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Thread Statistics | Show CCP posts - 14 post(s) |
Korpse Grinder
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Posted - 2010.05.21 16:29:00 -
[241]
dont forget the main objective of this ship; allow smaller alliances/corps to operate independently in nullsec by means of a nomadic fleet.
The ideas im reading in the last few pages has deviated from the main purpose.
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Xtover
Amarr
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Posted - 2010.05.21 17:02:00 -
[242]
Originally by: Manterror
correct me if im wrong.
Caldari capitals are named after mythical beasts, not birds.
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Korpse Grinder
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Posted - 2010.05.21 17:12:00 -
[243]
Edited by: Korpse Grinder on 21/05/2010 17:12:58
Originally by: Xtover
Originally by: Manterror
correct me if im wrong.
Caldari capitals are named after mythical beasts, not birds.
Harpy Hawk Drake Raven Chimera Nighthawk Vulture Buzzard Blackbird Moa Pheonix Condor Griffin Merlin Eagle Crow Falcon Crane
All winged creatures, mythical or not
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RatKnight1
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Posted - 2010.05.22 04:12:00 -
[244]
Hmm... so many names to choose from... who says it has to be Caladari though?
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bartos100
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Posted - 2010.05.22 10:04:00 -
[245]
i like the idea of a hive but i think it should be able to move at will
and make it so it is possible to be completely self sufficient in W-space
and make it so it has only limited use in k-space by applying penalty's when not in W-space
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RatKnight1
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Posted - 2010.05.24 00:20:00 -
[246]
Hmm... I would like to see this thread not die... Good ideas... anyone else?
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Herzog Wolfhammer
Gallente Aliastra
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Posted - 2010.05.24 01:03:00 -
[247]
I think the ultimate goal of the Hive ship is to facilitate the "nomadic corporation" concept. The events of late regarding the Sanshas and the evidence of wormhole manipulation show some good potential for how a Hive Ship could be used. A hive ship being for the most part like a well armed station with all amenities, and able to jump from system to system, but only once in a while and otherwise not mobile.
Looks good, I think.
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Snowmann
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Posted - 2010.05.24 01:38:00 -
[248]
I think that something like this could allow many who have given up corp/alliance warfare, due to being too busy IRL, to come back and take part again to some extent. Needing to set aside 3-4 hrs to do anything meaningful can be difficult at times. Not to mention getting stranded at times.
Being able to log out in a moble base could make spinning ships due to not being able to get to the fight a thing of the past.
Very interesting idea. I hope something comes of it.
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Korpse Grinder
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Posted - 2010.05.24 11:09:00 -
[249]
Bumping to first page to make it easier for lurking Devs to find
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Brutal Bruno
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Posted - 2010.05.24 17:19:00 -
[250]
Edited by: Brutal Bruno on 24/05/2010 17:26:13
Originally by: Galtanor Khellian Slightly back on topic, what do you think of something like this:
Goal: Mobile Outpost
Requirements: Can fit a Clone Vat Bay (max 6 jump clones) Corporate Hangers (100,000 m3) Ship Maintenance Bay (20,000,000 m3) Cargo Space (40,000 m3) Drone Bay (300 m3) Fuel Bay (7,500 m3) (holds approx 45 days fuel)
Fuel for Siege Mode: 100 Liquid Ozone, 100 Heavy Water, and 200 Strontium Clathrates per hour
Highs: 4 Mediums: 6 Lows: 4 Rigs: 2 Large
Limitations: Can not fit Gang Modules Because it can fly in Hi-Sec, it can not build capital ships Only fly normal drones (tech I and II), no fighters Ship Maintenance Bay can not carry any capitals ships (except maybe an Orca)
Notes: We do not want to replace the Orca/Rorqual, hence no ore bay, or gang links, tractor bonus This is NOT a fighting ship, hence no missile or turret mounts The ship can normal gates and wormholes (having a jump drive is something we may consider) There should be enough slots for to have one of each new industry module (listed below), plus basic tank, remote rep modules Ship will be around the size of a Rorqual/Charon, and will be able to dock at stations Will require a new skill Mobile Outpost Command
Siege Mode: In order to activate the clone vat bay, Refinery/Reprocessing Plant, manufacturing lines, research and invention slots, the ship must go into siege mode In siege mode, the ship can not move and consumes fuel The ship will remain in space when the pilot logs IF it is in siege mode (and no one else will be able to board it as long as it remains in siege mode)
New Modules: Manufacturing Module: Medium slot, adds 2 manufacturing lines Research Module: Medium slot, adds 1 ME slot and 1 PE slot Invention Module: Medium slot, adds 2 invention slots Refinery/Reprocessing Plant Module: Medium slot (50% base yield)
Shield/Armor/Hull I would put them somewhere between Rorqual/Charon/large control tower
Where do I sign up for one???
But I think it should be able to use ore compression. My2cents
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Xtover
Amarr
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Posted - 2010.05.24 19:25:00 -
[251]
I think it should be lowsec-nullsec only.
also, I can see a lot of abuse with this involving ganking and agression. It shouldn't be allowed near any celestial, gate, or station.
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bartos100
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Posted - 2010.05.24 20:38:00 -
[252]
i think it should be made for W-space mainly
so give it large bonuses in W-space and heavy penalty's everywhere else
and it should be capable to stay in W-space forever without the need to go back to k-space for any reason
so it would need production capability's and refining capability's
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Dark HicQuaVideeum
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Posted - 2010.05.25 13:40:00 -
[253]
well is meant for a nomadic life so it should be able to go everywhere, it would be like a way to have a corp hangar and a station without the need of a HQ or office and such, so you can just move if you find it neccesary.
but i like the wormhole drive to move around, no need for a cyno but you pop randomly in the system targeted.
_____________________________ Dark Designs. For all your needs in Web Services |
Xtover
Amarr
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Posted - 2010.05.25 15:31:00 -
[254]
Originally by: Dark HicQuaVideeum well is meant for a nomadic life so it should be able to go everywhere, it would be like a way to have a corp hangar and a station without the need of a HQ or office and such, so you can just move if you find it neccesary.
but i like the wormhole drive to move around, no need for a cyno but you pop randomly in the system targeted.
I like that too. and for LOLRP it'd fit in with the current events that have sanshas opening WHs.
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SabuMaru ICE
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Posted - 2010.05.25 18:47:00 -
[255]
Originally by: Nova Fox Edited by: Nova Fox on 16/11/2009 13:46:28 one minute ideas here all ideas here I spent 1 minute or less each, pick traits you want out of them and/or the shapes and style you like best and Ill do a 5 minute prototypes and develop it more with better defined features and idea or if you got something else entirely Id like to hear it. Sorry if you cant read the shapes to well I was burning my hands off getting all these done in about 15 minutes of thinking and drawing on the fly.
Amarr G Deck Amarr City Grand Rise
Minmatar Candy Mountain Towerpower iBeam
Caldari Undercity Ninjastar Fortress
Gallente Cloud 9 Comet Glasstube
Remember really early sketches here and I cant read your mind on what you wanna go for so dont wanna waste to much time developing a shape you're going to hate. Also making this post took longer than the sketches.
would love to see some real artist work these to some eye candy
and i second the idea of makin an industial and tactical version of it
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Jonaaz Dsz
Gallente
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Posted - 2010.05.25 20:26:00 -
[256]
I like the idea presented with #214
Though I would add:
- increase Liquid Ozone to jump. Opening such a large Wormhole would take extra. - Titan sized+. - Sieged and Mobile would be two seperate instances of the mobile outpost. -- Mobile would close off several/all services. Docking, refine, production, the lot -- Sieged would open up all the services. Docking, refine, production, the lot - Which services are available could be Modules - eg Siege module, Clone vat module, refine module, production module. - Would always be beaconed, eg warp to at any time - mobile og sieged mode. - I agree with the shield/armor property. - Though I do not agree with the aggresive properties eg Sentry guns, what not. - Make it "non"-racial, something akind to the ORE Orca, ORE Rorqual, etc - Bringing it to high sec, I'm thinking Charters. The same we use for Empire POS'es. - One corp only, one 1 for a corp. - No market as non-corp can't dock with it. - Cargo sizes could rely on size of corp. Eg 1 member would bring so and so much cargo space to the Nomadic ship. - As for destructional properties. I would think leaving it as a husk till someone comes around and spends a fair amount of time with Remote Hull repair and Remote armor repairs to bring it back to life again. Possible needing to add various materials to "rebuild" it from. - It should not be invulnerable. - Perhaps it could only jump to systems not "claimed" by anyone. Without a TCU. - Siegeable only at Planets/moons.
These are my thoughts. I like the conceptual idea of a moveable entity. "magnibit lenibit ulteribit" |
Dark HicQuaVideeum
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Posted - 2010.05.26 15:23:00 -
[257]
Originally by: Jonaaz Dsz I like the idea presented with #214
Though I would add:
- increase Liquid Ozone to jump. Opening such a large Wormhole would take extra. - Titan sized+. - Sieged and Mobile would be two seperate instances of the mobile outpost. -- Mobile would close off several/all services. Docking, refine, production, the lot -- Sieged would open up all the services. Docking, refine, production, the lot - Which services are available could be Modules - eg Siege module, Clone vat module, refine module, production module. - Would always be beaconed, eg warp to at any time - mobile og sieged mode. - I agree with the shield/armor property. - Though I do not agree with the aggresive properties eg Sentry guns, what not. - Make it "non"-racial, something akind to the ORE Orca, ORE Rorqual, etc - Bringing it to high sec, I'm thinking Charters. The same we use for Empire POS'es. - One corp only, one 1 for a corp. - No market as non-corp can't dock with it. - Cargo sizes could rely on size of corp. Eg 1 member would bring so and so much cargo space to the Nomadic ship. - As for destructional properties. I would think leaving it as a husk till someone comes around and spends a fair amount of time with Remote Hull repair and Remote armor repairs to bring it back to life again. Possible needing to add various materials to "rebuild" it from. - It should not be invulnerable. - Perhaps it could only jump to systems not "claimed" by anyone. Without a TCU. - Siegeable only at Planets/moons.
These are my thoughts. I like the conceptual idea of a moveable entity.
Thanks jonaaz, and yes it shouldnot have defence as per guns more of the ability to repair itself to a degree and also to sustain damage, maybe not jus tusing liquid ozone to jump but something else to open a wormhole to go into, which would make it so others can also travel to that location. and should be destroyable so that it would compensate in case someone wants to take over, no point on having it change hands since it would mean it can pass around too easily. _____________________________ Dark Designs. For all your needs in Web Services |
Dae Mitry
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Posted - 2010.05.26 15:51:00 -
[258]
Soon the CCP will make 0.0 autonomic and I will not have reasons to leave the constellation or even solar system. The real nomads have no moving fortresses. The human wanders in steppes and deserts. Create desert from systems without resources between oases and soon you will see nomads there. Place tritanium to one oasis and pyerit to another and you will see a silk path.
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Dark HicQuaVideeum
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Posted - 2010.05.28 13:28:00 -
[259]
im going to bump it since i believe this is a great idea that ccp needs to look into, or just say no to us and let our dream die _____________________________ Dark Designs. For all your needs in Web Services |
Dark HicQuaVideeum
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Posted - 2010.06.09 15:40:00 -
[260]
so no body insterested in this idea anymore? not even ccp? _____________________________ Dark Designs. For all your needs in Web Services |
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Fournone
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Posted - 2010.06.10 16:16:00 -
[261]
bump
/signed
I this is one of the better ideas on the forums, since moives about motherships of doom carrying 17 1/2 armies to conquer earth come out almsot yearly. I think there should be a nomadic peaceful version and a super sized invasion version like the mothership in independence day.
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Fournone
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Posted - 2010.06.17 21:57:00 -
[262]
bumping agian
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Herzog Wolfhammer
Gallente Aliastra
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Posted - 2010.06.18 01:00:00 -
[263]
PI started since I last viewed this thread.
So now I can say that this hive ship concept would be even more interesting. We have seen that the Sansha can use worm holes to intrude on systems and attack worlds, so perhaps it's a matter of time for us?
I hive ship, with all of it's shortcomings regarding movement, might be big enough to field a weapon that takes out planetary installations. Why have outposts and such on a planet, or anything in this game, if it cannot be blown up by someone else?
But to bother with such a thing, something special about it there would have to be, and I am curious, if ever, of exactly what that is.
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kano donn
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Posted - 2010.06.18 04:38:00 -
[264]
+1 support
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Alex Jarwind
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Posted - 2010.06.26 20:02:00 -
[265]
Why not make it so that players can "Attach" to the outer hull? They would be able to shoot off the hive but it needs special pylons for ships and they have a limited arc of fire? but only cruisers and below can do this? What about making it so that it relies on attached ships to move it? maybe make it so that When its moves to a new system it leaves a Large WH that many other ships may go through from either end? also it has to rely on industrials (and cap industrials) to bring ore/ice to the ship and also oxygen?
If any of this has already been said then it just means i had the same idea and i'm sure some of these features for such a ship would be useful like it can only fight back if players are attached even when deployed for refining.
Ignore this if you think its daft.
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CaptCole
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Posted - 2010.06.29 12:19:00 -
[266]
BUMP
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Karal Terinien
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Posted - 2010.06.30 04:21:00 -
[267]
Here's an idea, we create new frigs/cruisers/battleships that have station ablities like a research frig/cruiser/battleship or a refiner frig/cruiser/battleship etc... so that we keep the philosophy "the biggest ship isn't necessarily the best" for the hive idea. With a "Hive command ship" that you can dock other ships to. Or we can modify existing ships to have slight modifications that put them in this role. Like an alternate version: the probe frigs for reasearch and cloning, the mining frigs for manufacturing and refining, the combat frigs for point defense specialized jump ships who's sole purpose is to jump, maintenance bay barges/indies, or creating ship research/cloning/manufacture/maint/drone/refinery/construct yard/market/jumpgate modules to be interchangeable and just scaling it up from there. In simplistic terms pos modules turned into ship form.
The station ablilities are scaled down to keep in line with the power/cpu output for the ship size and when docked/integrated with a Hive Command Ship with a fuel bay that increases the power/cpu output of the other ships when docked/integrated. Server side the Command ship acts like a moving control tower. With the advent of planetary interaction you can hire workers from planetside to work your ship in its deployed mode while you can eject your pod and get into a new ship stored in a dedicated maintenance bay ship attached to the command ship. In this way the modules go from player controlled to npc controlled so that even if you are offline the ship will protect itself. It also adds a bit of RP if the ships those workers are on get blown up.
So the one in the command ship is in charge of piloting but everyone holds a stake in the actual hive itself with the ownership still belonging to the individual pilots. If it blows up it follows the philosophy of only fly what you can afford to lose. You could actually buy the ship as a corp and rotate the pilots out. Although it does create an issue with trust, but what in eve/life doesn't?
Along with this make the hive modules (ships) individually targettable where you can pop the command ship or blow up any of the station support ships to have tactical choice in what you want to cripple. Blow up the command ship and you cripple player movement of the ship, blow up point defense and the ship has no guns, blow up the shield ship and kill the buffer etc. The person in the command ship can however reroute shield regen capability to a different ship of the hive ala remote repping.
Logistics should be slightly more flexible with swarm-type ship designs. So instead of building some massive One-shot pill that's a pain to build and field make a variation that grows little by little that eventually will be a pain to lose if ambushed, but is not a monumental task to get nomads back to cruising around space. As well as that, since the parts are all individual in the early stages (less than 20 ships) there can be an animation when jumping from system to system that the ships disengage, jump then reengage to the command ship on the other side but mechanics wise just acts like any other single ship jump. (just an idea) and when the volume is too big for the gates a jumpdrive is required to move this moving base from system to system. Warp speed should be as fast as the slowest ship in the group (ala fleets) since we know in eve there is warp drive synchronization. Although an animation where the ships disengage will keep the tearing effect found when doing sync warp addressed.
Nomad tribes consist of a fleet of ships. this is just an upgrade where the ships are everything the nomads reqire/can field. Think mass effect's migrant fleet.
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Vengence Viper
Minmatar Primoris Tentatio Legio
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Posted - 2010.07.05 12:57:00 -
[268]
Big Bump !!!
This truly a great idea, and CCP would be daft not to employ it.
I also would like to add.
To prevent this "Nomad Hive-ship" from becoming another tool in the kit box of Large alliances when attacking each other the following feature should be included.
Once the "Nomad Hive-ship" has entered system, beacon needs to be anchored within 24hrs to allow next jump. Once the beacon has been anchored the "Nomad Hive-ship" timer becomes active. The Hive will WH jump in 7 day's to random location within 3ly to 7ly, making it truly Nomad, and yes not normal jump drive - but WH Jump Drive. Once in system the station will automatically anchor it self to empty planet.
And we should be able to evict the Nomads, so it the Hive is attacked and shield is brought down the Hive will emergency WH Jump within 24hr or next DT. This will also allow for the Hive to be destroyed. Once the Hive has emergency jumped, it will be vulnerable for 24hrs to the attacking forces, like the 14min aggression timer in High-sec. The Hive should also become vulnerable to attack and destruction if becon is not employed with in 24hrs of normal jump, making the Hive vunarable to attack for 24hrs.
As for capabilities, I think the Hive ship should be like mobile POS, so what ever you can fit in POS should be in the Hive ship. So it should come in 3 or 4 sizes. And it should consume resources like 3 Large POS, at least.
Benefits A Nomad Hive Ships would defiantly bring more players out into 0.0 It would defiantly add another dimension to the game And...... More Pew-Pew for everyone
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Daedalus II
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Posted - 2010.07.05 14:39:00 -
[269]
The previous poster inspired me to an interesting idea.
If we wanted the Hive ships to be used only for wormhole exploration we could have the movement system so it automatically moves each x days. This is just like in Stargate Universe where they can't control the ship, it just stays a few hours at each spot and then moves on whether they like it or not.
This means that there is no manual control of where the ship should go, and therefore no problems with them besieging a system or something like that.
Well I don't know, maybe it's just annoying for the sake of annoying
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Macvombat
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Posted - 2010.07.05 15:03:00 -
[270]
i must firstly admit that i havent read more than the 2 first pages and part of this last one.. so forgive me if i say things that has already been mentioned before..
Originally by: Vengence Viper Big Bump !!!
This truly a great idea... ...A Nomad Hive Ships would definatly bring more players out into 0.0 it would definetly add another dimension to the game
Hmm.. i think you might be wrong on this one - i assume (generally assuming is bad) that you already live in nullsec, but i can tell you that making a ship this size would be a HUGE task for most highsec corporations, considering the vast amount of minerals needed and the possibility that you would have to assemble the bad boy in low/nullsec.. This ship would not be my key to unlock the mysteries of Nullsec. it would take alot of people to keep the ship afloat wich also can be an issue for many corporations/alliances in high-sec. I agree that the barrier on getting one of these should be steep.. VERY steep, much like the titan - if not worse. I dont want to see 3 month old pilots flying one of these as it would people would end up with alts for this then. they probably will anyways
This said, i like the idea and i do think the suggestion on one of the first pages about it being upgradeable over time would be a good idea too, best to not give people a fully functional uber mobile outpost.. wich it in sense would be. And i dont think it should have the abbility to compress ore - this is a niche that the Rorq has filled out, and if a corp can field the "Big ass boat looking mofo" that the hive ship is, surely they can field, what in comparison, is a flimsy yacht too *refining should be done over time, much like the current pos modules *Have a semi-limited cargobay to increase the need of people transporting crap away *As said before by [insert name here] - Fuel needed to feed the SoB should be massive *as the name implies (Hive Ship) it should be just this.. no 5 man corps should in any way shape or form be able to sustain the massive isk drain this ship would be.. even if they play 25/8
i wont touch any of the logistical concerns as i simply dont know nothing about cynos and the likes - but i would like to say that to avoid having it used as an assault vessel it would be clever to just make it NOT ABLE to jump to systems where sov is already claimed.
Cool idea - i likes
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