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Zeerover
DeadSpace Exploration and Investigations
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Posted - 2009.04.02 01:45:00 -
[1]
If freighters and jump freighters had rig slots, what would you put in them?
Was toying with the idea. Basically from a backstory standpoint I find it odd that you're unable to rig a freighter. I understand the lack of modules, but the lack of rigs seem to be a leftover from freighters preceding the Revelations patch. Unless some of those rigs would make the Freighter broken.
As far as I understand it the only broken part is that freighters need to be under 1,000,000m3 cargo space, as they otherwise are able to carry packaged Capital ships. Why not just hardcode it so that you're unable to put any capital ship inside a freighter? Or lessen the cargobay of the freighters so that the biggest one (Charon) with max skills and 3 t2 cargohold optimizations would come in at 999,995m3?
Thing is if we were able to rig the freighters it would give us more choice to individualize the courier/bulk trading profession. A profession which doesn't have a lot of options currently (4 ship classes total - with considerable overlap).
Some would put polycarbons, aux thrusters or low-friction nozzle joints for better inertia/speed/agility - and thus sacrificing max cargo, others would put in Hyperspatial Velocity Optimizers for better warp speeds - and thus creating a market demand for this mostly unused rig and so forth.
Personally I have a hard time seeing the gamebreaker in allowing rigs on these ships - as long as the repackaged capital issue is dealt with. What do you all think?
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Martineski
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Posted - 2009.04.02 03:58:00 -
[2]
NO NO NO, freighters are fine as they are. cargo rigs should not be allowed. only speed rigs or defensive rigs. there is another topic that suggested that they create special (freighter only) rigs that would allow you to convert part of the freighter to a ship hauling bay for rigged ships. but cargo rigs are out of the question.
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Sir Substance
Minmatar MagiTech Alliance Inc. MagiTech Corp
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Posted - 2009.04.02 04:24:00 -
[3]
Originally by: Zeerover Unless some of those rigs would make the Freighter broken.
got it in one, my friend.
if i were to put cargo rigs on my freighter, i could use it to move a repackaged capital ship into high sec.
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CareBeer
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Posted - 2009.04.02 08:45:00 -
[4]
Originally by: Sir Substance
Originally by: Zeerover Unless some of those rigs would make the Freighter broken.
got it in one, my friend.
if i were to put cargo rigs on my freighter, i could use it to move a repackaged capital ship into high sec.
This is easily avoided by dividing the freighters cargobay in two or three cargobays, however i dont understand why anyone would want to add cargorigs to a freighter and thereby making it even slower then it already is
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Valandril
Caldari Ex-Mortis
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Posted - 2009.04.02 10:09:00 -
[5]
To haul more o.0 ?
Please resize sig to a maximum of 400 x 120 - Mitnal Lemme go for that pixels and you got a beer - val |
Clansworth
Good Rock Materials
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Posted - 2009.04.02 10:16:00 -
[6]
Originally by: CareBeer
Originally by: Sir Substance
Originally by: Zeerover Unless some of those rigs would make the Freighter broken.
got it in one, my friend.
if i were to put cargo rigs on my freighter, i could use it to move a repackaged capital ship into high sec.
This is easily avoided by dividing the freighters cargobay in two or three cargobays, however i dont understand why anyone would want to add cargorigs to a freighter and thereby making it even slower then it already is
Cargo rigs reduce max velocity, which has nothing to do with a freighter travel time. Align time would be unaffected. However, if they made it so Mass of cargo was added to the mass of a ship for agility/inertia calcs, this would be very balanced (actual ship mass would have to be adjusted if this change was made, so as not to gimp them too much). I like the idea of a lightly loaded / empty freighter being a bit slipperier.
As for the complaints about saying this idea is already dead because of the capital movement idea, the op DID provide alternatives for that, if you read his entire post. Probably easier than adding a item type check to cargo holds would be to just up the size of cap ships. The only place where the volume of a cap ship matters is in the capital sma, which could easily be upped by the same amount.
System Influence |
Zeerover
DeadSpace Exploration and Investigations
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Posted - 2009.04.02 16:50:00 -
[7]
I like the idea of increasing the size of repackaged Capital ships and assorted POS modules. It's a simple and easy fix to the immediate problem.
I like the current drawback of the cargohold optimization rigs. If someone would rig a freighter with them he would have a lot more cargo, but would be much less effective if he was on autopilot. The 15km slowboating to the gate would be ridiculously slow. All drawbacks that give an edge to people actually playing are good in my opinion. Would also like to see some calculations done by people on what is better. Cargo-space, Warp Speed or Agility mods.
These issues reflect the deeper point that I'm trying to get at: Give us options, so that we can tailor solutions that fit our playing styles. The upside is that the player-run free market economy of EVE will work better. As it stands currently there are coded limitations in place that increase the economic disparity between the various regions. It would be like if there was only one type of Handysize , PanamaMax and SuezMax ships available to the worlds shipping companies.
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Sagittarius Voidsoul
Caldari
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Posted - 2009.04.02 21:28:00 -
[8]
Edited by: Sagittarius Voidsoul on 02/04/2009 21:32:49 This topic has been mentioned before.
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1026697
------------------------------------------------ "Memento mori" |
Lifelongnoob
Caldari Final Conflict UK Ethereal Dawn
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Posted - 2009.04.03 00:21:00 -
[9]
first create a new rig classes and re-adjust calibration system
small - t1/t2 frigates & t1/t2 destroyers (3x rig slots & 150 calibration points) build cost very low - boost effect low - max cost per rig 50 calibration points
medium - cruisers / bc /t2 cruisers/bc (3x rig slots & 300 calibration points) build cost low - boost effect medium - max cost per rig 100 calibration points
large - battleships / marauders / black ops (3x rig slots & 450 cailbration points) build cost medium - boost effect high - max cost per rig 150 calibration points
xl - carriers / dreads / motherships / titans (3x rig slots 900 calibration points) build cost high - boost effect high - max cost per rig 300 calibration points
small industrials - haulers / transports / mining barges (3x rig slots 300 calibration points) can use medium rig type
medium industrials - orca / rorqual (3x rig slots 450 calibration points) can use large rig type
large industrials - freighters / jump freighters (2x rig slots 50 calibration points) uses micro rig types
cargo rigs will require a minimum of 60 calibration points thus preventing their use on freighters / jump freighters
inerthia/thruster rigs or warp speed boosting rigs will only require a max of 25 calibration points allowing their use on freighters
this system could work i think
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