By combining the function of more spesific damage resistance systems, this module provides a substantial increase in the effectiveness of all defenses on a ship. The largest benefit comes from the increase in redundancy of critical hull-mounted components. The armor and shields benefit from the containment fields projected, which keep inflicted damage from spreading. These benefits come at a significant CPU load for a module which consumes a small ammount of power.
This special filament, which can be used to pull Tech I or Tech II cruisers into the deepest layers of New Eden hell according to Triglavian bed time stories, can be found mostly in capsuleer wrecks. Rumor has it that destroyed ships containing the filament were actually slave traders and were using these exotic dancers (instead of slaves, because they ran out of slaves) as test subjects for the development new aggressive roofie, known as Red Pills. This booster, contrary to its blue counterpart, lowers the pilot’s ability to control random ship functions. It creates a temporary feeling of agitation that counters the pleasantness inherent in activating shield boosters and in random button bashing agitating not only the pilot but also the ship AI. After being shot to pieces the result is this Agitated Exotic Filament, which is more useful than the pill, the pilot or the exotic dancers.
Even if it doesn’t win, someone please address this:
Skill Books:
Marketing – Ever had something in a station somewhere else you wanted to sell, but you didn’t want to fly there to post it? Well then my capsuleer friend, this is the skill for you! With this skill trained to level 1, you can be anywhere in the same solar system and post that item in the station to sell it, no travel needed. At level 2, you can be up to five systems away (wormholes not included) and still post it for sale.* A level 3, 10 whole systems away. Level 4, 20 whole systems away. At level 5, you just have to be in the region to sell that item. No need to even go outside.
*Offer does not extend outside of the region, not matter how high you have the skill trained.
The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it. Disappears after approximately 2 hours.
The use of hydrogen batteries has become an international standard both in industry and in the public domain; they are a particularly common power supply in off-world habitats such as space stations.
These units are critical in the manufacture of advanced shield extenders and rechargers. The fact that that their manufacture is a closely guarded secret by a few Empire space corporations means that even mighty capsuleer alliances are unable to build them, and must engage in travel and commerce in Empire space in order secure these humble components.
Once known as the tear harvesting module used by “elite helpful pilot’s” who help people find the time mid fight to make themselves some rich aromatic coffee.
Bastion
A module that sends out a beacon, a cry to the heavens for content https://www.youtube.com/watch?v=TPCLhaNA4-E and we the community light a beacon of our own and with the sound of thunderous F1 mashing, that call is answered.
Marines:
The best baseliners trained in Close Quarters Combat, boarding and security.
Most commonly guarding Upwell structures such as Keepstars and sotiyos, marines tend to be seen as expendable by their employees.
Although some might criticize the need for marines in such structures as capsuleers seem to have a questionable need to blow up said structures and replace them with their own, rather than to capture them. However Upwell insists on the marine battalions for their high class citadels should the capsuleers , however unlikely, ever change their tactics in attacking said structures.
VEXOR (ship) - current description
The Vexor is a strong combat ship that is also geared to operate in a variety of other roles. The Vexor is especially useful for surveying in potentially hostile sectors as it can stay on duty for a very long time before having to return to base. Furthermore, it is well capable of defending itself against even concentrated attacks.
VEXOR (ship) - proposed description
A sexy ship design - the original, classic, multipurpose Vexor. Shaped like a gun she performs like one. A durable cruiser with four turrets and an ample drone bay. Defense is solidly spread between hull, armour and shields. A pleasure to watch while flying with her smooth lines and retractable weapon systems.
Ancient legends says that Carbon it’s the gift of three wise ancient men for bad people. Very abundant and always someone wants it, but where finally ends? No one knows.
Quad 3500mm Siege Artillery II:
One of the largest weapons currently in existance, this massive artillery cannon is designed to fire 4 projectiles at once. Because who wouldnt want to renovate their enemies ships and structures with a salvo of projectiles that each is the size of a 1 story building?
Note: May only be fitted to capital class ships.
Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.
This wine is flavoured with an assortment of Spices from some of the furthest reaches of the galaxy. It is said that the Empress of Amarr herself enjoyed this flavourful drink. Traders in Jita have told tales of this beverages legacy for hundreds of years, its a shame its taste has not improved with age.
Warp disruptors disrupt the target ship’s navigation computer, which prevents the target from warping.
These specially-designed Civilian variants operate on an honour system in which the target must agree to not initiate warp. The effectiveness of the Civilian Warp Disruptor is superior to other warp disruptor modules due to the honesty and integrity of the pilots in the New Eden cluster.
Test Dummies These plastic dummies are used for the testing process of various products, including biopods, personal vehicles and gravimetric compressors. Generally speaking, they are best to be ignored.
Jump Bridge Jump Bridges allow corporations to link two Starbases in nearby systems and establish an artificial jump corridor, granting instantaneous transit capability between the two.
Jump Bridges have a defined maximum range and cannot link to other Bridges outside this range. It is recommended that corporations check that their intended anchoring locations are in range of each other before purchasing the necessary structures.
Looking too closely at the antiquated array seems to cause unexplainable fatigue.
A module designed to allow a titan class vessel to create a bridge between systems to a Cynosural Field without the use of a stargate, allowing its companions access through vast tracts of space to join into glorious combat.
Note: Can only be fitted on Titans.
Jump Portal Generators use the same isotopes as your ships jump drive to jump other ships through the portal. You will need sufficient fuel in your holds in order to allow ships in your fleet to use the jump portal when it is activated. You will still require Strontium Clathrates to activate this module and enable bridging operations.
Additional note: Pilots responsible for opening the bridge are advised to hit the correct button or undesired events and consequences may occure