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    <pubDate>Tue, 6 Jan 2009 00:00:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=23#675</link>
      <description><![CDATA[Spaceship command is already a requirement, its under the secondary skills. There was a huge debate about the requirements for Drone Interfacing and drones as a requirement at all. Simply put, most of the ships do not need that kind of skill so it seems out of place to require it. And the reason for Fleet Commander, it was an attempted to force people into the fleet commander position. It seems apropriate for the ships concept.<br />]]></description>
      <pubDate>Mon, 5 Jan 2009 20:20:00 +0000</pubDate>
      <guid isPermaLink="false">eve-search/guid/9516342</guid>
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      <title><![CDATA[New Ship Idea - by procurement specialist]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=23#674</link>
      <description><![CDATA[why fleet commander?<br /><br />i would think wing command 4 would be good enough. this would make capitals still the fleet leader ship. i also think spaceship command V is required. I would require drone interfacing 4 though.<br />]]></description>
      <pubDate>Mon, 5 Jan 2009 20:01:00 +0000</pubDate>
      <guid isPermaLink="false">eve-search/guid/9516176</guid>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=23#673</link>
      <description><![CDATA[Well having a ship that can lock six and requiring a skill that allows you to lock 7 at level 1 seems a little starnge to me. Besides i can hear the populous pointing out the flaw now. It should add some uniqueness to the two classes. One can lock 6 (Frontline) while the other can lock 7 (Theater). So the new skill requirements for the Theater command ship will look like this then.<br /><br />(Example is for an Amarr ship)<br />Primary Skills Required<br />&gt; Amarr Battleships V<br />-&gt; Spaceship Command IV<br />-&gt; Amarr Cruisers IV<br />--&gt; Spaceship Command III<br />--&gt; Amarr Frigates IV<br />---&gt; Spaceship Command I<br /><br />Secondary Skills Required<br />&gt; Flagships<br />-&gt; Fleet Commander I<br />--&gt; Wing Commander V<br />--&gt; Warfare Link Specialization IV<br />---&gt; Leadership V<br />-&gt; Spaceship Command V<br /><br />Tertiary Skills Required<br />&gt; Logistics IV<br />-&gt; Spaceship Command III<br />-&gt; Signature Analysis V<br />&gt; Multitasking I<br />-&gt; Targeting V<br />--&gt; Electronics I<br />-&gt; Long Range Targeting V<br />--&gt; Electronics II<br />&gt; Electronics V<br />]]></description>
      <pubDate>Mon, 5 Jan 2009 18:41:00 +0000</pubDate>
      <guid isPermaLink="false">eve-search/guid/9515599</guid>
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      <title><![CDATA[New Ship Idea - by Dhejay Centrix]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=23#672</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade>I see no reason as to why it should not be allowed save one. The ships cant lock the numbers that would make multitasking useful. The answere might be as simple as upping that Theater Command Ship lock number. But thats a simple fix.<hr height=1 noshade></font></BLOCKQUOTE><br /><br />It would be correct for a ship of this type to be able to lock a load of targets and this can be your "rp reason" for requiring the skill if you feel you need one. Having a large number of targets lockable would be a really good reason for people to fly these ships in their intended role.<br /><br /><br />]]></description>
      <pubDate>Sat, 3 Jan 2009 07:57:00 +0000</pubDate>
      <guid isPermaLink="false">eve-search/guid/9499779</guid>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=23#671</link>
      <description><![CDATA[I see no reason as to why it should not be allowed save one. The ships cant lock the numbers that would make multitasking useful. The answere might be as simple as upping that Theater Command Ship lock number. But thats a simple fix.<br />]]></description>
      <pubDate>Fri, 2 Jan 2009 02:05:00 +0000</pubDate>
      <guid isPermaLink="false">eve-search/guid/9492321</guid>
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      <title><![CDATA[New Ship Idea - by Dhejay Centrix]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=23#670</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade>... I'm thinking Targeting V and other such electronic skills. I'm not sure where to go so suggestions are welcome.<hr height=1 noshade></font></BLOCKQUOTE><br /><br />This is a good idea. Having targeting as a prereq is a good plan, how about multitasking as well?<br /><br /><br />]]></description>
      <pubDate>Thu, 1 Jan 2009 10:27:00 +0000</pubDate>
      <guid isPermaLink="false">eve-search/guid/9488166</guid>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=23#669</link>
      <description><![CDATA[No problem man. Okay but the issue still is that the Drone and Drone Interfacing bonuses have to go. So I'm thinking Targeting V and other such electronic skills. I'm not sure where to go so suggestions are welcome.<br />]]></description>
      <pubDate>Mon, 29 Dec 2009 02:43:00 +0000</pubDate>
      <guid isPermaLink="false">eve-search/guid/9466828</guid>
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      <title><![CDATA[New Ship Idea - by DeltaPhalanx]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=23#668</link>
      <description><![CDATA[Balor, a suggestion in place of the Drone Interfacing V requirement; Command Ships V (or perhaps IV). It would seem to be a logical requirement given the roles and function of the Theater Flagship, and would serve as a proper stepping stone; someone looking at flagships should gain at least some experience with operating the equivalent Commandship <img src=http://myeve.eve-online.com/bitmaps/img/board_smilies/icon_wink.gif border=0 width=15 align=middle alt='Wink'><br /><br />The role bonuses for the Bastion and Tsunami now make much more sense from the Caldari perspective; thank you <img src=http://myeve.eve-online.com/bitmaps/img/board_smilies/icon_cool.gif border=0 width=15 align=middle alt='Cool'><br />]]></description>
      <pubDate>Mon, 29 Dec 2009 02:07:00 +0000</pubDate>
      <guid isPermaLink="false">eve-search/guid/9466695</guid>
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      <title><![CDATA[New Ship Idea - by Dhejay Centrix]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=23#667</link>
      <description><![CDATA[I like the idea of a ship that is another step between sub-cap and capital but you shouldn't design the skill requirements specifically for that. The skills required for the ship should be relevant to what is needed to fly it not the next class of ship. I like the idea of flagships, please don't let them get bogged down by trying to make them an artificial bridge between ship classes. <br /><br />Personally, I didn't find a gap between BS and capitals. I made sure I trained all the relevant skills for flying my BS up to lvl 5 for it to be as effective as possible and after that it was just a matter of training adv spaceship command and the dread/carrier/jumpdrive skills. Don't forget that you're supposed to max out skills in a relevant ship to make it effective and that in itself serves to ease the transition.<br /><br /><br /><br /><br /><br /><br />]]></description>
      <pubDate>Fri, 26 Dec 2009 09:39:00 +0000</pubDate>
      <guid isPermaLink="false">eve-search/guid/9451146</guid>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=23#666</link>
      <description><![CDATA[Ahhhhhokay i see what you are saying. I would much rather the ships be evolutions of command ships then direct replacements for capital ships. The Theater Command Ship is supposed to be the evolution of the Fleet Command Ship. Thats why it is set up the way it is. Most of the ships i took some creative liberty to make them evolutions and not pure upgrades. Thats why you see differences in bonuses and ship stats.<br /><br />If the drone requirements for the Theater Command Ship are not good, and see now what you mean, what do you suggest for skill requirements. I want the skills to kick players in the general direction of carriers for the Theater Command Ships and the general direction of Dreadnoughts for the Frontline Command Ship. But the more important thing is for them to be evolutions of command ships and not purely mini capital ships.<br /><br />((BTW, drunk increases all skills by 300% but reduces perception by 1,000%. Happy holidays))<br />]]></description>
      <pubDate>Fri, 26 Dec 2009 03:37:00 +0000</pubDate>
      <guid isPermaLink="false">eve-search/guid/9450259</guid>
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      <title><![CDATA[New Ship Idea - by Gantor Tesla]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=23#665</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade>As I said there is no presidence I meant for sub capital ships. Taking the bonuses from the carrier and putting them onto a sub capital ship does not make a good ship. The issue you have with sub capital ships is that you have a very limited fitting and module space to do what you want. With capitals, especially carriers, you have a lot more freedom. These ships are designed and have been focused on the command and control area of the fleet. They are not logistics ships, they are not super combat ships, they are not super high end electronics warfare ships. They are simply command and control ships. I put the added concept of using their skill tree to get very close to the skills needed for capital ships, specificaly dreads and carriers.<br /><br />If CCP decides to take the designs or not is completely up to CCP. I agree with that. But if there was no hope of getting ideas into a game then why bother having a features and ideas section to the forums to begin with? I happen to think that the idea is a good one and a sound concept. So do a lot of other people who have put in their ideas and concepts for the ships. Im trying to get what you are talking about when it comes to your concept and trying to relate my concept to you. I'm sorry if the ideas and concepts used to make the ships what they are now do not work with what you feel the ships should be. But ill be honest you had me thinking that your complaint was about caldari ships alone and you wanted only that group changed to fit a caldari only setup. And that is something i could not see happening.<br /><br />So is you issue with the Theater Command Ship's skill requirements or with how the Theater Command ships are set up as far as stats and bonuses?<hr height=1 noshade></font></BLOCKQUOTE><br /><br />Sorry I think I may have been a bit brash, but I'm a bit drunk from the holiday.<br /><br />My problem is I do not think the skill requirements suit the ship. I'm fine with a sub capital that sets a char up for carriers, but as carriers are logistics ships and drone boats. Having a ship that sets you up for carriers, but focuses on rails and has no real focus on drones simply doesn't make sense to me. I don't see why we need a precedent to make a ship. Was there a precedent for the Titan? Besides, I simply took the drone bonus from the Gallente TCS and gave it to them. The drone bay is the Dominix +125m3. So you have a set up which will let you bring 4 sets of heavy drones, which would let you really bring a huge variety of drones to the battle field. If you think the double drone range is over powered, you don't know how slow HVY drones are. Yes meds and lights are faster, but this would drastically lower the ships DPS. Carriers use Capital sized remote reps which require ____ rep 5. T2 large ones require ____ rep 4, so getting pilots into this is also good. They also use logistics modules, which require logistics 5. they have a low number of high slots and lots of tank slots, and they would be forced to chose gang links or reps, much the same way carriers must decide between links, reps, and drone control units. The suggestion that I gave is a lot more like a carrier than the ship you suggest. The ship you suggest is a fine replacement for the Vulture, but it is no way preparation for a carrier with the exception of the Gallente TCS.<br />]]></description>
      <pubDate>Fri, 26 Dec 2009 02:19:00 +0000</pubDate>
      <guid isPermaLink="false">eve-search/guid/9450001</guid>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=23#664</link>
      <description><![CDATA[As I said there is no presidence I meant for sub capital ships. Taking the bonuses from the carrier and putting them onto a sub capital ship does not make a good ship. The issue you have with sub capital ships is that you have a very limited fitting and module space to do what you want. With capitals, especially carriers, you have a lot more freedom. These ships are designed and have been focused on the command and control area of the fleet. They are not logistics ships, they are not super combat ships, they are not super high end electronics warfare ships. They are simply command and control ships. I put the added concept of using their skill tree to get very close to the skills needed for capital ships, specificaly dreads and carriers.<br /><br />If CCP decides to take the designs or not is completely up to CCP. I agree with that. But if there was no hope of getting ideas into a game then why bother having a features and ideas section to the forums to begin with? I happen to think that the idea is a good one and a sound concept. So do a lot of other people who have put in their ideas and concepts for the ships. Im trying to get what you are talking about when it comes to your concept and trying to relate my concept to you. I'm sorry if the ideas and concepts used to make the ships what they are now do not work with what you feel the ships should be. But ill be honest you had me thinking that your complaint was about caldari ships alone and you wanted only that group changed to fit a caldari only setup. And that is something i could not see happening.<br /><br />So is you issue with the Theater Command Ship's skill requirements or with how the Theater Command ships are set up as far as stats and bonuses?<br />]]></description>
      <pubDate>Fri, 26 Dec 2009 00:41:00 +0000</pubDate>
      <guid isPermaLink="false">eve-search/guid/9449632</guid>
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      <title><![CDATA[New Ship Idea - by Gantor Tesla]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=23#663</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade>Uhm, no. There is no presidence for this kind of ship for the Caldari. I was asking more for a set of skills that would prevent what you pointed out as being somewhat useless skills. Not to mention that you are turning the ship into a command and logostics ship. Which for a capital ship is fine but not for sub capitals.<hr height=1 noshade></font></BLOCKQUOTE><br /><br />No precedence? Those stats are all derived from the Chimera. Look it up. Do you even fly cap ships? You seem to not know a lot about them. You have this idea in your head of what you want these ships to be and you're being very rigid about it. I'm not going to discuss this any further as you're being too closed mined about this. In the end, it's CCP that gets the final word, so you can make as many posts as you want, but CCP is going to decide, not you.<br />]]></description>
      <pubDate>Thu, 25 Dec 2009 23:13:00 +0000</pubDate>
      <guid isPermaLink="false">eve-search/guid/9449271</guid>
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      <title><![CDATA[New Ship Idea - by ollobrains2]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=23#662</link>
      <description><![CDATA[for sub capitals substantial penalties should apply<br />]]></description>
      <pubDate>Thu, 25 Dec 2009 23:02:00 +0000</pubDate>
      <guid isPermaLink="false">eve-search/guid/9449209</guid>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=23#661</link>
      <description><![CDATA[Uhm, no. There is no presidence for this kind of ship for the Caldari. I was asking more for a set of skills that would prevent what you pointed out as being somewhat useless skills. Not to mention that you are turning the ship into a command and logostics ship. Which for a capital ship is fine but not for sub capitals.<br />]]></description>
      <pubDate>Thu, 25 Dec 2009 21:42:00 +0000</pubDate>
      <guid isPermaLink="false">eve-search/guid/9449208</guid>
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      <title><![CDATA[New Ship Idea - by Gantor Tesla]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#660</link>
      <description><![CDATA[<span style="font-size:7pt;"><i>Edited by: Gantor Tesla on 25/12/2008 21:25:52</i></span><br /><BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade>Okay now that i have an idea of what you are getting at. The idea with the Theater command ship is that it is a step toward the carrier. Do you have any good ideas on how to do this. The issue being is that the Theater Command ships are right now taking a little less time to train for then the Frontline Command Ships. But the skills can not be just some arbitrary things, i would like them to move the character toward carriers.<hr height=1 noshade></font></BLOCKQUOTE><br /><br />Well I'd do it like this. I'll only include what I would change and I'd do this to all the Theater CS.<br /><br />Caldari Battleship Bonus: 10% bonus to Drone Hit Points and Damage range per level, 5% bonus to shield Resistances per skill level<br /><br />Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level, 50% bonus to Large Energy and Shield transfer range per level<br /><br />Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously, 100% bonus to Drone control range<br /><br />Fitting slots: 4 high / 8 mid / 6 low / 2 rig<br />Hard points: 0 Turret / 0 Launcher<br />Drone Bay: 500m3<br />Drone Bandwidth: 125 MgBits/sec<br /><br />]]></description>
      <pubDate>Thu, 25 Dec 2009 21:25:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#659</link>
      <description><![CDATA[Okay now that i have an idea of what you are getting at. The idea with the Theater command ship is that it is a step toward the carrier. Do you have any good ideas on how to do this. The issue being is that the Theater Command ships are right now taking a little less time to train for then the Frontline Command Ships. But the skills can not be just some arbitrary things, i would like them to move the character toward carriers.<br />]]></description>
      <pubDate>Thu, 25 Dec 2009 20:15:00 +0000</pubDate>
      <guid isPermaLink="false">eve-search/guid/9448511</guid>
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      <title><![CDATA[New Ship Idea - by Gantor Tesla]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#658</link>
      <description><![CDATA[<span style="font-size:7pt;"><i>Edited by: Gantor Tesla on 25/12/2008 19:47:56</i></span><br /><BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade>So if this is the case then why is it required for Caldari Carriers and Mother Ships? <hr height=1 noshade></font></BLOCKQUOTE><br /><br />BECAUSE THOSE ARE DRONE BOATS.<br /><br /><BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade><br /> The Theater Command Ships are set up in such a way as to push you toward carriers.<hr height=1 noshade></font></BLOCKQUOTE><br /><br />If this were true they would all have the Dominix's drone bay and drone bonuses. The Theater SKILLS set you up for carrier, but the SHIP does not.<br /><br /><BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade><br />And the idea of changing one skill set on specific ship is completely unheard of in EVE. Changing that skill set means that all the other pilots that trained for the other versions of the class could fly evry other version as soon as they get the racial battleship skill to 5, except the Caldari Theater Command Ship. And likewise, anyone who skilled only for the Caldari Theater Command Ship will not be able to fly any of the other theater command ships until he/she skills up Drones V and Drone Interfacing V.<hr height=1 noshade></font></BLOCKQUOTE><br /><br />You're missing the point. I want you to remove it from ALL the ships. NOT just the Caldari.<br /><br /><BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade> What I'm saying is that it makes little sence to change the skill set with the evidence you have given me. You have a 50m3 drone bay and that is more then enough to throw a full wing of medium combat drones or a full wing of medium shield rep drones.<hr height=1 noshade></font></BLOCKQUOTE><br /><br /> And is it not worth 35 days of training fro 5 med drones which do 120 dps ish and with NO back up drones on you.<br /><br /><BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade> And most other ships in the class use drones as suplimetary damage. Only the Gallente drone boat is using them for its primary damage source. And even then the Caldari ship can easily out range and out gun 5 drones.<hr height=1 noshade></font></BLOCKQUOTE><br /><br />Which is my point. The Gallente Ship benefits FAR more from this skill requirement than any other race. Other than "preparing us for Carriers" there is NO reason for this skill. I'd rather see a Nav V and Warp drive op V requirement, as those set you up for all caps, but that doesn't make much sense as a requirement either.<br />]]></description>
      <pubDate>Thu, 25 Dec 2009 19:47:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#657</link>
      <description><![CDATA[So if this is the case then why is it required for Caldari Carriers and Mother Ships? The Theater Command Ships are set up in such a way as to push you toward carriers. And the idea of changing one skill set on specific ship is completely unheard of in EVE. Changing that skill set means that all the other pilots that trained for the other versions of the class could fly evry other version as soon as they get the racial battleship skill to 5, except the Caldari Theater Command Ship. And likewise, anyone who skilled only for the Caldari Theater Command Ship will not be able to fly any of the other theater command ships until he/she skills up Drones V and Drone Interfacing V. What I'm saying is that it makes little sence to change the skill set with the evidence you have given me. You have a 50m3 drone bay and that is more then enough to throw a full wing of medium combat drones or a full wing of medium shield rep drones. And most other ships in the class use drones as suplimetary damage. Only the Gallente drone boat is using them for its primary damage source. And even then the Caldari ship can easily out range and out gun 5 drones.<br />]]></description>
      <pubDate>Thu, 25 Dec 2009 19:25:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Gantor Tesla]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#656</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade>I am not, I am comparing 2 hours for Gunnery, 9 days for Weapons Upgrade V, 33 Days for Advanced Weapons Upgrade V. Verses 5 Days for Drones V, and 35 days for Drone Interfacing V. so its 42 Days verses 20 Days. Depending on where you have your attributes set for skilling, these numbers can change drasticly. But i am asuming that all your skills are about even. I again fail to see what the problem is.<hr height=1 noshade></font></BLOCKQUOTE><br /><br />Because Drone Interfacing V is almost worthless to the Caldari Ship. It gives a huge bonus to the Gallente. It's unbalanced.<br />]]></description>
      <pubDate>Thu, 25 Dec 2009 16:50:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#655</link>
      <description><![CDATA[I am not, I am comparing 2 hours for Gunnery, 9 days for Weapons Upgrade V, 33 Days for Advanced Weapons Upgrade V. Verses 5 Days for Drones V, and 35 days for Drone Interfacing V. so its 42 Days verses 20 Days. Depending on where you have your attributes set for skilling, these numbers can change drasticly. But i am asuming that all your skills are about even. I again fail to see what the problem is.<br />]]></description>
      <pubDate>Thu, 25 Dec 2009 15:55:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Gantor Tesla]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#654</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade>Okay so i looked over the ship and looked over the Nighthawk and the Golem. They both require Gunnery II to fly. That being the prerequisite for the Weapons Upgrade and the Advanced weapons upgrade. Its no so much a bonus to guns. Both the Golem and the Nighthawk are missile boats and they both require the skill gunnery. Simply put its so you can get to weapon upgrades and adv weapon upgrades. Those skills give a bonus to all weapons systems. So your missiles will be much easier to fit. So other then that I'm not sure what gunnery bonuses you are looking at.<br /><hr height=1 noshade></font></BLOCKQUOTE><br /><br />You can NOT compare 2 hours of skill training for Gunnery II to 35 DAYS of training to get Drone interfacing V.<br />]]></description>
      <pubDate>Thu, 25 Dec 2009 06:39:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#653</link>
      <description><![CDATA[Yah that has been pointed out but which would you rather have, a Hyperion with a full complement of turrets or one with 7 turrets and a missile launcher and one with 7 turrets and no missile launcher?<br />]]></description>
      <pubDate>Thu, 25 Dec 2009 02:59:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Dyaven]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#652</link>
      <description><![CDATA[Just noticed a little quirk in the Gallente ships, the CreoDron ship gets a Launcher point but the Roden Shipyards doesn't. Seems off to me.<br /><img src="http://go-dl1.eve-files.com/media/0812/evesig.png" border=0>]]></description>
      <pubDate>Thu, 25 Dec 2009 01:11:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Nova Fox]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#651</link>
      <description><![CDATA[So far the ships seemed very well prenerfed to prevent overpowering any plans to show potential boosts if they become nessecary?<br /><img src="http://go-dl1.eve-files.com/media/corp/novafox/SOESIG2.jpg" border=0><br /><br /><a href="http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=871627" target="_blank">Pre Order your Sisters of Eve ship today!!! </a>]]></description>
      <pubDate>Thu, 25 Dec 2009 00:29:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#650</link>
      <description><![CDATA[Okay so i looked over the ship and looked over the Nighthawk and the Golem. They both require Gunnery II to fly. That being the prerequisite for the Weapons Upgrade and the Advanced weapons upgrade. Its no so much a bonus to guns. Both the Golem and the Nighthawk are missile boats and they both require the skill gunnery. Simply put its so you can get to weapon upgrades and adv weapon upgrades. Those skills give a bonus to all weapons systems. So your missiles will be much easier to fit. So other then that I'm not sure what gunnery bonuses you are looking at.<br /><br />Im not very good at understanding the concepts behind the minmatar design conventions, as in how they are generaly made and given bonuses. The falloff was the base bonus the command ships so i figured it would be a simple transplant. What are the general bonuses you would see on a ship like the Lahar?<br />]]></description>
      <pubDate>Tue, 23 Dec 2009 22:56:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by keepiru]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#649</link>
      <description><![CDATA[If you're gonna give the Lahar a falloff bonus, it has to be fast enough to actually use autocannons.<br /><br />Either give it a speed similar or greater to the Athena, or give it a tracking bonus, because if you keep it that slow no sane pilot would actually fit autos to it.<br /><br />And I'll bet you most blaster-bs pilots would prefer a tracking bonus on the Athena rather than a falloff too.<br /><br />Blasters have crap falloff, and I can't think many people would fit the kind of do-or-die neutron setup that can actually take advantage of it on a 750m+ t2 bs.<br /><br />The thron already outdamages the hyperion in all non-ideal (read: actual) combat situation, thanks to tracking; a falloff bonus after lowering base damage is adding insult to injury.<br /><br />Lets be honest here: unless you have greatly superior falloff range and speed like a vaga does compared to a deimos, falloff bonuses are crap.<br />... and I really think they should boost T2 plate HP.<br /><img src="http://eve-files.com/sig/hcl/image.jpg" border=0>]]></description>
      <pubDate>Tue, 23 Dec 2009 10:38:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Gantor Tesla]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#648</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade>I'm not sure what you mean by that.<hr height=1 noshade></font></BLOCKQUOTE><br /><br />You can't make someone train a specific set of a specific type of weapon for a ship that does not use those. If you want a weapon requisite, it needs to be for the SHIP not the class. The class is Generic between races, while ship weapon types are obviously not.<br /><br />Bottom line.<br /><br />Either drop the weapon requisites all together or make the drone ships require drones, missile ships missiles etc...<br />]]></description>
      <pubDate>Tue, 23 Dec 2009 03:46:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#647</link>
      <description><![CDATA[I'm not sure what you mean by that.<br />]]></description>
      <pubDate>Tue, 23 Dec 2009 01:59:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Dhejay Centrix]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#646</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade>I can understand that position. But I want to keep the requirements uniform.<hr height=1 noshade></font></BLOCKQUOTE><br /><br />So why not gunnery 5 and missile launcher operation 5 as well?<br /><br /><br />]]></description>
      <pubDate>Mon, 22 Dec 2009 21:49:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#645</link>
      <description><![CDATA[I can understand that position. But I want to keep the requirements uniform.<br />]]></description>
      <pubDate>Sun, 21 Dec 2009 23:36:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Dhejay Centrix]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#644</link>
      <description><![CDATA[These are good but I still don't like the idea of a ship that isn't a dedicated drone carrier requiring drone skills to fly.<br /><br /><br />]]></description>
      <pubDate>Sun, 21 Dec 2009 22:36:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#643</link>
      <description><![CDATA[<u><b>MINMATAR</b></u><br /><b>Name:</b> Lahar<br /><b>Hull:</b> Maelstrom<br /><b>Role:</b> Frontline Command Ship<br /><br /><b>Developer:</b> Boundless Creations<br />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.<br /><br />Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level<br />Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level<br />Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Target Painter effectiveness<br /><br />Fitting slots: 8 high / 6 mid / 6 low / 2 rig<br />Power Grid: 18700<br />CPU: 610<br />Hard points: 8 Turret/0 Launcher<br />Shield HP: 7650<br />Shield Resistances: 15/50/40/32.5<br />Shield Recharge: 2500.00sec<br />Armor HP: 8100<br />Armor Resistances: 75/10/25/35<br />Hull HP: 7500<br />Velocity: 94m/s<br />Drone Bay: 100m3<br />Drone Bandwidth: 100 MgBits/sec<br />Cargo Bay: 550 m3<br />Capacitor Capacity: 6000<br />Capacitor Recharge: 1250.00sec<br />Maximum Targeting Range: 75km<br />Maximum Lock: 6<br />Sensor Strength: Ladar 21<br />Signature Radius: 470m<br />Scanner Resolution: 90<br />Inertial Modifier: 0.155<br />Propulsion Strength: Plasma 9<br /><br /><b>Required Skills</b><br />Primary Skills Required<br />&gt; Minmatar Battleships V<br />-&gt; Spaceship Command IV<br />-&gt; Minmatar Cruisers IV<br />--&gt; Spaceship Command III<br />--&gt; Minmatar Frigates IV<br />---&gt; Spaceship Command I<br /><br />Secondary Skills Required<br />&gt; Flagships<br />-&gt; Fleet Commander I<br />--&gt; Wing Commander V<br />--&gt; Warfare Link Specialization IV<br />---&gt; Leadership V<br />-&gt; Spaceship Command V<br /><br />Tertiary Skills Required<br />&gt; Command Ships IV<br />-&gt; Heavy Assault Ships IV<br />--&gt; Assault Ships IV<br />---&gt; Engineering V<br />---&gt; Mechanics V<br />---&gt; Spaceship Command III<br />-&gt; Advanced Weapons Upgrades V<br />--&gt; Weapon Upgrades V<br /><br /><b>Name:</b> Halberd<br /><b>Hull:</b> Maelstrom<br /><b>Role:</b> Theater Command Ship<br /><br /><b>Developer:</b> Core Complexion<br />Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.<br /><br />Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level<br />Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level<br />Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously<br /><br />Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig<br />Power Grid: 18100<br />CPU: 610<br />Hard points: 6 Turret/1 Launcher<br />Shield HP: 8300<br />Shield Resistances: 15/50/40/32.5<br />Shield Recharge: 2500.00sec<br />Armor HP: 7350<br />Armor Resistances: 75/10/25/35<br />Hull HP: 7600<br />Velocity: 94m/s<br />Drone Bay: 100m3<br />Drone Bandwidth: 100 MgBits/sec<br />Cargo Bay: 550 m3<br />Capacitor Capacity: 6000<br />Capacitor Recharge: 1250.00sec<br />Maximum Targeting Range: 75km<br />Maximum Lock: 6<br />Sensor Strength: Ladar 21<br />Signature Radius: 470m<br />Scanner Resolution: 90<br />Inertial Modifier: 0.155<br />Propulsion Strength: Plasma 9<br /><br /><b>Required Skills</b><br />Primary Skills Required<br />&gt; Minmatar Battleships V<br />-&gt; Spaceship Command IV<br />-&gt; Minmatar Cruisers IV<br />--&gt; Spaceship Command III<br />--&gt; Minmatar Frigates IV<br />---&gt; Spaceship Command I<br /><br />Secondary Skills Required<br />&gt; Flagships<br />-&gt; Fleet Commander I<br />--&gt; Wing Commander V<br />--&gt; Warfare Link Specialization IV<br />---&gt; Leadership V<br />-&gt; Spaceship Command V<br /><br />Tertiary Skills Required<br />&gt; Logistics IV<br />-&gt; Spaceship Command III<br />-&gt; Signature Analysis V<br />--&gt; Electronics I<br />-&gt; Long Range Targeting V<br />--&gt; Electronics II<br />-&gt; Drone Interfacing V<br />--&gt; Drones V<br />]]></description>
      <pubDate>Sun, 21 Dec 2009 22:23:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#642</link>
      <description><![CDATA[<u><b>GALLENTE</b></u><br /><b>Name:</b> Athena<br /><b>Hull:</b> Hyperion<br /><b>Role:</b> Frontline Command Ship<br /><br /><b>Developer:</b> Roden Shipyards <br />Unlike most Gallente ship manufacturers, Roden Shipyards tends to favor missiles over drones and their ships are generally faster than other Gallente ships in their class. They generally have a substantial amount of hull modification options but limited electronic systems.<br /><br />Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level<br />Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level<br />Role Bonus: 99% reduction in CPU cost for warfare link modules, 12.5% bonus to Sensor Booster and Remote Sensor Booster effectiveness<br /><br />Fitting slots: 8 high / 5 mid / 7 low / 2 rig<br />Power Grid: 15650<br />CPU: 570<br />Hard points: 8 Turret/0 Launcher<br />Shield HP: 7000<br />Shield Resistances: 0/50/55/32.5<br />Shield Recharge: 2500.00sec<br />Armor HP: 8350<br />Armor Resistances: 50/10/50/47.5<br />Hull HP: 8900<br />Velocity: 110m/s<br />Drone Bay: 100m3<br />Drone Bandwidth: 100 MgBits/sec<br />Cargo Bay: 675m3<br />Capacitor Capacity: 7200<br />Capacitor Recharge: 1500.00sec<br />Maximum Targeting Range: 65km<br />Maximum Lock: 6<br />Sensor Strength: Magnometric 23<br />Signature Radius: 495m<br />Scanner Resolution: 110<br />Inertial Modifier: 0.155<br />Propulsion Strength: Ion 8<br /><br /><b>Required Skills</b><br />Primary Skills Required<br />&gt; Gallente Battleships V<br />-&gt; Spaceship Command IV<br />-&gt; Gallente Cruisers IV<br />--&gt; Spaceship Command III<br />--&gt; Gallente Frigates IV<br />---&gt; Spaceship Command I<br /><br />Secondary Skills Required<br />&gt; Flagships<br />-&gt; Fleet Commander I<br />--&gt; Wing Commander V<br />--&gt; Warfare Link Specialization IV<br />---&gt; Leadership V<br />-&gt; Spaceship Command V<br /><br />Tertiary Skills Required<br />&gt; Command Ships IV<br />-&gt; Heavy Assault Ships IV<br />--&gt; Assault Ships IV<br />---&gt; Engineering V<br />---&gt; Mechanics V<br />---&gt; Spaceship Command III<br />-&gt; Advanced Weapons Upgrades V<br />--&gt; Weapon Upgrades V<br /><br /><b>Name:</b> Artemis<br /><b>Hull:</b> Hyperion<br /><b>Role:</b> Theater Command Ship<br /><br /><b>Developer:</b> CreoDron<br />As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.<br /><br />Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level<br />Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level<br />Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously<br /><br />Fitting slots: 8 high / 6 mid / 6 low / 2 rig<br />Power Grid: 14150<br />CPU: 570<br />Hard points: 6 Turret/1 Launcher<br />Shield HP: 7000<br />Shield Resistances: 0/50/55/32.5<br />Shield Recharge: 2500.00sec<br />Armor HP: 8500<br />Armor Resistances: 50/10/50/47.5<br />Hull HP: 8750<br />Velocity: 110m/s<br />Drone Bay: 175m3<br />Drone Bandwidth: 125 MgBits/sec<br />Cargo Bay: 675m3<br />Capacitor Capacity: 7200<br />Capacitor Recharge: 1500.00sec<br />Maximum Targeting Range: 65km<br />Maximum Lock: 6<br />Sensor Strength: Magnometric 23<br />Signature Radius: 495m<br />Scanner Resolution: 110<br />Inertial Modifier: 0.155<br />Propulsion Strength: Ion 8<br /><br /><b>Required Skills</b><br />Primary Skills Required<br />&gt; Gallente Battleships V<br />-&gt; Spaceship Command IV<br />-&gt; Gallente Cruisers IV<br />--&gt; Spaceship Command III<br />--&gt; Gallente Frigates IV<br />---&gt; Spaceship Command I<br /><br />Secondary Skills Required<br />&gt; Flagships<br />-&gt; Fleet Commander I<br />--&gt; Wing Commander V<br />--&gt; Warfare Link Specialization IV<br />---&gt; Leadership V<br />-&gt; Spaceship Command V<br /><br />Tertiary Skills Required<br />&gt; Logistics IV<br />-&gt; Spaceship Command III<br />-&gt; Signature Analysis V<br />--&gt; Electronics I<br />-&gt; Long Range Targeting V<br />--&gt; Electronics II<br />-&gt; Drone Interfacing V<br />--&gt; Drones V<br />]]></description>
      <pubDate>Sun, 21 Dec 2009 22:21:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#641</link>
      <description><![CDATA[<u><b>CALDARI</b></u><br /><b>Name:</b> Tsunami<br /><b>Hull:</b> Rokh<br /><b>Role:</b> Frontline Command Ship<br /><br /><b>Developer:</b> Kaalakiota<br />As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.<br /><br />Cladari Battleship Bonus: 5% bonus to Missile Launcher rate of fire per level, 5% bonus to shield Resistances per skill level<br />Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 5% bonus to Kinetic Missile damage per level<br />Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to ECCM and Remote ECCM effectiveness<br /><br />Fitting slots: 8 high / 7 mid / 5 low / 2 rig<br />Power Grid: 13500<br />CPU: 750<br />Hard points: 0 Turret/7 Launcher<br />Shield HP: 9250<br />Shield Resistances: 0/50/52.5/35<br />Shield Recharge: 2500.00<br />Armor HP: 6500<br />Armor Resistances: 50/10/37.5/60<br />Hull HP: 7500<br />Velocity: 89m/s<br />Drone Bay: 50m3<br />Drone Bandwidth: 50 MgBits/sec<br />Cargo Bay: 625m3<br />Capacitor Capacity: 6000<br />Capacitor Recharge: 1250.00sec<br />Maximum Targeting Range: 90km<br />Maximum Lock: 6<br />Sensor Strength: Gravometric 24<br />Signature Radius: 510m<br />Scanner Resolution: 75<br />Inertial Modifier: 0.155<br />Propulsion Strength: Magpulse 7<br /><br /><b>Required Skills</b><br />Primary Skill Required<br />&gt; Caldari Battleships V<br />-&gt; Spaceship Command IV<br />-&gt; Caldari Cruisers IV<br />--&gt; Spaceship Command III<br />--&gt; Caldari Frigates IV<br />---&gt; Spaceship Command I<br /><br />Secondary Skills Required<br />&gt; Flagships<br />-&gt; Fleet Commander I<br />--&gt; Wing Commander V<br />--&gt; Warfare Link Specialization IV<br />---&gt; Leadership V<br />-&gt; Spaceship Command V<br /><br />Tertiary Skills Required<br />&gt; Command Ships IV<br />-&gt; Heavy Assault Ships IV<br />--&gt; Assault Ships IV<br />---&gt; Engineering V<br />---&gt; Mechanics V<br />---&gt; Spaceship Command III<br />-&gt; Advanced Weapons Upgrades V<br />--&gt; Weapon Upgrades V<br /><br /><b>Name:</b> Bastion<br /><b>Hull:</b> Rohk<br /><b>Role:</b> Theater Command Ship<br /><br /><b>Developer:</b> Ishukone<br />Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for great long-range capabilities and shield systems unmatched anywhere else.<br /><br />Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level<br />Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level<br />Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously<br /><br />Fitting slots: 8 high / 6 mid / 6 low / 2 rig<br />Power Grid: 14900<br />CPU: 750<br />Hard points: 7 Turret/1 Launcher<br />Shield HP: 9250<br />Shield Resistances: 0/50/52.5/35<br />Shield Recharge: 2500.00<br />Armor HP: 6750<br />Armor Resistances: 50/10/37.5/60<br />Hull HP: 7250<br />Velocity: 89m/s<br />Drone Bay: 50m3<br />Drone Bandwidth: 50 MgBits/sec<br />Cargo Bay: 625m3<br />Capacitor Capacity: 6000<br />Capacitor Recharge: 1250.00sec<br />Maximum Targeting Range: 90km<br />Maximum Lock: 6<br />Sensor Strength: Gravometric 24<br />Signature Radius: 510m<br />Scanner Resolution: 75<br />Inertial Modifier: 0.155<br />Propulsion Strength: Magpulse 7<br /><br /><b>Required Skills</b><br />Primary Skills Required<br />&gt; Caldari Battleships V<br />-&gt; Spaceship Command IV<br />-&gt; Caldari Cruisers IV<br />--&gt; Spaceship Command III<br />--&gt; Caldari Frigates IV<br />---&gt; Spaceship Command I<br /><br />Secondary Skills Required<br />&gt; Flagships<br />-&gt; Fleet Commander I<br />--&gt; Wing Commander V<br />--&gt; Warfare Link Specialization IV<br />---&gt; Leadership V<br />-&gt; Spaceship Command V<br /><br />Tertiary Skills Required<br />&gt; Logistics IV<br />-&gt; Spaceship Command III<br />-&gt; Signature Analysis V<br />--&gt; Electronics I<br />-&gt; Long Range Targeting V<br />--&gt; Electronics II<br />-&gt; Drone Interfacing V<br />--&gt; Drones V<br />]]></description>
      <pubDate>Sun, 21 Dec 2009 22:20:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#640</link>
      <description><![CDATA[<u><b>AMARR</b></u><br /><b>Name:</b> Requiem<br /><b>Hull:</b> Abaddon<br /><b>Role:</b> Frontline Command Ship<br /><br /><b>Developer:</b> Carthum Conglomerate<br />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.<br /><br />Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level<br />Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level<br />Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Tracking Link and Tracking Computer effectiveness<br /><br />Fitting slots: 8 high / 4 mid / 8 low / 2 rig<br />Power Grid: 20700<br />CPU: 530<br />Hard points: 8 Turret/0 Launcher<br />Shield HP: 6850<br />Shield Resistances: 0/65/52.5/20<br />Shield Recharge: 2500.00sec<br />Armor HP: 9000<br />Armor Resistances: 50/35/37.5/35<br />Hull HP: 8000<br />Velocity: 89m/s<br />Drone Bay: 75m3s<br />Drone Bandwidth: 75 MgBits/sec<br />Cargo Bay: 675m3<br />Capacitor Capacity: 6375<br />Capacitor Recharge: 1,250.00sec<br />Maximum Targeting Range: 80km<br />Maximum Lock: 6<br />Sensor Strength: Radar 22<br />Signature Radius: 480m<br />Scanner Resolution: 85<br />Inertial Modifier: 0.155<br />Propulsion Strength: Fusion 8<br /><br /><b>Required Skills</b><br />Primary Skills Required<br />&gt; Amarr Battleships V<br />-&gt; Spaceship Command IV<br />-&gt; Amarr Cruisers IV<br />--&gt; Spaceship Command III<br />--&gt; Amarr Frigates IV<br />---&gt; Spaceship Command I<br /><br />Secondary Skills Required<br />&gt; Flagships<br />-&gt; Fleet Commander I<br />--&gt; Wing Commander V<br />--&gt; Warfare Link Specialization IV<br />---&gt; Leadership V<br />-&gt; Spaceship Command V<br /><br />Tertiary Skills Required<br />&gt; Command Ships IV<br />-&gt; Heavy Assault Ships IV<br />--&gt; Assault Ships IV<br />---&gt; Engineering V<br />---&gt; Mechanics V<br />---&gt; Spaceship Command III<br />-&gt; Advanced Weapons Upgrades V<br />--&gt; Weapon Upgrades V<br /><br /><b>Name:</b> Vanquisher<br /><b>Hull:</b> Abaddon<br /><b>Role:</b> Theater Command Ship<br /><br /><b>Developer:</b> Khanid Innovations<br />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.<br /><br />Amarr Battleship Bonus: 5% bonus to Torpedo explosion velocity per level, 5% bonus to armor Resistances per level<br />Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level<br />Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously<br /><br />Fitting slots: 8 high / 5 mid / 7 low / 2 rig<br />Power Grid: 19500<br />CPU: 530<br />Hard points: 1 Turret/6 Launcher<br />Shield HP: 7350<br />Shield Resistances: 0/65/52.5/20<br />Shield Recharge: 2500.00sec<br />Armor HP: 8400<br />Armor Resistances: 50/35/37.5/35<br />Hull HP: 8000<br />Velocity: 89m/s<br />Drone Bay: 100m3s<br />Drone Bandwidth: 100 MgBits/sec<br />Cargo Bay: 625m3<br />Capacitor Capacity: 6375<br />Capacitor Recharge: 1,250.00sec<br />Maximum Targeting Range: 80km<br />Maximum Lock: 6<br />Sensor Strength: Radar 22<br />Signature Radius: 480m<br />Scanner Resolution: 85<br />Inertial Modifier: 0.155<br />Propulsion Strength: Fusion 8<br /><br /><b>Required Skills</b><br />Primary Skills Required<br />&gt; Amarr Battleships V<br />-&gt; Spaceship Command IV<br />-&gt; Amarr Cruisers IV<br />--&gt; Spaceship Command III<br />--&gt; Amarr Frigates IV<br />---&gt; Spaceship Command I<br /><br />Secondary Skills Required<br />&gt; Flagships<br />-&gt; Fleet Commander I<br />--&gt; Wing Commander V<br />--&gt; Warfare Link Specialization IV<br />---&gt; Leadership V<br />-&gt; Spaceship Command V<br /><br />Tertiary Skills Required<br />&gt; Logistics IV<br />-&gt; Spaceship Command III<br />-&gt; Signature Analysis V<br />--&gt; Electronics I<br />-&gt; Long Range Targeting V<br />--&gt; Electronics II<br />-&gt; Drone Interfacing V<br />--&gt; Drones V<br />]]></description>
      <pubDate>Sun, 21 Dec 2009 22:18:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#639</link>
      <description><![CDATA[Fair enough, ill switch the setups and see what they look like.<br />]]></description>
      <pubDate>Fri, 19 Dec 2009 19:58:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by DeltaPhalanx]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#638</link>
      <description><![CDATA[<span style="font-size:7pt;"><i>Edited by: DeltaPhalanx on 19/12/2008 16:58:31</i></span><br /><BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade>Right my fear though is that all the Tsunami would be used for is a sniper platform if it was moved into the Theater Command ship role and no one would ever use it for the position it was designed for. Propose an alternative to the second range bonus. And what is preveting pilots from fitting blasters instead of rails?<hr height=1 noshade></font></BLOCKQUOTE><br /><br />I think you have somewhat misunderstood my suggestion; I haven't suggested flipping the fitting suggestions around, just flipping the role, with minor tweaks to the fittings. Keep the Tsunami as a missile boat and the Bastion a hybrid platform, but change their respective designations with alterations to your suggested role bonuses to reflect the change. Thus you would have the Tsunami retaining its launcher hardpoints and trading the multiple ganglink bonus for the ECCM / RECCM bonus, and the Bastion would likewise lose the ECCM / RECCM bonus but gain the ability to concurrently run two ganglinks. With this in mind you could withdraw the second range bonus on the Bastion in favour of the Flagship bonus to ganglinks, and add a second missile bonus to the Tsunami, perhaps a Kinetic missile damage bonus as is found on the Drake or the Nighthawk.<br /><br />As to what prevents Caldari pilots from mounting blasters it's quite simple, Caldari boats have neither speed nor agility. In quoting the words I've read in several bios <i>"Caldari Pilot: 'I don't need a fast ship, I can kill you from here.'"</i> Amarr pilots such as yourself cover the middle ground, Gallente and Minmatar cover the short, and Caldari, well, we like to shoot you from somewhere that you can't touch us; granted we may only be scrating your paint, but you've got a long slow crawl to reach us <img src=http://myeve.eve-online.com/bitmaps/img/board_smilies/icon_wink.gif border=0 width=15 align=middle alt='Wink'><br />]]></description>
      <pubDate>Fri, 19 Dec 2009 16:58:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#637</link>
      <description><![CDATA[Already removing that requirement for the ships.<br />]]></description>
      <pubDate>Fri, 19 Dec 2009 03:01:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Gantor Tesla]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#636</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade>Yes Advanced Spaceship Command affords a bonus only to capital ships but their are no ships that currently require less then level 5 for the skill. So putting it in at a lesser level gives you a bit of a stepping stone on your way to capital ships.<hr height=1 noshade></font></BLOCKQUOTE><br /><br />Freighters Require ASC 1. Somehow a Battleship needs 4?<br />]]></description>
      <pubDate>Thu, 18 Dec 2009 23:14:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#635</link>
      <description><![CDATA[Right my fear though is that all the Tsunami would be used for is a sniper platform if it was moved into the Theater Command ship role and no one would ever use it for the position it was designed for. Propose an alternative to the second range bonus. And what is preveting pilots from fitting blasters instead of rails?<br />]]></description>
      <pubDate>Thu, 18 Dec 2009 22:14:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by DeltaPhalanx]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#634</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade> ...<br />The Bastion and the Tsunami are reversed because it allows the Tsunami to fit warfare links and a full complement of weapons. I figured that made more sence then an under gunned Bastion and a standard gunned Tsunami that people were left scratching their heads about what to do with the last 2 slots.<hr height=1 noshade></font></BLOCKQUOTE><br /><br />I feel that the roles are reversed not based on the suggested fittings, but because of how the vessels would most likely be used. Fitting issues aside, as this proposal can continue to be modified, you would most likely see in practice that the Tsunami would be on the front line, with the Bastion hanging back playing sniper. I base this off of the most likely fittings that both classes would see under PvP; Tsunamis would more often than not, be fitted with Torpedos, using their much higher damage and rate of fire to tear through a designated primary at close range. Whereas you'd likely see the Bastion fitted much like a Rokh currently is; with a full rack of 425mm II's and a hold of Spike L, some Antimatter L, and however many cap boosters the pod pilot can carry. <br /><br />Now, Spike L from Rokh with Caldari BS V can already be thrown to an Optimal of 194KM + 30KM of falloff; and assuming that same pod pilot trains Flagships to IV that optimal becomes 218KM. 218Km is well into sniping range, and its being accomplished with no addtional range enhancements; throwing in even one Tracking Enhancer II pushes that optimal out to 251KM, which is outside of the hardcoded Maximum Targeting range of 250KM. I'd hardly call 220KM, assuming a hostile fleet and friendlies operating within a 30KM sphere of a gate, the front line; yet you'd probably see a Tsunami operating within that same sphere. While both vessels are clearly in the theater, in practice you'd have your Theater Flagship on the front line, and the Frontline sitting out at extreme range.<br />]]></description>
      <pubDate>Thu, 18 Dec 2009 20:09:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#633</link>
      <description><![CDATA[I can do 6/1 for the turrets and missiles for the Halbred. But I want to keep it in the theme of the others. Considering that the other Theater Command ships get a max of 7 missile and turrets combined. Thanks for pointing that out.<br />]]></description>
      <pubDate>Thu, 18 Dec 2009 05:14:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Myrkala]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#632</link>
      <description><![CDATA[I think the 4/3 turret/launcher hardpoints on the halberd are a bit dull.<br /><br />Would 6/3 be unbalanced, what about 6/2?<br /><br />The maelstrom already had 8/3... I think 6/3 or 6/2 is a better choice, let the ship use the bonuses it gets a bit more.<br /><br />But then again it gets the TP bonus, but that doesn't help much for shooting the CAPs I imagine, fighters drones maybe.<br /><br />Just my thoughts.<br />"Ruppie ain't no puppie."]]></description>
      <pubDate>Wed, 17 Dec 2009 21:51:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=22#631</link>
      <description><![CDATA[Fair enough, i can see the point when you all say that Advanced Spaceship Command for this ship is rather useless. And that will be droping off the skill tree. I was just trying to make the skill tree a bit more toward the getting people into capital ships line.<br /><br />As for the bonus to the Bastion. Im not sure what els to put in its place. The vast majority of the Caldari rail ships have 2 bonuses to hybred range. And if i was to replace the one bonus with a damage on it would be better then that gallente ships at throwing fire and dealing damage.<br /><br />The Bastion and the Tsunami are reversed because it allows the Tsunami to fit warfare links and a full complement of weapons. I figured that made more sence then an under gunned Bastion and a standard gunned Tsunami that people were left scratching their heads about what to do with the last 2 slots.<br /><br />As for the minmatar ships, they may be allowed to fit 8 guns but I think that due to the restrictive fittings you might only be able to fit 6 or 7 which leaves more then enough room for warfare links. Though a proposal for an alternative is welcome.<br />]]></description>
      <pubDate>Wed, 17 Dec 2009 21:15:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Kweel Nakashyn]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#630</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade>Kweel, could you please explain what you mean by bugged?<hr height=1 noshade></font></BLOCKQUOTE><br />The problem is if it could fit 8 turrets, it can't use warfare modules.<br />some players would use all turrets and the ship would lost his role, making it "only" a new bigbadaboom toy.<br /><br />If you want ppl to use it the role it's gave, you should make untradable for gank or tank caracteristics as it's basically the two primary caracteristics ppl try to optimise when fitting a ship.<br /><br />Else it would be another commandship without err... "caractFre"<br /><br />(DAMN MY ENGLISH SKILLS SUXXXXXXXXXX I can't find the word, both bablefish and googletranslation gives me character but character in french is "personnage" and "caractFre" is ?????)<br /><center><a href="http://fr.youtube.com/watch?v=YV0LGMGuLN0" target="_blank">Fetchez la vache !</a></center><br /><br />]]></description>
      <pubDate>Wed, 17 Dec 2009 20:54:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by DeltaPhalanx]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#629</link>
      <description><![CDATA[<span style="font-size:7pt;"><i>Edited by: DeltaPhalanx on 17/12/2008 20:48:10</i></span><br />I had originally posted this in your other Flagships thread before it was moved here; I hadn't previously seen this thread. If I express a bit of ignorance please forgive me; being at work and not having time to read through 20+ pages of thread would take more time than my lunch break allows <img src=http://myeve.eve-online.com/bitmaps/img/board_smilies/icon_wink.gif border=0 width=15 align=middle alt='Wink'><br /><br />Given that I'm specialising in the Commandships line, I'd approve of this concept. However, being a Caldari wing commander with hybrid gunnery skills, I'm afronted by the suggested roles of the Bastion and Tsunami; I believe you have them reversed. The Tsunami, should, in keeping with the Nighthawk, be the Frontline, and the Bastion, in parity with the Vulture, be the Theater Flagship; tweaking your suggested fittings to represent this change in roles is acceptable. Antimatter out to 62KM before range enhancment modules from 450mm II's, sign me up!<br />]]></description>
      <pubDate>Wed, 17 Dec 2009 20:45:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Dhejay Centrix]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#628</link>
      <description><![CDATA[I really don't think you should have a skill requirement for flying the ship that doesn't relate to the needs of the craft itself. I understand that you want something to "bridge the gap" between BS and caps but this is not the way to do it. Unless a ship is a dedicated drone carrier you really shouldn't need drone skills for it. <br /><br /><br />]]></description>
      <pubDate>Wed, 17 Dec 2009 13:31:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#627</link>
      <description><![CDATA[The reason for those skills is to get people ready for capital ships. I know that some of the required skills seem out of wack but people have complained that the ships seem rather devoid of preparing pilot for the leap into capital ships. Yes Advanced Spaceship Command affords a bonus only to capital ships but their are no ships that currently require less then level 5 for the skill. So putting it in at a lesser level gives you a bit of a stepping stone on your way to capital ships.<br /><br />The drone requirement for the Caldari Theater Command Ship seems strange but think of it this way. I basicly makes you drones twice as effective at doing damage then if you had not trained the skill to 5. It is a required skill for carriers and the Theater comman ship is supposed to be a stepping stone of sorts for that ship. So why not get you most of the way there while training for the ship. And now you have a frighteningly good wave of drones form a Caldari ship.<br />]]></description>
      <pubDate>Wed, 17 Dec 2009 00:18:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Gantor Tesla]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#626</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade>-&gt; Drone Interfacing V<br />--&gt; Drones V<hr height=1 noshade></font></BLOCKQUOTE><br /><br />You can not seriously expect me to train these skills for<br /><br />Drone Bay: 50m3<br />Drone Bandwidth: 50 MgBits/sec<br /><br /><img src=http://myeve.eve-online.com/bitmaps/img/board_smilies/icon_eek.gif border=0 width=15 align=middle alt='Shocked'>??????????????????????????????<br />]]></description>
      <pubDate>Tue, 16 Dec 2009 23:58:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Gantor Tesla]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#625</link>
      <description><![CDATA[-&gt; Advanced Spaceship Command IV<br /><br />This skill is reserved for capital ships as it subjects them to an additional agility bonus.<br />]]></description>
      <pubDate>Tue, 16 Dec 2009 23:54:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#624</link>
      <description><![CDATA[I have completely redone the skills for the ships. Both ships are now much more oriented in getting pilots into capital ships. Or by the same token for getting capital pilots into the fleet command role. Ill give the amarr example.<br /><br />Frontline Command Ship<br />Primary Skills Required<br />&gt; Amarr Battleships V<br />-&gt; Spaceship Command IV<br />-&gt; Amarr Cruisers IV<br />--&gt; Spaceship Command III<br />--&gt; Amarr Frigates IV<br />---&gt; Spaceship Command I<br /><br />Secondary Skills Required<br />&gt; Flagships<br />-&gt; Fleet Commander I<br />--&gt; Wing Commander V<br />--&gt; Warfare Link Specialization IV<br />---&gt; Leadership V<br />-&gt; Advanced Spaceship Command IV<br />--&gt; Spaceship Command V<br /><br />Tertiary Skills Required<br />&gt; Command Ships IV<br />-&gt; Heavy Assault Ships IV<br />--&gt; Assault Ships IV<br />---&gt; Engineering V<br />---&gt; Mechanics V<br />---&gt; Spaceship Command III<br />-&gt; Advanced Weapons Upgrades V<br />--&gt; Weapon Upgrades V<br /><br />Theater Command Ship<br />Primary Skills Required<br />&gt; Amarr Battleships V<br />-&gt; Spaceship Command IV<br />-&gt; Amarr Cruisers IV<br />--&gt; Spaceship Command III<br />--&gt; Amarr Frigates IV<br />---&gt; Spaceship Command I<br /><br />Secondary Skills Required<br />&gt; Flagships<br />-&gt; Fleet Commander I<br />--&gt; Wing Commander V<br />--&gt; Warfare Link Specialization IV<br />---&gt; Leadership V<br />-&gt; Advanced Spaceship Command V<br />--&gt; Spaceship Command V<br /><br />Tertiary Skills Required<br />&gt; Logistics IV<br />-&gt; Spaceship Command III<br />-&gt; Signature Analysis V<br />--&gt; Electronics I<br />-&gt; Long Range Targeting V<br />--&gt; Electronics II<br />-&gt; Drone Interfacing V<br />--&gt; Drones V<br />]]></description>
      <pubDate>Tue, 16 Dec 2009 22:11:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Dhejay Centrix]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#623</link>
      <description><![CDATA[The assault ships skill itself has no requirement for a racial frigate skill to be trained but frigate 4 will in fact be a pre-requisite as you need it to train the cruiser and then the battleship skill. <br /><br /><br />]]></description>
      <pubDate>Tue, 16 Dec 2009 13:28:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#622</link>
      <description><![CDATA[Right sorry i keep forgetting that an Assault Ship skill requires Frigates 4 but the ship requires frigates 5. Or some screwed up thing like that. Ill be changing the skill trees soon.<br /><br />And I am going to change the bonus to the Bastion. I, like many others, would rather not have the ship have basicly a duplicate bonus.<br /><br />AS for the extra active warfare link module on the theater command ship. I would like to keep that off and see (if the people at EFT would be so nice) the effects of the ships fleet bonuses before boosting it even more. I can see the arguments for and against. And unfortunately without actual testing I have no way of knowing.<br />]]></description>
      <pubDate>Tue, 16 Dec 2009 04:08:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Hettar]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#621</link>
      <description><![CDATA[probbally already been said, but i fly rohks and they dont need any more range on there turrets the damn things can already shoot further than they can lock, 3-5% dmg to L hybrids would be much more kewler]]></description>
      <pubDate>Tue, 16 Dec 2009 03:21:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Dhejay Centrix]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#620</link>
      <description><![CDATA[<span style="font-size:7pt;"><i>Edited by: Dhejay Centrix on 15/12/2008 23:35:43</i></span><br />Frigate 5 isn't actually required to train the assault ships skill.<br /><br />I don't think adding the 3rd link would make the smaller command ships obsolete, they are considerably cheaper, more mobile and cost less to fit. Command ships also have less skill requirements than these monsters we are proposing. <br />If I was running a large fleet of BS and other ships I'd want a flagship for the bonuses, if I was running a fleet of smaller ships I'd use a command ship. The 3rd link is important or these won't be used for the purpose they were designed for. I can understand your reasoning for not adding it but we could always leave it as an option for CSM/DEV discussion if it comes to that.<br />In answer to another post in this thread, I agree completely that the frontline variant of the Caldari flagship should be the missile boat and the sniper should be the theatre command. <br /><br />Also, 4 fleet bonuses is awesome for all sorts of reasons, the ship would become a primary target in every engagement and so there would have to be considerable effort involved in fielding one since you'd need a few support vessels to ensure it didn't die in the first volly, or you'd be swapping safespots all the time and hoping that the guys you were fighting didn't have uber scanning skills and equipment.<br /><br /><br /><br /><br /><br />]]></description>
      <pubDate>Mon, 15 Dec 2009 23:31:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#619</link>
      <description><![CDATA[The reason that the Theater Command ship does not have the 3rd warfare link on it is because of 2 reasons. First off, someone had pointed out that making the skip a carbon copy as far as command bonuses of the fleet command ship (the Command Ship) would make it a bit obsolete. Put on top of the effect of the fleet bonus from the ships, that would with the 3 warfare links, would give the ship effectively 4 fleet bonus. That would basicly overshadowed the fleet command ship.<br /><br />As for the Frigates requirement, I did all of the requirements and skills needed. So frigates 5 made it on to the list. It is a requirement for Assault Ships, Heavy Assault Ships, and Command Ships. And all of those are required for Flagships. But as i have said I'm not happy with how much time the skilling actually soaks up. I have to remember that the skilling for the ship must also include skilling up gunner/missiles and tanking skills and anything els that a person might want to do. So i will have to reduce the list. Noting also that the other T2 battleships are much less stringent on skill time.<br /><br />Caldari have s small drone bay simply because that is what the race is based around. Small drone bays and great missiles. So it is not going to change.<br />]]></description>
      <pubDate>Mon, 15 Dec 2009 22:21:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Dhejay Centrix]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#618</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Gantor Tesla</i><hr height=1 noshade><br />1. WTH do these ships require frigate V?????<br /><hr height=1 noshade></font></BLOCKQUOTE><br />Chances are that if you've already trained assault ships then you have frigate 5 in at least one race although I agree that the racial frigate skill at lvl 5 shouldn't be a prerequisite. I can drive a car just fine but don't have a motorcycle license.<br /><BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Gantor Tesla</i><hr height=1 noshade><br />2. I still think the Theater Command need the ability to run a 3rd link. I think this could be off set with a Warfare Link Specialization V requisite. It would also help justify buying a Battleship that costs more than a Carrier.<br /><hr height=1 noshade></font></BLOCKQUOTE><br />You shouldn't have to use ability to justify retail price, it's all about the build cost. I doubt that will be more than a carrier. Agreed on the 3rd link and warfare link specialization though, these should have all the command abilities of their smaller counterparts. <br /><BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Gantor Tesla</i><hr height=1 noshade><br />3. Why do the Caldari get half the drone bay of all the other ships? Even if we get half the bandwidth, 100m3 of bay would be nice.<br /><hr height=1 noshade></font></BLOCKQUOTE><br />Because Caldari ships with massive drone bays would become what we don't want, solo OMGWTFPWNBBQ monsters and we don't want to create them. <br /><br />]]></description>
      <pubDate>Mon, 15 Dec 2009 10:34:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Gantor Tesla]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#617</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade>*bump* this is the main page for the Flagships, please put opinions here.<hr height=1 noshade></font></BLOCKQUOTE><br /><br />Moving my points from the other thread here.<br /><br />1. WTH do these ships require frigate V?????<br />2. I still think the Theater Command need the ability to run a 3rd link. I think this could be off set with a Warfare Link Specialization V requisite. It would also help justify buying a Battleship that costs more than a Carrier.<br />3. Why do the Caldari get half the drone bay of all the other ships? Even if we get half the bandwidth, 100m3 of bay would be nice.<br /><br /><BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade>I'm not entirely happy wit the skill requirements and how they set players up for capital ships, as in they largely don't. Ill set to work on them ans see if i can come up with a better setup.<hr height=1 noshade></font></BLOCKQUOTE><br /><br />Perhaps a new Skill Suggestion<br /><br />Frontline Command Ship<br /><br />Required Skills<br />Primary Skill Required<br />&gt; Flagship I<br />-&gt; Command Ship IV<br />--&gt; Battlecruiser V<br />--&gt; Spaceship Command IV<br />-&gt; Fleet Command I<br />--&gt; Wing Command V<br />---&gt; Leadership V<br />-&gt; Warfare Link Specialization V *<br />-&gt; Spaceship Command V **<br /><br />Secondary Skill Required<br />&gt; Caldari Battleship V<br /><br />Tertiary Skill Required<br />&gt; Command Ship IV<br />&gt; Heavy Assault Ship IV<br />-&gt; Assault Ship IV<br />-&gt; Mechanics V<br />-&gt; Engineering V<br />&gt; Targeting V<br />&gt; Advanced Weapon Upgrades IV<br />-&gt; Weapon Upgrades V<br /><br />* If we went with the current link config, added skill requirement for a Command Processor that <i>should</i> be built into the ship to accommodate for the built in bonus. The reason being, your Frontline Command Ship has its bonus, +1 link ,and the Theater Command Ship has its bonus +2 links. To keep the balance in link number between the roles even, the Theater need to run 3 links + its bonus. Here is why. As it sits currently Field CS (T2 BC) gets 1 link, Fleet CS (T2 BC) gets 3. The way you have it set up, the Frontline gets two and the Theater still only gets 3, thus nerfing it's role. So, in order to account for the extra bonus link being built into both ships, Command Processor style equipment is needed, and thus in my opinion, the skills to use it.<br /><br />** These are sure to be the biggest sub capital ships. They need rightly should carry a SC V Requirement.<br /><br />In response to<br /><BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Gantor Tesla</i><hr height=1 noshade>If we had to do a Field Com / Fleet Com style, why not:<br /><br />Field: 100% Role Bonus to BS sized weapon, 4 weapons <br /> Able to run 3 links<br /> <br /> 100% Per Flagship lvl to Link effectiveness<br /><br />Fleet: 500% Role Bonus to Cap Transport and ______ Rep Range<br /> Able to run 6 links<br /><br /> 100% per Flagship lvl to link effectiveness.<br /> 20% per Flagship lvl to Cap Trans / Rep amount<br /><hr height=1 noshade></font></BLOCKQUOTE><br /><br /><BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Noah Cyril</i><hr height=1 noshade>That is just overpowering 100% Per Flagship lvl to Link effectiveness??,<hr height=1 noshade></font></BLOCKQUOTE><br /><br />This was a typo, It was meant to read 10%. Sorry I did not see this earlier.<br />]]></description>
      <pubDate>Sun, 14 Dec 2009 22:34:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Dhejay Centrix]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#616</link>
      <description><![CDATA[Bumped because this is a really good idea. <br /><br />It occurs to me that calling one of the Caldari ships "Tsunami" is not in fitting with the naming convention of Caldari ships, it sounds more like a Minmatar name to be honest to fit with Typhoon, Tempest, Maelstrom etc. Having said this, it's a good ship name and I can't think of anything better at the moment.<br /><br /><br />]]></description>
      <pubDate>Sun, 14 Dec 2009 11:49:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Illithid Caretaker]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#615</link>
      <description><![CDATA[These are a great idea. A lot of work has gone into these ideas and I think that they are worthy of either Dev input or CSM voting.<br /><br />Why has this thread been moved out of the CSM discussion folder?<br /><br />I think that these ships would plug the gap between BS and capitals quite nicely. They should be hard to train for and they are not an "I win" option.<br /><br />Cudo to Balor Haliquin for his hard work on this topic.<br />]]></description>
      <pubDate>Sun, 14 Dec 2009 07:19:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Dhejay Centrix]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#614</link>
      <description><![CDATA[Spaceship command lvl 5 should be a prereq for the flagships skill tbh. These should be hard to fly and the potential bonuses they would give to any fleet are worth it.<br />]]></description>
      <pubDate>Sat, 13 Dec 2009 21:32:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#613</link>
      <description><![CDATA[*bump* this is the main page for the Flagships, please put opinions here.<br />]]></description>
      <pubDate>Sat, 13 Dec 2009 00:10:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#612</link>
      <description><![CDATA[Right I will look into that. Thanks for pointing it out.<br />]]></description>
      <pubDate>Thu, 11 Dec 2009 20:46:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Noah Cyril]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#611</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Gantor Tesla</i><hr height=1 noshade>I still think these ships, especially the Caldari fail to be worth what is assuredly a HUGE build cost, and a long amount of training. I would not buy on of these ships if I already had the prereqs. I'd just go fly a CS.<hr height=1 noshade></font></BLOCKQUOTE><br /><br />Is a caldari ship, wat u expect? 8 launchers+ rof bonus???<br />just be glad is a missile ship that dont look as bad as the raven :p<br /><br />and btw, i think the Bastion should hav a 10% per lvl for optimal range per lvl same as the rokh.<br />]]></description>
      <pubDate>Wed, 10 Dec 2009 16:57:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#610</link>
      <description><![CDATA[I'm not entirely happy wit the skill requirements and how they set players up for capital ships, as in they largely don't. Ill set to work on them ans see if i can come up with a better setup.<br />]]></description>
      <pubDate>Tue, 9 Dec 2009 01:52:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Gantor Tesla]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#609</link>
      <description><![CDATA[I still think these ships, especially the Caldari fail to be worth what is assuredly a HUGE build cost, and a long amount of training. I would not buy on of these ships if I already had the prereqs. I'd just go fly a CS.<br />]]></description>
      <pubDate>Mon, 8 Dec 2009 02:32:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#608</link>
      <description><![CDATA[<u><b>MINMATAR</b></u><br /><b>Name:</b> Lahar<br /><b>Hull:</b> Maelstrom<br /><b>Role:</b> Frontline Command Ship<br /><br /><b>Developer:</b> Boundless Creations<br />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.<br /><br />Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level<br />Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level<br />Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Target Painter effectiveness<br /><br />Fitting slots: 8 high / 6 mid / 6 low / 2 rig<br />Power Grid: 18700<br />CPU: 610<br />Hard points: 8 Turret/0 Launcher<br />Shield HP: 7650<br />Shield Resistances: 15/50/40/32.5<br />Shield Recharge: 2500.00sec<br />Armor HP: 8100<br />Armor Resistances: 75/10/25/35<br />Hull HP: 7500<br />Velocity: 94m/s<br />Drone Bay: 100m3<br />Drone Bandwidth: 100 MgBits/sec<br />Cargo Bay: 550 m3<br />Capacitor Capacity: 6000<br />Capacitor Recharge: 1250.00sec<br />Maximum Targeting Range: 75km<br />Maximum Lock: 6<br />Sensor Strength: Ladar 21<br />Signature Radius: 470m<br />Scanner Resolution: 90<br />Inertial Modifier: 0.155<br />Propulsion Strength: Plasma 9<br /><br /><b>Required Skills</b><br />Primary Skill Required<br />&gt; Flagship I<br />-&gt; Command Ship IV<br />--&gt; Battlecruiser V<br />--&gt; Spaceship Command IV<br />-&gt; Fleet Command I<br />--&gt; Wing Command V<br />---&gt; Leadership V<br />-&gt; Warfare Link Specialization IV<br /><br />Secondary Skill Required<br />&gt; Minmatar Battleship V<br />-&gt; Spaceship Command IV<br />-&gt; Minmatar Cruiser V<br />--&gt; Spaceship Command III<br />---&gt; Minmatar Frigate V<br />---&gt; Spaceship Command I<br /><br />Tertiary Skill Required<br />&gt; Command Ship IV<br />-&gt; Heavy Assault Ship IV<br />--&gt; Assault Ship IV<br />--&gt; Mechanics V<br />--&gt; Engineering V<br />--&gt; Electronics V<br />-&gt; Gunnery V<br />--&gt; Weapon Upgrade IV<br /><br /><b>Name:</b> Halberd<br /><b>Hull:</b> Maelstrom<br /><b>Role:</b> Theater Command Ship<br /><br /><b>Developer:</b> Core Complexion<br />Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.<br /><br />Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level<br />Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level<br />Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously<br /><br />Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig<br />Power Grid: 18100<br />CPU: 610<br />Hard points: 4 Turret/3 Launcher<br />Shield HP: 8300<br />Shield Resistances: 15/50/40/32.5<br />Shield Recharge: 2500.00sec<br />Armor HP: 7350<br />Armor Resistances: 75/10/25/35<br />Hull HP: 7600<br />Velocity: 94m/s<br />Drone Bay: 100m3<br />Drone Bandwidth: 100 MgBits/sec<br />Cargo Bay: 550 m3<br />Capacitor Capacity: 6000<br />Capacitor Recharge: 1250.00sec<br />Maximum Targeting Range: 75km<br />Maximum Lock: 6<br />Sensor Strength: Ladar 21<br />Signature Radius: 470m<br />Scanner Resolution: 90<br />Inertial Modifier: 0.155<br />Propulsion Strength: Plasma 9<br /><br /><b>Required Skills</b><br />Primary Skill Required<br />&gt; Flagship I<br />-&gt; Command Ship IV<br />--&gt; Battlecruiser V<br />--&gt; Spaceship Command IV<br />-&gt; Fleet Command I<br />--&gt; Wing Command V<br />---&gt; Leadership V<br />-&gt; Warfare Link Specialization IV<br /><br />Secondary Skill Required<br />&gt; Minmatar Battleship V<br />-&gt; Spaceship Command IV<br />-&gt; Minmatar Cruiser V<br />--&gt; Spaceship Command III<br />---&gt; Minmatar Frigate V<br />---&gt; Spaceship Command I<br /><br />Tertiary Skill Required<br />&gt; Logistics IV<br />-&gt; Signature Analysis V<br />--&gt; Electronics V<br />--&gt; Mechanics V<br />--&gt; Engineering V<br />-&gt; Long Range Targeting V<br />--&gt; Skirmish Warfare Link III<br />]]></description>
      <pubDate>Sun, 7 Dec 2009 07:01:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#607</link>
      <description><![CDATA[<u><b>GALLENTE</b></u><br /><b>Name:</b> Athena<br /><b>Hull:</b> Hyperion<br /><b>Role:</b> Frontline Command Ship<br /><br /><b>Developer:</b> Roden Shipyards<br />Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generaly possess stronger armor. Their electronics capacity, however, tends to be weaker than ships from their competitors.<br /><br />Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level<br />Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level<br />Role Bonus: 99% reduction in CPU cost for warfare link modules, 12.5% bonus to Sensor Booster and Remote Sensor Booster effectiveness<br /><br />Fitting slots: 8 high / 5 mid / 7 low / 2 rig<br />Power Grid: 15650<br />CPU: 570<br />Hard points: 8 Turret/0 Launcher<br />Shield HP: 7000<br />Shield Resistances: 0/50/55/32.5<br />Shield Recharge: 2500.00sec<br />Armor HP: 8350<br />Armor Resistances: 50/10/50/47.5<br />Hull HP: 8900<br />Velocity: 110m/s<br />Drone Bay: 100m3<br />Drone Bandwidth: 100 MgBits/sec<br />Cargo Bay: 675m3<br />Capacitor Capacity: 7200<br />Capacitor Recharge: 1500.00sec<br />Maximum Targeting Range: 65km<br />Maximum Lock: 6<br />Sensor Strength: Magnometric 23<br />Signature Radius: 495m<br />Scanner Resolution: 110<br />Inertial Modifier: 0.155<br />Propulsion Strength: Ion 8<br /><br /><b>Required Skills</b><br />Primary Skill Required<br />&gt; Flagship I<br />-&gt; Command Ship IV<br />--&gt; Battlecruiser V<br />--&gt; Spaceship Command IV<br />-&gt; Fleet Command I<br />--&gt; Wing Command V<br />---&gt; Leadership V<br />-&gt; Warfare Link Specialization IV<br /><br />Secondary Skill Required<br />&gt; Gallente Battleship V<br />-&gt; Spaceship Command IV<br />-&gt; Gallente Cruiser V<br />--&gt; Spaceship Command III<br />---&gt; Gallente Frigate V<br />---&gt; Spaceship Command I<br /><br />Tertiary Skill Required<br />&gt; Command Ship IV<br />-&gt; Heavy Assault Ship IV<br />--&gt; Assault Ship IV<br />--&gt; Mechanics V<br />--&gt; Engineering V<br />--&gt; Targeting V<br />-&gt; Gunnery V<br />--&gt; Weapon Upgrade IV<br /><br /><b>Name:</b> Artemis<br /><b>Hull:</b> Hyperion<br /><b>Role:</b> Theater Command Ship<br /><br /><b>Developer:</b> CreoDron<br />As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.<br /><br />Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level<br />Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level<br />Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously<br /><br />Fitting slots: 8 high / 6 mid / 6 low / 2 rig<br />Power Grid: 14150<br />CPU: 570<br />Hard points: 6 Turret/1 Launcher<br />Shield HP: 7000<br />Shield Resistances: 0/50/55/32.5<br />Shield Recharge: 2500.00sec<br />Armor HP: 8500<br />Armor Resistances: 50/10/50/47.5<br />Hull HP: 8750<br />Velocity: 110m/s<br />Drone Bay: 175m3<br />Drone Bandwidth: 125 MgBits/sec<br />Cargo Bay: 675m3<br />Capacitor Capacity: 7200<br />Capacitor Recharge: 1500.00sec<br />Maximum Targeting Range: 65km<br />Maximum Lock: 6<br />Sensor Strength: Magnometric 23<br />Signature Radius: 495m<br />Scanner Resolution: 110<br />Inertial Modifier: 0.155<br />Propulsion Strength: Ion 8<br /><br /><b>Required Skills</b><br />Primary Skill Required<br />&gt; Flagship I<br />-&gt; Command Ship IV<br />--&gt; Battlecruiser V<br />--&gt; Spaceship Command IV<br />-&gt; Fleet Command I<br />--&gt; Wing Command V<br />---&gt; Leadership V<br />-&gt; Warfare Link Specialization IV<br /><br />Secondary Skill Required<br />&gt; Gallente Battleship V<br />-&gt; Spaceship Command IV<br />-&gt; Gallente Cruiser V<br />--&gt; Spaceship Command III<br />---&gt; Gallente Frigate V<br />---&gt; Spaceship Command I<br /><br />Tertiary Skill Required<br />&gt; Logistics IV<br />-&gt; Signature Analysis V<br />--&gt; Electronics V<br />--&gt; Mechanics V<br />--&gt; Engineering V<br />-&gt; Long Range Targeting V<br />--&gt; Information Warfare Link III<br />]]></description>
      <pubDate>Sun, 7 Dec 2009 07:00:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#606</link>
      <description><![CDATA[<u><b>CALDARI</b></u><br /><b>Name:</b> Bastion<br /><b>Hull:</b> Rohk<br /><b>Role:</b> Frontline Command Ship<br /><br /><b>Developer:</b> Ishukone<br />Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for great long-range capabilities and shield systems unmatched anywhere else.<br /><br />Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level<br />Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Large Hybrid Turret optimal range per level<br />Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to ECCM and Remote ECCM effectiveness<br /><br />Fitting slots: 8 high / 6 mid / 6 low / 2 rig<br />Power Grid: 14900<br />CPU: 750<br />Hard points: 7 Turret/1 Launcher<br />Shield HP: 9250<br />Shield Resistances: 0/50/52.5/35<br />Shield Recharge: 2500.00<br />Armor HP: 6750<br />Armor Resistances: 50/10/37.5/60<br />Hull HP: 7250<br />Velocity: 89m/s<br />Drone Bay: 50m3<br />Drone Bandwidth: 50 MgBits/sec<br />Cargo Bay: 625m3<br />Capacitor Capacity: 6000<br />Capacitor Recharge: 1250.00sec<br />Maximum Targeting Range: 90km<br />Maximum Lock: 6<br />Sensor Strength: Gravometric 24<br />Signature Radius: 510m<br />Scanner Resolution: 75<br />Inertial Modifier: 0.155<br />Propulsion Strength: Magpulse 7<br /><br /><b>Required Skills</b><br />Primary Skill Required<br />&gt; Flagship I<br />-&gt; Command Ship IV<br />--&gt; Battlecruiser V<br />--&gt; Spaceship Command IV<br />-&gt; Fleet Command I<br />--&gt; Wing Command V<br />---&gt; Leadership V<br />-&gt; Warfare Link Specialization IV<br /><br />Secondary Skill Required<br />&gt; Caldari Battleship V<br />-&gt; Spaceship Command IV<br />-&gt; Caldari Cruiser V<br />--&gt; Spaceship Command III<br />---&gt; Caldari Frigate V<br />---&gt; Spaceship Command I<br /><br />Tertiary Skill Required<br />&gt; Command Ship IV<br />-&gt; Heavy Assault Ship IV<br />--&gt; Assault Ship IV<br />--&gt; Mechanics V<br />--&gt; Engineering V<br />--&gt; Targeting V<br />-&gt; Gunnery V<br />--&gt; Weapon Upgrade IV<br /><br /><b>Name:</b> Tsunami<br /><b>Hull:</b> Rokh<br /><b>Role:</b> Theater Command Ship<br /><br /><b>Developer:</b> Kaalakiota<br />As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.<br /><br />Cladari Battleship Bonus: 5% bonus to Missile Launcher rate of fire per level, 5% bonus to shield Resistances per skill level<br />Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level<br />Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously<br /><br />Fitting slots: 8 high / 7 mid / 5 low / 2 rig<br />Power Grid: 13500<br />CPU: 750<br />Hard points: 1 Turret/6 Launcher<br />Shield HP: 9250<br />Shield Resistances: 0/50/52.5/35<br />Shield Recharge: 2500.00<br />Armor HP: 6500<br />Armor Resistances: 50/10/37.5/60<br />Hull HP: 7500<br />Velocity: 89m/s<br />Drone Bay: 50m3<br />Drone Bandwidth: 50 MgBits/sec<br />Cargo Bay: 625m3<br />Capacitor Capacity: 6000<br />Capacitor Recharge: 1250.00sec<br />Maximum Targeting Range: 90km<br />Maximum Lock: 6<br />Sensor Strength: Gravometric 24<br />Signature Radius: 510m<br />Scanner Resolution: 75<br />Inertial Modifier: 0.155<br />Propulsion Strength: Magpulse 7<br /><br /><b>Required Skills</b><br />Primary Skill Required<br />&gt; Flagship I<br />-&gt; Command Ship IV<br />--&gt; Battlecruiser V<br />--&gt; Spaceship Command IV<br />-&gt; Fleet Command I<br />--&gt; Wing Command V<br />---&gt; Leadership V<br />-&gt; Warfare Link Specialization IV<br /><br />Secondary Skill Required<br />&gt; Caldari Battleship V<br />-&gt; Spaceship Command IV<br />-&gt; Caldari Cruiser V<br />--&gt; Spaceship Command III<br />---&gt; Caldari Frigate V<br />---&gt; Spaceship Command I<br /><br />Tertiary Skill Required<br />&gt; Logistics IV<br />-&gt; Signature Analysis V<br />--&gt; Electronics V<br />--&gt; Mechanics V<br />--&gt; Engineering V<br />-&gt; Long Range Targeting V<br />--&gt; Siege Warfare Link III<br />]]></description>
      <pubDate>Sun, 7 Dec 2009 06:57:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#605</link>
      <description><![CDATA[<u><b>AMARR</b></u><br /><b>Name:</b> Requiem<br /><b>Hull:</b> Abaddon<br /><b>Role:</b> Frontline Command Ship<br /><br /><b>Developer:</b> Carthum Conglomerate<br />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.<br /><br />Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level<br />Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level<br />Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Tracking Link and Tracking Computer effectiveness<br /><br />Fitting slots: 8 high / 4 mid / 8 low / 2 rig<br />Power Grid: 20700<br />CPU: 530<br />Hard points: 8 Turret/0 Launcher<br />Shield HP: 6850<br />Shield Resistances: 0/65/52.5/20<br />Shield Recharge: 2500.00sec<br />Armor HP: 9000<br />Armor Resistances: 50/35/37.5/35<br />Hull HP: 8000<br />Velocity: 89m/s<br />Drone Bay: 75m3s<br />Drone Bandwidth: 75 MgBits/sec<br />Cargo Bay: 675m3<br />Capacitor Capacity: 6375<br />Capacitor Recharge: 1,250.00sec<br />Maximum Targeting Range: 80km<br />Maximum Lock: 6<br />Sensor Strength: Radar 22<br />Signature Radius: 480m<br />Scanner Resolution: 85<br />Inertial Modifier: 0.155<br />Propulsion Strength: Fusion 8<br /><br /><b>Required Skills</b><br />Primary Skill Required<br />&gt; Flagship I<br />-&gt; Command Ship IV<br />--&gt; Battlecruiser V<br />--&gt; Spaceship Command IV<br />-&gt; Fleet Command I<br />--&gt; Wing Command V<br />---&gt; Leadership V<br />-&gt; Warfare Link Specialization IV<br /><br />Secondary Skill Required<br />&gt; Amarr Battleship V<br />-&gt; Spaceship Command IV<br />-&gt; Amarr Cruiser V<br />--&gt; Spaceship Command III<br />---&gt; Amarr Frigate V<br />---&gt; Spaceship Command I<br /><br />Tertiary Skill Required<br />&gt; Command Ship IV<br />-&gt; Heavy Assault Ship IV<br />--&gt; Assault Ship IV<br />--&gt; Mechanics V<br />--&gt; Engineering V<br />--&gt; Targeting V<br />-&gt; Gunnery IV<br />--&gt; Weapon Upgrade IV<br /><br /><b>Name:</b> Vanquisher<br /><b>Hull:</b> Abaddon<br /><b>Role:</b> Theater Command Ship<br /><br /><b>Developer:</b> Khanid Innovations<br />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.<br /><br />Amarr Battleship Bonus: 5% bonus to Torpedo explosion velocity per level, 5% bonus to armor Resistances per level<br />Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level<br />Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously<br /><br />Fitting slots: 8 high / 5 mid / 7 low / 2 rig<br />Power Grid: 19500<br />CPU: 530<br />Hard points: 1 Turret/6 Launcher<br />Shield HP: 7350<br />Shield Resistances: 0/65/52.5/20<br />Shield Recharge: 2500.00sec<br />Armor HP: 8400<br />Armor Resistances: 50/35/37.5/35<br />Hull HP: 8000<br />Velocity: 89m/s<br />Drone Bay: 100m3s<br />Drone Bandwidth: 100 MgBits/sec<br />Cargo Bay: 625m3<br />Capacitor Capacity: 6375<br />Capacitor Recharge: 1,250.00sec<br />Maximum Targeting Range: 80km<br />Maximum Lock: 6<br />Sensor Strength: Radar 22<br />Signature Radius: 480m<br />Scanner Resolution: 85<br />Inertial Modifier: 0.155<br />Propulsion Strength: Fusion 8<br /><br /><b>Required Skills</b><br />Primary Skill Required<br />&gt; Flagship I<br />-&gt; Command Ship IV<br />--&gt; Battlecruiser V<br />--&gt; Spaceship Command IV<br />-&gt; Fleet Command I<br />--&gt; Wing Command V<br />---&gt; Leadership V<br />-&gt; Warfare Link Specialization IV<br /><br />Secondary Skill Required<br />&gt; Amarr Battleship V<br />-&gt; Spaceship Command IV<br />-&gt; Amarr Cruiser V<br />--&gt; Spaceship Command III<br />---&gt; Amarr Frigate V<br />---&gt; Spaceship Command I<br /><br />Tertiary Skill Required<br />&gt; Logistics IV<br />-&gt; Signature Analysis V<br />--&gt; Electronics V<br />--&gt; Mechanics V<br />--&gt; Engineering V<br />-&gt; Long Range Targeting V<br />--&gt; Armored Warfare Link III<br />]]></description>
      <pubDate>Sun, 7 Dec 2009 06:55:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#604</link>
      <description><![CDATA[Kweel, could you please explain what you mean by bugged?<br />]]></description>
      <pubDate>Sun, 7 Dec 2009 03:06:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Karl Luckner]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#603</link>
      <description><![CDATA[<span style="font-size:7pt;"><i>Edited by: Karl Luckner on 06/12/2008 20:15:49</i></span><br />Well, I had only a look at the Caldari ships, but I think they suffer from the old problem: Not enough damage and tank to bring them to the battle.<br />Maybe the damage would not be such a big problem, since they could fill a role with those remote ECCM stuff. BUT: for gods sake, a 7th midslot would be way better the this 6th low.<br />]]></description>
      <pubDate>Sat, 6 Dec 2009 20:14:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Kweel Nakashyn]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#602</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Balor Haliquin</i><hr height=1 noshade><b>MINMATAR</b><br /><b>Name:</b> Lahar<br />Role Bonus: 99% reduction in CPU cost for <u><b>warfare link modules</b></u><br />Hard points: <b><u>8 Turret</u></b>/0 Launcher<br /><hr height=1 noshade></font></BLOCKQUOTE><br />bugged<br /><center><a href="http://fr.youtube.com/watch?v=YV0LGMGuLN0" target="_blank">Fetchez la vache !</a></center><br /><br />]]></description>
      <pubDate>Sat, 6 Dec 2009 14:15:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Dhejay Centrix]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=21#601</link>
      <description><![CDATA[YES<br /><br />Signed emphatically.<br /><br />As for price range, this would depend on what is required to build it.<br /><br />That said I would expect the first one of these to be around 1.2bil until the market calmed down a bit.<br /><br />]]></description>
      <pubDate>Sat, 6 Dec 2009 10:54:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Nova Fox]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=20#600</link>
      <description><![CDATA[good changes so far, i have no issues atm. got a price range?<br /><img src="http://go-dl1.eve-files.com/media/corp/novafox/SOESIG2.jpg" border=0><br /><br /><a href="http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=871627" target="_blank">Pre Order your Sisters of Eve ship today!!! </a>]]></description>
      <pubDate>Sat, 6 Dec 2009 06:23:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=20#599</link>
      <description><![CDATA[Ill have new ship designs up this weekend. They will have some changes that people have pointed out. Thanks for the suggestions and support. I will be sending the idea off to the CSM and see what they think about it. Please help get these ships into the game.<br />]]></description>
      <pubDate>Sat, 6 Dec 2009 05:18:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=20#598</link>
      <description><![CDATA[I will have to figure out if the Roden ships fit the concept for the Athena. If not ill make changes apropriate to bring the Athena back into line with its mega corp. Thanks for pointing that out.<br />]]></description>
      <pubDate>Sat, 29 Nov 2009 16:40:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by MeBiatch]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=20#597</link>
      <description><![CDATA[<span style="font-size:7pt;"><i>Edited by: MeBiatch on 22/11/2008 07:04:01</i></span><br />Make the Athena made by Roden Shipyards...<br /><br />It has more armor bonus which is more inline with Roden Shipyards montra...<br />i.e stronger armor and tends to favor missles... you could give the ship mixed high slots between guns and missles like on a rokh but keep the same bonuses...<br /><br />Moreover the other two tech II bs's are already made by the other two mega corps....<br />atleast one of the teir 3 tech II should be made from Roden Shipyards...<br />]]></description>
      <pubDate>Sat, 22 Nov 2009 07:03:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=20#596</link>
      <description><![CDATA[I have made a mistake. Noah pointed out that I had the T2 bonuses to shields and armor in the wrong order for the Caldari. ANd he was right so ill have to change that soon.<br />]]></description>
      <pubDate>Sat, 22 Nov 2009 04:48:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Su27frogfoot]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=20#595</link>
      <description><![CDATA[I must say looking at the latest ships it realy looks good, I would love a bit heavier DPS but i can see your point as more valied we don't need a new end of all NPCs ship but a good and soild command platform for low-sec and 0.0 small to medium size gangs.<br />Keep this post up high and CCP has to make the ship sooner or later (sooner i hope)<br />]]></description>
      <pubDate>Thu, 20 Nov 2009 16:43:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Sirimna]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=20#594</link>
      <description><![CDATA[i may have replied before but nice one<img src=http://myeve.eve-online.com/bitmaps/img/board_smilies/icon_biggrin.gif border=0 width=15 align=middle alt='Very Happy'><img src=http://myeve.eve-online.com/bitmaps/img/board_smilies/icon_biggrin.gif border=0 width=15 align=middle alt='Very Happy'><img src=http://myeve.eve-online.com/bitmaps/img/board_smilies/icon_biggrin.gif border=0 width=15 align=middle alt='Very Happy'><img src=http://myeve.eve-online.com/bitmaps/img/board_smilies/icon_biggrin.gif border=0 width=15 align=middle alt='Very Happy'><img src=http://myeve.eve-online.com/bitmaps/img/board_smilies/icon_biggrin.gif border=0 width=15 align=middle alt='Very Happy'><img src=http://myeve.eve-online.com/bitmaps/img/board_smilies/icon_biggrin.gif border=0 width=15 align=middle alt='Very Happy'>]]></description>
      <pubDate>Thu, 20 Nov 2009 09:09:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Sophie Malaster]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=20#593</link>
      <description><![CDATA[I love the names, and the properties of each ship. I think it's a very good adding for EVE, and a new rol. I'm dreaming to see the textures and the ship complited!]]></description>
      <pubDate>Wed, 19 Nov 2009 23:30:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Balor Haliquin]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=20#592</link>
      <description><![CDATA[Yes these ships are what I, and at this point a lot of other people, think the Flagship should look like and fly like. The reason for not allowing the 8 guns for the price of 4 is very simple. The Marauder style bonus may look like its as simple as just more damage per gun. But it has a lot more value then just a damage bonus. Mounting 4 guns with a 100% bonus to damage instead of 8 means that not only do you effectively have 8 guns, but you are mounting those 8 guns at half the fitting/cap/slot requirement. Effectively the cost on the ship is heavily reduced. Not only that but you are now able to put in extra mods in the high slots. And yes they may be intended for one thing but it simply does not prevent players from putting what they want in them. Might I suggest that a player could have on any Flagship the 4 guns and 4 Heavy Neuts/Nos. That is a solo machine right there. The Guns are designed to be a limit as much as they are an option for the ship.<br /><br />The ships as of now require close to 3 months worth of directed skilling. Skilling that is focused only on flying the ships. Anything more then that might be too much for most players to even want to consider right off the bat.<br /><br />Yes Caldari pilots have to learn how to use both Hybrid an Missiles. Just like Amarr pilots have to learn how to use Lasers and Missiles, and Minmatar have to learn to learn how to use Projectile/Missiles/Armor/Shields, and Gallente cheat and only have to learn how to use Hybrid and Drones (which are nothing more then suplemental damage). So yes it sucks to have to go through and skill a lot of different things, but thats how it works in EVE.<br /><br />Most of what you are seeing is a lot of pre-nerfing. Its to prevent the ships from completely overshadowing the other battleships/command ships/T2 battleships.]]></description>
      <pubDate>Wed, 19 Nov 2009 17:19:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Noah Cyril]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=20#591</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Gantor Tesla</i><hr height=1 noshade>I'm sorry, I didn't realize this thread was about what YOU want in a T2 BS. I thought it was a forum for ideas.<br /><br />Fact: Quoted from the CS Info page<br />"Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements."<br /><br />Battleship Chassis Command Ships should be EVEN BETTER. The ridiculous training time required makes the ridiculous bonuses acceptable. Warfare Link Specialist V should be a prereq. You want to talk about overpowered? You have those ships so short of training time they are going to be the only ship to fly. These crazy ships NEED more level 5 requirements.<br /><br />Fleet Command Ships ARE logistics ships, whether you want them to have a bonus to rep transport or not. A BS class CS should have the ability to run more links, and do an even better job of supporting the fleet.<br /><br />With the Fleet Command style I suggested you would need to choose between extra repping your fleet, and giving them links. I think the bonuses I prescribed are fine if the ship requires more skills. I also think this ship should have an advanced spaceship command ship requirement.<br /><br />The sharing of the Marauder Bonus makes great role play sense. You take the same systems and equip them to a ship and free up slots for links. In war you take what you have and make better stuff. You do not have the time to research new tech, you need the advantage NOW. The Field Command ships have always been about DPS first, and Links secondary. These are the go into the mix and get it done guys. They need DPS, they need tank, and the link is a nice touch. So you give them All their DPS and a normal set of links. For the Fleet Command style of "sit out of the way and coordinate" they get a second link array to run 6 links at the same time, as well as a rep / cap trans bonus to further their support role.<hr height=1 noshade></font></BLOCKQUOTE><br /><br /><br /><br />Yeeeeee, another I(we) win button suggestion.......<br />]]></description>
      <pubDate>Wed, 19 Nov 2009 13:45:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Noah Cyril]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=20#590</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Gantor Tesla</i><hr height=1 noshade><BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Noah Cyril</i><hr height=1 noshade>and the caldari version is gun or missile, always hav been like caracal/moa; raven/rokh, i dont see why the falgship should do both(or be able to choose from 2 in 1 ship)the design now is fine, 1 missile boat and 1 gun boat.<hr height=1 noshade></font></BLOCKQUOTE><br /><br />You are obviously not a Caldari pilot. I HATE being told what ship to fly. I trained HALF a race's ships because the Harpy, Raptor, Ferox, Moa, Rokh, Vulture, and Eagle are all turret only boats. And those that have either or NEVER have bonuses for both. If you're a missile user you get the Hawk, Raven, Caracal, Drake, and Nighthawk. If you want to use missiles and a Fleet Command ship, you can't. The best Caldari BS is the Rokh, which does almost no dmg with missiles on. I do not want to be told once again that I can not have a Missile / Fleet Command Ship.<hr height=1 noshade></font></BLOCKQUOTE><br /><br /><br />If u haven't relize, there 2 tpyes of flag ship the caldari 1 do hav a missile cammand ship, it is the Tsunami Theater Command Ship, and wat i ment is there shoulden't be a ship where it got missile and gun bonus. cause except the phoon and the gurastas, but the caldari 1 is either gun range(or +dmg as well on T2)or missile dmg/rof(+range) bonus<br /><br />P.S. did i ever saiy u cant hav a missile cammand ship?<br />]]></description>
      <pubDate>Wed, 19 Nov 2009 13:38:00 +0000</pubDate>
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      <title><![CDATA[New Ship Idea - by Hercules Soban]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=20#589</link>
      <description><![CDATA[that would be great!! MORE ships more fun<img src=http://myeve.eve-online.com/bitmaps/img/board_smilies/icon_twisted.gif border=0 width=15 align=middle alt='Twisted Evil'><img src=http://myeve.eve-online.com/bitmaps/img/board_smilies/icon_twisted.gif border=0 width=15 align=middle alt='Twisted Evil'><img src=http://myeve.eve-online.com/bitmaps/img/board_smilies/icon_twisted.gif border=0 width=15 align=middle alt='Twisted Evil'><img src=http://myeve.eve-online.com/bitmaps/img/board_smilies/icon_twisted.gif border=0 width=15 align=middle alt='Twisted Evil'><img src=http://myeve.eve-online.com/bitmaps/img/board_smilies/icon_twisted.gif border=0 width=15 align=middle alt='Twisted Evil'><img src=http://myeve.eve-online.com/bitmaps/img/board_smilies/icon_twisted.gif border=0 width=15 align=middle alt='Twisted Evil'><br />]]></description>
      <pubDate>Wed, 19 Nov 2009 09:39:00 +0000</pubDate>
      <guid isPermaLink="false">eve-search/guid/9202167</guid>
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      <title><![CDATA[New Ship Idea - by Hatsumi Kobayashi]]></title>
      <link>http://myeve.eve-online.com/ingameboard.asp?a=topic&amp;threadID=659654&amp;page=20#588</link>
      <description><![CDATA[<BLOCKQUOTE><font face="Verdana"><img src="http://myeve.eve-online.com/bitmaps/img/board_icons/icon_quote_message.gif" border="0" > <b>Originally by:</b> <i>Gantor Tesla</i><hr height=1 noshade><br />A BS class CS should have the ability to run more links, and do an even better job of supporting the fleet.<br /><br />[...]<br /><br />For the Fleet Command style of "sit out of the way and coordinate" they get a second link array to run 6 links at the same time, as well as a rep / cap trans bonus to further their support role.<hr height=1 noshade></font></BLOCKQUOTE><br /><br />The way i see it, the flagships as suggested now have a "built-in" warfare link, in that they give their fleet a bonus based on the skill level whether they have a link fitted or not. By fitting 2 links you 