battleship Point defenses.
Ghost Missile -Range: 100km -Speed: 1600m/s -Signature Radius: 20m (With ECCM Targeter mounted) -Cost: Prohibitive -Description: This missile causes no damage by itself. It's purpose instead is to put out a roar of EM Missile Ghosts all around itself, confusing any point defense system attempting to target missiles within 10 km of the Ghost Missile. Meant only to be fired as the first missile in a volley, hopefully allowing the other, damaging, missiles to reach the target.
Warp Missile (Tech II. No Tech I Variety) -Classification: Experimental -Range: 200km -Velocity: 4000m/s -Damage: 400 kinetic -Signature Radius: 40m -Cost: Found only in Drops or as High Level Mission Bonuses -Description: Experimental Caldari missile which has a tiny drive inside which allows it to maintain a warp field once it is fired. The launcher is based on MWD technology and generates a warp field around the missile as it launches it. Needless to say, the speed renders defense against this missile very difficult.
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