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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.01.17 21:25:00 -
[1]
Citizens of Eve!!! I present to you, my proposal for a T3 industrial cruiser. These ideas are a compilation of features from various other proposals, players, and the current T3 subsystems.
Industrial Subsystems:
- Ore Yield û 25% bonus to mining laser yield and +5,000m3 ore hold per level (5 turrets)
- Harvesters Efficiency Optimizer û 10% decreased duration of gas harvesters and +5,000 m3 gas chamber per level (5 turrets)
- Corporate Sharing û 10% increase to mining drone yield and +5,000m3 corporate hangar per level (no turrets; 50m3, 25mbit )
- Covert Ops Reconfiguration û 20% bonus to mining laser yield and 10% increased cargo capacity per level; 100% reduction in Cloaking Device CPU use (3 turrets)
Defensive Subsystems:
- Adaptive Shielding û 5% bonus to all shield resistances per level
- Amplification Node û 10% bonus to booster effectiveness per level
- Industrial Processor û 5% bonus to effectiveness of mining foreman gang links per level; 99% reduction in CPU need for Gang Link modules
- Signature Optimizer û 5% reduction in signature radius per level
Engineering Subsystems:
- Augmented Capacitor Reservoir û 5% bonus to capacitor capacity per level
- Capacitor Regeneration Matrix û 5% reduction in capacitor recharge rate per level
- Power Core Multiplier û 5% bonus to power output per level
- Harvester Capacitor Optimization û 5% reduced capacitor usage of Mining Lasers and Gas Harvesters per level
Electronic Subsystems:
- Harvester CPU Efficiency Gate û 5% reduction in CPU penalties of mining upgrade modules per level
- Obfuscation Manifold û 20% bonus to ECM target jammer strength per level
- Emergent Locus Analyzer û 10% increase to scan strength of probes per level and 20% bonus to range and velocity of tractor beams per level; -99% reduced CPU need for Scan Probe Launchers
- Dissolution Sequencer û15% bonus to ship sensor strength per level
Propulsion Subsystems:
- Interdiction Nullifier û 3% increased agility per level; Immunity to non-targeted interdiction
- Intercalated Nanofibers û 5% increased agility per level
- Warp Core Optimizer û +1 warp core strength per level
- Chassis Optimization û 5% bonus to max velocity per level
_____________________________________________
-Sketch, Certified Pharmacist
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.01.17 21:26:00 -
[2]
Some key points to take away:
All numbers are rough figures just to give an idea of the possible bonuses. The mining bonuses have been fleshed out to some degree to make them competitive but not on par with that of a hulk. All configurations that emulate a role that has a specialized ship for the role will be inferior to their specialized cousins, though may have some unique features. For instance, the Industrial Command Processor gives a 5% bonus to effectiveness per level but can only fit 1 link without needing command processers to allow for more gang links.
Some potential unique features:
- covert ops miner (between retriever and covetor mining capabilities)
cruiser sized refitting service
- ECM defense (strength equivalent to that of kitsune with current bonus)
- interdiction nullification
- immunity to probing (theoretically with the signature radius reduction subsystem + sensor strength bonus subsystem, the ship would need two ECCM modules to become immune, variable on base sensor strength and signature radius)
- bonused gas harvester
Numbers for max skilled mining setups:
- Osprey/T3 covert ops = 564m3/min (3x Miner II)
- Retriever = 754m3/min (2x T2 strips and T2 crystals)
- T3 miner = 1057m3/min (5x Miner II)
- Covetor = 1131m3/min (T2 strips and T2 crystals)
- Hulk = 1240m3/min (T2 strips and T2 crystals)
In closing: I think these subsystems will allow for a unique and versatile ship. Furthermore, should T3 one day be able to change subsystems at POSs, the T3 industrial will truly come into its own in terms of versatility and adaptability. In addition to potentially being an industrialistÆs wet dream, this ship will also provide yet another juicy target for pirates abound.
_____________________________________________
-Sketch, Certified Pharmacist
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Layla
Redcoats
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Posted - 2010.01.17 21:50:00 -
[3]
Excellent idea. Well thought out. I hope CCP will implement this soon.
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Marcus Druallis
Quantum Industries Prime Orbital Systems
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Posted - 2010.01.17 22:03:00 -
[4]
Signed --
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Lyfeminer
Gallente The Scope
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Posted - 2010.01.17 22:21:00 -
[5]
I like this idea, I'm excited for it, when do we start building? _______
I got a rock... |

Archeas
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Posted - 2010.01.17 22:43:00 -
[6]
I actually like this setup, even with the covert ops since you've effectively made it possible while not over powered since it doesn't receive as much bonuses as the "Ore Yield" setup. It also doesn't have as much cargo space, so trips would have to be made. And still comes under the Hulk, which makes sense since the Hulk was made for mining, and this is not. Though it is possible to mine and give yourself bonuses at the same time, it's still somewhat of a decent setup. I assume the "corporate sharing" would meant to be used as a booster/hauler? Perhaps that subsystem could increase the corporate hanger by 10,000 m3 per level, and the cargo hold by 8% per level - Role bonus: -10% agility (since the sub system would add a certain mass to the cruiser. I think that would bring that particular sub system up to par with what people may use it for.
I like this idea because it fits into what we already have while not being overpowered, just versatile.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.01.17 22:51:00 -
[7]
Originally by: Archeas I actually like this setup, even with the covert ops since you've effectively made it possible while not over powered since it doesn't receive as much bonuses as the "Ore Yield" setup. It also doesn't have as much cargo space, so trips would have to be made. And still comes under the Hulk, which makes sense since the Hulk was made for mining, and this is not. Though it is possible to mine and give yourself bonuses at the same time, it's still somewhat of a decent setup. I assume the "corporate sharing" would meant to be used as a booster/hauler? Perhaps that subsystem could increase the corporate hanger by 10,000 m3 per level, and the cargo hold by 8% per level - Role bonus: -10% agility (since the sub system would add a certain mass to the cruiser. I think that would bring that particular sub system up to par with what people may use it for.
I like this idea because it fits into what we already have while not being overpowered, just versatile.
I tried to make most/all of the subsystems bonused with moderation. At one point I actually had the ore yield subsystem bonuses for 20km3 ore bay per level .
Reason corporate hangar isn't 10km3 per level is because the orca has a 40k m3 corporate hangar and I didn't want to overshadow that.
I did not include modifiers to things like slots/mass/agility/etc to each subsystem because frankly that would be a ton of work and quite ridiculous .
A few questions I have for readers: I personally do not like the warp core optimizer subsystem; anyone have something that could replace it? Same goes for the engineering subsystems, I feel like 3 out of 4 subsystems affecting capacitor is kind of meh and boring. Any ideas?
Thanks for the replies so far guys! 
_____________________________________________
-Sketch, Certified Pharmacist
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WarlockX
Amarr Free Trade Corp
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Posted - 2010.01.18 03:23:00 -
[8]
Edited by: WarlockX on 18/01/2010 03:23:50 Interesting, except they sound more like a t3 Hauler then t3 cruisers since they are going to be bigger then battleships with those huge bays.
You also forgot to add low slots, mid slots. ----------------------------------------------- Free Trade Corp - Flash page
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Killljoy
Gallente Gatehoppers
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Posted - 2010.01.18 06:21:00 -
[9]
Nice idea but replace the corporate sharing ones drone stuff with something to do with mercoxic.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.01.18 06:52:00 -
[10]
Originally by: WarlockX Edited by: WarlockX on 18/01/2010 03:23:50 Interesting, except they sound more like a t3 Hauler then t3 cruisers since they are going to be bigger then battleships with those huge bays.
You also forgot to add low slots, mid slots.
Slot modifiers, are as I stated, a bit much for me to balance out on my own.
As for Tech 3 haulers...they will be big but not too big.
I imagine base cargohold would be no more than 600m3. If you go with the corporate sharing and lets say 5 low slots with 5x T2 cargoholds and 3x T2 cargo rigs you will get somethingl ike another 3500m3. Add this to 25k m3 corporate hangar (lvl 5 industrial subsystems) and you get about 28k m3. a nice hauling amount but nothing too extraordinary. _____________________________________________
-Sketch, Certified Pharmacist
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.01.18 06:56:00 -
[11]
Originally by: Killljoy Nice idea but replace the corporate sharing ones drone stuff with something to do with mercoxic.
I was intending for the 2 mining bonuses ones to affect deep core miners as well.
If that seems dumb/not practical I could see a 5th subsystem. I kind of like the corporate hangar subsystem.
I basically imagine it that you could take one of these along with other T3 ships for sleeper ops. It would be agile and have some nice advantages (agile, space for spare mods/subsystems) and if T3 are one day allowed to swap subsystems at a corporate hangar, would allow for some great adaptability on the fly. _____________________________________________
-Sketch, Certified Pharmacist
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chrisreeves
Gallente Aliastra
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Posted - 2010.01.18 11:20:00 -
[12]
To be honest, the first time I read about T3 Cruisers I was suprised (and disapointed if I recall) that the range of subsystems did not have any with industrial bonuses. I thought it was odd for so many other features to be represented, yet the industrial side ignored completly.
So, I agree with you in principal, though I think that perhaps you are suggesting too many changes at the moment. I'd personally go for one extra subsystem of each basic type, to go on the existing T3 Cruiser hull, expanding the choices available at the moment.
I also like the idea of T3 Frigates, But that's a different topic  -----------------
Originally by: kieron The Ibis was never intended to be a solo OMGWTF mission-farming PWNmobile.
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Dark Drifter
Amarr Sardaukar Merc Guild General Tso's Alliance
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Posted - 2010.01.18 19:06:00 -
[13]
good idear but no to the hold size increases maby 10% to max hold sixe per level, and max miner hard points should be no more than 3,
to our departed friend EDD "april 09" fly true man |

XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.01.18 19:17:00 -
[14]
Originally by: Dark Drifter and max miner hard points should be no more than 3,
can you give a reason for this? If you look at my second post I show that even with 5x Miner II on the subsystem with the 25% bonus to yield per level, it is still out mined by a covetor/hulk. _____________________________________________
-Sketch, Certified Pharmacist
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Newtonius Rex
Lone Star Joint Venture Wildly Inappropriate.
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Posted - 2010.01.19 15:32:00 -
[15]
In general I like this idea, a lot!
I have been toying with this idea for a while, but never got anywhere near the detail the OP has :)
T3 ships can be configured to very specific roles and the T3 Indy should be the same, I always thought in lines of the following: 1) Mining Gas or Ore 2) Boosting 3) Hauling 4) Salvage/Hacking/Code-breaking
With this in mind, the only change that jumps out is the mining bonus on the cov ops subsystem. I would change this to a bonus to code breakers and analysers (possibly. - Live to Fly - Fly to Live -
Power is Nothing Without Control |

XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.01.19 21:34:00 -
[16]
Originally by: Newtonius Rex In general I like this idea, a lot!
I have been toying with this idea for a while, but never got anywhere near the detail the OP has :)
T3 ships can be configured to very specific roles and the T3 Indy should be the same, I always thought in lines of the following: 1) Mining Gas or Ore 2) Boosting 3) Hauling 4) Salvage/Hacking/Code-breaking
With this in mind, the only change that jumps out is the mining bonus on the cov ops subsystem. I would change this to a bonus to code breakers and analysers (possibly.
Thanks for the support 
About the covert ops subsystem: the reason I made this for mining is because mining barges tend to have difficulty getting into areas with good ore due to limited survivability. The cloak was to give the ship a chance to get to the good stuff, while sacrificing efficiency in mining. Now granted, with the bonuses I gave it, you could simply use a cheap T1 osprey to do the job. Perhaps this subsystem should be given the bonus of its ore counterpart and the ore one should be bumped up to be between covetor and hulk? Thoughts? Balanced? Overpowered?
More related to your note about salvage/hacking/codebreaking: In all honesty "most" of those sites can be done in smaller craft/current T3 rather easily, they just lack the bonuses. I personally would like to see a line of SOE ships that specializes in this, but perhaps I can come up with another subsystem for the T3 industrial that caters to these professions. _____________________________________________
-Sketch, Certified Pharmacist
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Nekopyat
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Posted - 2010.01.19 21:40:00 -
[17]
Originally by: chrisreeves To be honest, the first time I read about T3 Cruisers I was suprised (and disapointed if I recall) that the range of subsystems did not have any with industrial bonuses. I thought it was odd for so many other features to be represented, yet the industrial side ignored completly.
Ahm.. welcome to EVE?
Industrial capabilities have always been the red headed step child in EVE. Look at the number (and variation) of industrial ships to combat. They are not even trying to think of new roles to fill.... the last ship we got was the Ocra and even that was 'let us take all the ideas for industrial ships, and put them into one!' which is something they would never have done for a combat ship.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.01.19 21:45:00 -
[18]
Edited by: XXSketchxx on 19/01/2010 21:47:11 Ore Yield subsystem has had its bonus modified from 25% to 30%. This places its yield slightly above the covetor (a Tech 1 ship) but below the hulk.
The covert ops subsystem has had is bonus modified from 20% to 40%. This places its yield above that of a retriever, but below a covetor.
Corporate sharing has had its bonus reduced from 5,000m3 per level to 2,500m3 per level. This is to prevent it from being used primarily for hauling: its main purpose is resupplying fleet members and providing a place to refit. _____________________________________________
-Sketch, Certified Pharmacist
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.01.20 21:10:00 -
[19]
Up to the top for more discussion/support/nonsupport? _____________________________________________
-Sketch, Certified Pharmacist
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Santiak
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Posted - 2010.01.22 03:34:00 -
[20]
Excellent ideas, my good man.
Just a slight sidenote, are you suggesting an entirely 5th strategic cruiser? Or are you proposing adding more subsystems to the current ones?
One could more or less make the Industrial Subsystems replace Offensive subsystems if fitted. And add the 3 unique subsystems you suggest from the other catagories to the current pool - perhaps adding a targeting penalty to the Warp Core Optimizer to deter people from making nigh uncatchable, yet viable, PvP setups.
But it's just a thought :)
Again, good idea - hope it gets noticed. |
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.01.22 04:03:00 -
[21]
Originally by: Santiak Excellent ideas, my good man.
Just a slight sidenote, are you suggesting an entirely 5th strategic cruiser? Or are you proposing adding more subsystems to the current ones?
One could more or less make the Industrial Subsystems replace Offensive subsystems if fitted. And add the 3 unique subsystems you suggest from the other catagories to the current pool - perhaps adding a targeting penalty to the Warp Core Optimizer to deter people from making nigh uncatchable, yet viable, PvP setups.
But it's just a thought :)
Again, good idea - hope it gets noticed.
I was suggesting simply a new ship. However, adding these as new subsystems would be interesting, though I think might complicate things a bit.
Thanks for the support  |

Jish Ness
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Posted - 2010.01.22 04:41:00 -
[22]
I'm lovin it. |

Shaedyn
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Posted - 2010.01.22 06:06:00 -
[23]
Mmmhmmhmm. I like it. Thought I think it should just the T3 industrial rather than a cruiser :P |

justin666
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Posted - 2010.01.22 13:15:00 -
[24]
i love how the carebears just tryed to justify a minning ship to have a convert ops cloak lol it would mean 0 risk minning so good luck with ccp going with that guys..... |

XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.01.22 14:12:00 -
[25]
Originally by: justin666 i love how the carebears just tryed to justify a minning ship to have a convert ops cloak lol it would mean 0 risk minning so good luck with ccp going with that guys.....
0 risk huh? not really, but it definitely helps access hard to get to roids
I was thinking though that I don't like the idea that the miner could simply stay at range from all roids around them and when someone warps in, cloak...so I was thinking...
How about an activation delay? I.e. 30 second delay to activating cloaking device after miners have deactivated.
PS: if you are at all competent as a pvper you should love this ship. It means more carebears going to risky areas. Most carebears can't survive outside of high sec for crap and will die horribly. Just look at the number of PVE T3 ships that are destroyed all the time. _____________________________________________
-Sketch, Certified Pharmacist
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Aarin Wrath
Caldari Dominion Strategic
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Posted - 2010.01.22 15:00:00 -
[26]
Wow I like this idea too. Nice work.
/signed
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.01.22 16:45:00 -
[27]
More edits 
Added a 30 second activation delay to cloaking after deactivating miner(s). This is to prevent miners from too easy of getaways. The covert ops cloak is designed to help enable travel through and into hostile areas, not to allow immunity.
Comments? Suggestions?
Thanks for the support so far. _____________________________________________
-Sketch, Certified Pharmacist
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RalShae Marques
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Posted - 2010.01.22 18:55:00 -
[28]
Edited by: RalShae Marques on 22/01/2010 18:56:27 I cannot endorse such a ship.
While I agree there is a need to make low-sec mining more accessible, A ship as described is a bit overkill.
Instead, I propose a simple piece of ship equipment.
I propose a "Probe counter-measure" (I'm terrible with names)
This device would consume a high-slot AND turret. I imagine a AWACS-like dome as the graphic. While on-line, it would mask all electromagnic signatures of your ship from probes. But the ship would still be visible, and targetable, from any nearby ship. It would have similar power/cpu demands as a mining laser. It would need to be active (like a laser or weapon) to be affective. While on-line (wether active or not), the ship could NOT jettison cargo.
This would allow a ship to move into a asteroid belt and conduct ninja mining. But would be invisible to all the PvP probe-and-ransom players out there. They could still conduct such operations, but would have to manually visit the belts. They'd just have to work a little harder.
You'd still have to hazard the potential gate/station campers. Still have to worry about cloaked ships camping out in the belts.
No new ship would need to created. No counter-balance designed. You want to put it on a Hulk and give it a try.. have at it.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.01.22 21:04:00 -
[29]
Originally by: RalShae Marques Edited by: RalShae Marques on 22/01/2010 18:56:27 I cannot endorse such a ship.
While I agree there is a need to make low-sec mining more accessible, A ship as described is a bit overkill.
Instead, I propose a simple piece of ship equipment.
I propose a "Probe counter-measure" (I'm terrible with names)
This device would consume a high-slot AND turret. I imagine a AWACS-like dome as the graphic. While on-line, it would mask all electromagnic signatures of your ship from probes. But the ship would still be visible, and targetable, from any nearby ship. It would have similar power/cpu demands as a mining laser. It would need to be active (like a laser or weapon) to be affective. While on-line (wether active or not), the ship could NOT jettison cargo.
This would allow a ship to move into a asteroid belt and conduct ninja mining. But would be invisible to all the PvP probe-and-ransom players out there. They could still conduct such operations, but would have to manually visit the belts. They'd just have to work a little harder.
You'd still have to hazard the potential gate/station campers. Still have to worry about cloaked ships camping out in the belts.
No new ship would need to created. No counter-balance designed. You want to put it on a Hulk and give it a try.. have at it.
I appreciate your contribution to the thread but adding an entirely different module proposal to a thread that sorta has a similar purpose...
On topic, the proposed ship is definitely intricate and complex; overkill as you put it. That's kind of the point. As it is now, there are haulers, mining barges, exhumers, blockade runners and transports. Oh and the orca/rorqual. Less than 10 classes of ships for the industrialists. This ship is designed to give industrialists something more to play with, something to toy around with and have some new, unique features.
I understand your sentiment but your [negative] point is sort of my [positive] point for this ship. Complexity is good; combat characters have access to a wide range of abilities and ship, why can't industrialists?
PS. I suggest making a separate proposal for your module idea. While I do not particularly agree with how you introduced it, you may find you get some support. _____________________________________________
-Sketch, Certified Pharmacist
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RalShae Marques
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Posted - 2010.01.22 21:28:00 -
[30]
Originally by: XXSketchxx
I understand your sentiment but your [negative] point is sort of my [positive] point for this ship. Complexity is good; combat characters have access to a wide range of abilities and ship, why can't industrialists?
PS. I suggest making a separate proposal for your module idea. While I do not particularly agree with how you introduced it, you may find you get some support.
As I read your proposal.. I was trying to understand what you were trying to accomplish.. As I understand it, you want to: 1. Travel to the belt unseen. 2. Mine quietly unless somebody happens to warp into the belt.
The first can be accomplished by scouting the route to the belt before hand with an already existing cloaked ship. (you'd have to train the cloaking skills either way) The second can be accomplished by giving the ship immunity from probes. If the ship can't be probed, then the only way it'll be found out would be if somebody actually visited the belt.
I do apologize for sounding confrontational, but I was raised with the belief "if you disagree with something, you better have an alternative."
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BobSlave206
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Posted - 2010.01.22 23:52:00 -
[31]
I personally like this idea a lot. For starters any new toy to play with is a plus 
My only thoughts is that I feel like a T3 ship should kick butt at one thing and be good at a few others.
Kind of like a Tengu is an amazing mission runner, but not quite the best PvP boat there ever was.
Perhaps consider having multiple types of the ship.
One specialized for mining, one for corporate type stuff, and one for hauling, or some other combination.
Look at it like the Tengu and Loki, Tengu=Epic PvE + Good PvP and Loki=Good PvE + and Epic PvP
Could also be compared to the different Exumeres
Im not expecting you to go out and make another set or two of ships, but maybe CCP should think of it.
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Katarlia Simov
Minmatar Cowboys From Hell
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Posted - 2010.01.23 19:27:00 -
[32]
I love the look of this.
Ships that are able to survive but with an industrial focus. Would mean that you can go invade a potentially dangerous system and pilage all their ore. Or at the very least profit from hidden belts in low-sec :)
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.01.25 19:19:00 -
[33]
Random bump for the day. _____________________________________________
-Sketch, Certified Pharmacist
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Sigras
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Posted - 2010.02.03 08:55:00 -
[34]
This is a fantastic idea and I had a similar one a while back, but I, like you, ran out of ideas on what to do for the engineering subsystems.
This really fits the idea of T3 ships being different not better, but I do have one concern. In making this ship, the blockade runner has been made obsolete. If this ship were to be created, my first purchase would be for a bubble dodging, blockade running (warp cloaked), unscanable (corperate hanger) hauling ship with a larger cargo bay than my viator.
Unfortunately I don't have a fix for you, but I will work on it, because the idea has merit.
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The Gr4veDigger
Minmatar Rogue Clones
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Posted - 2010.02.03 11:07:00 -
[35]
Bumped / Signed,
Im a battleship miner, and kind of gutted that "endgame" turret mining is Deep Core Miner IIs that go as long as strip miners and yet the battleship hold is limited to its base, because of requiring the excess CPU to fit the mining upgrades, you have to rapidly stutter the mining lasers, which is bare-able but would be nice if there was something like what your proposing.
============================== Ink. Marks worth with pride. Symbols of courage and determination. Earned, not given. Rise to the challenge. |

Odhinn Vinlandii
Minmatar Deuses Wild Reckoning.
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Posted - 2010.02.03 22:20:00 -
[36]
Originally by: XXSketchxx
Citizens of Eve!!! I present to you, my proposal for a T3 industrial cruiser. These ideas are a compilation of features from various other proposals, players, and the current T3 subsystems.
Strategic = Industry/Infrastructure/Economy Tactical = Military.
Strategic Cruisers are clearly industrial ships.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.03 22:23:00 -
[37]
Edited by: XXSketchxx on 03/02/2010 22:25:36
Originally by: Odhinn Vinlandii
Originally by: XXSketchxx
Citizens of Eve!!! I present to you, my proposal for a T3 industrial cruiser. These ideas are a compilation of features from various other proposals, players, and the current T3 subsystems.
Strategic = Industry/Infrastructure/Economy Tactical = Military.
Strategic Cruisers are clearly industrial ships.
Thank you for that constructive post.
To all the others, thanks for the bumps.
@ Sigras: I understand your concern. I guess the big difference would be cargo capacity: the covert subsystem should be balanced such that even when fit for max cargo, it still does not have as much cargo space as the lowest of the blockade runners fit for max cargo(caldari/minmatar?) _____________________________________________
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Xander Styles
Caldari Sileo In Pacis THE SPACE P0LICE
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Posted - 2010.02.04 00:50:00 -
[38]
It makes sense for npc corps like ORE to take advantage of the new tech to enhance their mining operations, this is an excellent idea 
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Yon Krum
The Knights Templar R.A.G.E
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Posted - 2010.02.04 05:07:00 -
[39]
I generally support the idea of an ORE T3 cruiser/BC.
Some of the specifics here seem a bit underwhelming for what would be such an expensive ship. I'm of the opinion that if you're going to be spending 400-ish mill (roughly Ocra-cost) for ship plus subsystems, then you should get Hulk+ performance from it, in addition to the T3 flexibility.
Please note some of the excellent number-crunching and idea generation in this thread from some months ago on the topic.
Since as you've pointed out, industrial additions to EVE come few and far between, I suggest aiming higher with the T3 industrial idea.
Thank you for resurrecting the idea, however.
--Krum --Krum |

Sigras
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Posted - 2010.02.04 05:55:00 -
[40]
Ah, didn't see that the cove ops and the corporation hanger were mutually exclusive. . . Nice work!
@yon CCP has already stated in numerous places that there will be nothing that straight out-mines the hulk besides, as people have already stated,
More minerals per hour = more mineral inflation = less profit per mineral = the same isk/hour
What people don't realize is that this will make T1 ships cheaper making suicide ganks more profitable
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.04 16:55:00 -
[41]
Edited by: XXSketchxx on 04/02/2010 16:56:04 Bumping this again.
As Sigras noted, CCP has stated that no ship shall out mine the Hulk. Additionally, note why; more minerals into the system is a bad thing.
Yes this will be expensive like the current T3; but you aren't paying for it to be better than a hulk/orca/blockade runner, at least not in their specialized fields. You are paying for the options and the unique features it provides.
I remember seeing that other T3 industrial idea a while back; I will have to look at it closer for the number crunching it provides. Eventually I would like to dive into slot layouts but that is a ton of work (working out what the slots would be like with all the different combinations). _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.06 16:01:00 -
[42]
bump for the weekend. _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Dantes Revenge
Caldari
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Posted - 2010.02.07 11:39:00 -
[43]
Originally by: XXSketchxx Edited by: XXSketchxx on 04/02/2010 16:56:04 Bumping this again.
As Sigras noted, CCP has stated that no ship shall out mine the Hulk. Additionally, note why; more minerals into the system is a bad thing.
Yes this will be expensive like the current T3; but you aren't paying for it to be better than a hulk/orca/blockade runner, at least not in their specialized fields. You are paying for the options and the unique features it provides.
I remember seeing that other T3 industrial idea a while back; I will have to look at it closer for the number crunching it provides. Eventually I would like to dive into slot layouts but that is a ton of work (working out what the slots would be like with all the different combinations).
If it had 5 turrets, it would need a ton of cap. Also, unlike current Hulks etc, more lowslots for armor tank would be preferable if it has to survive in hostile environments like lowsec. Hulks are too easy for players to pop so even an escort isn't enough, the hulk has often popped before the escort has even locked the attacker. This should allow enough time for an escort to train their weapons on an attacker and make him back off.
With a massive hold space of even the equivalent of 1 jetcan, it should be as slow as hell, maybe 40 or 50 m/s. Something akin to an Orca for speed.
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Zann Mei
Gallente The Scope
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Posted - 2010.02.07 13:21:00 -
[44]
Originally by: XXSketchxx
Engineering Subsystems:
- Augmented Capacitor Reservoir û 5% bonus to capacitor capacity per level
- Capacitor Regeneration Matrix û 5% reduction in capacitor recharge rate per level
- Power Core Multiplier û 5% bonus to power output per level
- Harvester Capacitor Optimization û 5% reduced capacitor usage of Mining Lasers and Gas Harvesters per level
The Harvester Capacitor Optimization should have its bonus raised to about 15% per level, the current cap usage of mining lasers isn't that big, and the Cap regeneration matrix would be better in every other way unless the only active modules on your ship are mining lasers. Please re-size your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes. Zymurgist |

XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.07 19:13:00 -
[45]
Update:
-Introduced slot layouts (nearly directly based on tengu) -Introduced base cargo capacities. _____________________________________________
-Sketch, Certified Pharmacist
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boeboe joe
Gallente Sons Of Sins and Shadow
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Posted - 2010.02.07 20:20:00 -
[46]
I just want to say that CCP is doing a great job on Eve and I love the game. I however agree that industrial ships have been on the backburner for far too long, but again hopefully we will see that change with this thread. I love this idea, and hope to see it in the next expansion.
/signed "I tohught of that!" Lester Stickins, my father. |

Glacture
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Posted - 2010.02.07 21:32:00 -
[47]
/signed
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Rogerano
Minmatar Einherjar Rising Cry Havoc.
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Posted - 2010.02.08 04:10:00 -
[48]
Originally by: XXSketchxx More edits 
Added a 30 second activation delay to cloaking after deactivating miner(s). This is to prevent miners from too easy of getaways. The covert ops cloak is designed to help enable travel through and into hostile areas, not to allow immunity.
Cov-ops on this ship is inappropriate.
It usually takes more than 30 seconds for a ship to align, warp, and land. This means that an attacker will probably arrive at your location after you've cloaked. And that is in a perfect world. In the real world an attacker must load local grid, narrow your ship down to an astral body, warp, land, target your ship, and get a point on. This cannot be done in less than 30 seconds.
But that's by-the-by. A cov-ops cloak is inappropriate no matter the activation delay. Assuming this ship can align and warp in < 20 seconds, it's a simple matter - if local acquires another peace-loving citizen of EVE - for the pilot to warp away from the belt to a prepared safe spot and cloak.
So yes, the cloak does provide immunity. If you want to ninja-mine, get a burst. Much cheaper. --- Not happy with something in EVE? An emo whine will doubtless help your cause. |

XXSketchxx
Gallente Remote Soviet Industries
|
Posted - 2010.02.08 04:51:00 -
[49]
Originally by: Rogerano
Cov-ops on this ship is inappropriate.
It usually takes more than 30 seconds for a ship to align, warp, and land. This means that an attacker will probably arrive at your location after you've cloaked. And that is in a perfect world. In the real world an attacker must load local grid, narrow your ship down to an astral body, warp, land, target your ship, and get a point on. This cannot be done in less than 30 seconds.
But that's by-the-by. A cov-ops cloak is inappropriate no matter the activation delay. Assuming this ship can align and warp in < 20 seconds, it's a simple matter - if local acquires another peace-loving citizen of EVE - for the pilot to warp away from the belt to a prepared safe spot and cloak.
So yes, the cloak does provide immunity. If you want to ninja-mine, get a burst. Much cheaper.
You could do the same with a hulk though really, as long as you have a station/safespot/POS to warp to. Having the activation delay makes things a bit trickier .
The point of the covert ops cloak is to provide easier transit to dangerous areas. Thanks for the input though. Positive and negative (with good reason) is always welcome. If the covert ops cloaking device were to be removed, what would you replace it with? _____________________________________________
-Sketch, Certified Pharmacist
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Rogerano
Minmatar Einherjar Rising Cry Havoc.
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Posted - 2010.02.08 05:34:00 -
[50]
To do so would reduce the effectiveness of a hulk by 1/3rd. Not an attractive option, in addition to not offering particularly effective evasion when on the move through gates. However I think that's the best that should be offered to miners. It's a nice balance.
This covert-ops miner represents an obvious choice for 0.0 miners who want to operate in risky areas. It would be impervious to interception with the right fittings, just as T3 cruisers are. Your intentions don't matter.
Ninja-mining would take on whole new meaning. Covert portal a bunch of cov-ops miners and expanded blockade-runners in. When full, portal out again.
We have mining platforms. They have proven adequate. If miners want to operate in risky areas they will need escort and protection.
--- Not happy with something in EVE? An emo whine will doubtless help your cause. |
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Sigras
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Posted - 2010.02.09 02:15:00 -
[51]
Originally by: Rogerano To do so would reduce the effectiveness of a hulk by 1/3rd. Not an attractive option,
You realize that his proposal < 10% better than a hulk with 2 strips and a cloak right?
Originally by: Rogerano This covert-ops miner represents an obvious choice for 0.0 miners who want to operate in risky areas. It would be impervious to interception with the right fittings, just as T3 cruisers are. Your intentions don't matter.
Because its not possible to kill a blockade runner outside of using a bubble right?  
Originally by: Rogerano Ninja-mining would take on whole new meaning. Covert portal a bunch of cov-ops miners and expanded blockade-runners in. When full, portal out again.
Why is this a bad thing? They're putting ships out there that are > 4x the cost of a hulk, even in the current inflated market! Also, ever hear of a rorqual?
Originally by: Rogerano We have mining platforms. They have proven adequate. If miners want to operate in risky areas they will need escort and protection.
Says the man providing escort and protection. . .
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Rogerano
Minmatar Einherjar Rising Cry Havoc.
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Posted - 2010.02.09 04:37:00 -
[52]
Originally by: Sigras You realize that his proposal < 10% better than a hulk with 2 strips and a cloak right?
So? The proposal also includes the ability to pretty much go any where (provided the pilot knows his stuff) with low risk. I believe one day the T3 combat cruisers will also have this ability toned down, FWIW. It is currently a little over the top, but hey I enjoy making use of it so I'm not going to complain about ships _currently_ endowed. At least non-T3 ships capable of fitting cov-ops cloaks are unable to warp within a bubble and this increases the chances of interception.
Originally by: Sigras Because its not possible to kill a blockade runner outside of using a bubble right?  
Well I guess that depends on what you have with you when you attempt an intercept. Shrug. We've done it a few times in and out of a bubble. Not sure what your point is. The bubble does make it much easier TBH.
Originally by: Sigras Why is this a bad thing? They're putting ships out there that are > 4x the cost of a hulk, even in the current inflated market! Also, ever hear of a rorqual?
Rorqual can hardly be considered a ninja miner in the same league as the black-ops possibilities I mentioned. With the new fuel bays, a few black-ops, and expanded blockade-runners it would be possible to run a nice mining session in hostile 0.0 with no risk. The ships would be a one-time outlay (which is not the case for combat ships). I guess getting the ore out would present a challenge - perhaps this is where you see balance?
Originally by: Sigras Says the man providing escort and protection. . .
Not sure what you mean here. I do not think the type of pvp I sporadically participate in is relevant to this discussion.
Mining in 0.0 should not be risk free. --- Not happy with something in EVE? An emo whine will doubtless help your cause. |

Qujulome
Amarr
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Posted - 2010.02.09 07:54:00 -
[53]
Idea is awesome, details need to be debated more. /support
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Sigras
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Posted - 2010.02.09 12:05:00 -
[54]
Originally by: Rogerano So? The proposal also includes the ability to pretty much go any where (provided the pilot knows his stuff) with low risk. I believe one day the T3 combat cruisers will also have this ability toned down, FWIW. It is currently a little over the top, but hey I enjoy making use of it so I'm not going to complain about ships _currently_ endowed. At least non-T3 ships capable of fitting cov-ops cloaks are unable to warp within a bubble and this increases the chances of interception.
Originally by: Sigras Because its not possible to kill a blockade runner outside of using a bubble right?  
Well I guess that depends on what you have with you when you attempt an intercept. Shrug. We've done it a few times in and out of a bubble. Not sure what your point is. The bubble does make it much easier TBH.
Originally by: Sigras Why is this a bad thing? They're putting ships out there that are > 4x the cost of a hulk, even in the current inflated market! Also, ever hear of a rorqual?
Rorqual can hardly be considered a ninja miner in the same league as the black-ops possibilities I mentioned. With the new fuel bays, a few black-ops, and expanded blockade-runners it would be possible to run a nice mining session in hostile 0.0 with no risk. The ships would be a one-time outlay (which is not the case for combat ships). I guess getting the ore out would present a challenge - perhaps this is where you see balance?
I guess my response to all of this is to say that I would have the industrial module dictate the mass/agility of the ship. I would give it about 15,000,000 kg of mass and the agility of a plated battlecruiser. That would make it very hard to black ops cyno and make it less uber at bubble dodging. Also it would make this module less popular for wormhole-ing and make a potential AB/MWD less effective.
Additionally I ran the numbers, and even with T2 expander rigs, the MAX cargo space you can have on one of these with bubble dodging and covert ops cloak is 2,425.95 m^3 or about 3 minutes of mining. . . You can bring blockade runners if you want but they can't bubble dodge. . .
Originally by: Rogerano
Originally by: Sigras Says the man providing escort and protection. . .
Not sure what you mean here. I do not think the type of pvp I sporadically participate in is relevant to this dicussion.
Mining in 0.0 should not be risk free.
This comment was meant to be factitious sorry, that's so hard to do in text format. . . :(
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.09 16:32:00 -
[55]
Originally by: Sigras
Additionally I ran the numbers, and even with T2 expander rigs, the MAX cargo space you can have on one of these with bubble dodging and covert ops cloak is 2,425.95 m^3 or about 3 minutes of mining. . . You can bring blockade runners if you want but they can't bubble dodge. . .
This is a key part of the proposal. With the covert ops setup, yes you can get to your mining spot relatively easily and mine relatively safely. But, mine less than a T1 covetor (10mi?) and you have a tiny cargohold, meaning you will either have to jetcan and come back with a hauler, or drop to a station/POS. Point being, there will be plenty opportunities of vulnerability.
Now you could use the ore yield subsystem and get performance slightly better than a covetor, though less than a hulk, but on the upside have an ore bay of potentially 25,000m3 (just less than 1 jetcan). But, you lose the safety of the cloak.
Honestly, I don't think the cloak is unbalanced; current T3 cruisers can be fit to get into hostile areas safely to rat/plex, while losing some efficiency (less damage = slower ratting). Why shouldn't miners be able to do the same (but with less effectiveness). _____________________________________________
-Sketch, Certified Pharmacist
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Sigras
|
Posted - 2010.02.10 03:39:00 -
[56]
I do have a few questions for the OP though. . .
1. Why does the industrial processor get a low slot? I would rather see it get a mid slot for two reasons. a. A mid slot would potentially allow for command processors. b. It makes the signature optimizer the only choice to add a low slot limiting the ability to mobile boost/harvest/haul
2. Why does the Emergent Locus Analyzer get a 99% reduced CPU need for Scan Probe Launchers bonus? The core launcher, which is what I'm assuming it was designed for, only takes up 10 CPU, and I'm not sure this thing should be able to use combat probes. . . Seems a bit out of the ships role.
Just my thoughts
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.10 04:03:00 -
[57]
Originally by: Sigras I do have a few questions for the OP though. . .
1. Why does the industrial processor get a low slot? I would rather see it get a mid slot for two reasons. a. A mid slot would potentially allow for command processors. b. It makes the signature optimizer the only choice to add a low slot limiting the ability to mobile boost/harvest/haul
2. Why does the Emergent Locus Analyzer get a 99% reduced CPU need for Scan Probe Launchers bonus? The core launcher, which is what I'm assuming it was designed for, only takes up 10 CPU, and I'm not sure this thing should be able to use combat probes. . . Seems a bit out of the ships role.
Just my thoughts
To answer all your questions in one go:
Laziness 
A very good point about the probe launcher; I am definitely going to adjust that subsystem. I will take a look at the slot layouts. _____________________________________________
-Sketch, Certified Pharmacist
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Yon Krum
The Knights Templar R.A.G.E
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Posted - 2010.02.10 04:30:00 -
[58]
To my earlier post:
First I understand issues of mineral inflation and mining rates. If CCP has flatly stated nothing will ever out-mine a (bonused, presumably) Hulk, then so be it. "Hulk+" performance covers quite a bit of ground, from tank to cargo to agility, as well.
For a T3 industrial ship, if you are going into it knowing that you will not get any mining performance upgrade over your existing Hulk, then the ship had better bring some utility that is perfect for certain types of operations: mining in wormholes, mining in lowsec/0.0, ice mining, gas mining, salvaging, etc. There's a great deal of opportunity for some creativity here, fortunately, because industry ships have been untouched for so long (other than capitals).
I don't have the time to create the input given in the previous thread I linked to, but I will return to a key point: * Posters considering this general ship idea have consistently UNDER-estimated subsystem bonuses!
I'm not really sure why this is, other than perhaps a psychological reaction to the kind of "red-headed-stepchild/locked-in-the-closet" relationship industry has with CCP. We're dying for some real attention, but don't settle for less than what's being given with the T3 cruisers! (Even subpar ones like the Legion.)
Likewise, a T3 industrial should bring real role flexibility, much like the T3 cruisers do: cloak, highDPS, sniping, enhanced tank, enhanced buffer, ewar, bubble immunity--all of these are viable with each T3 cruiser (to one extent or another), just not at the same time. Similarly, swapping the subsystems should take the ship from mining to specific type mining, to salvaging, to hauling, to tanking, to cloaking, to ... etc. You get the picture. Flexibility.
--Krum --Krum |

Sjors Sjoemelaar
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Posted - 2010.02.10 09:16:00 -
[59]
/signed
Going for a T3 ship, is for my miner no option but if there are T3 industrials then I go for F3 Tech.
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Janeth Veris
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Posted - 2010.02.10 11:00:00 -
[60]
I have a further suggestion.
***Limit this t3 indy ship to using 1 and only 1 strip miner. ***(and bonusses only for t2 strip miner) At max this one strip miner should have a yeild of around 5000 - 7000m3
The logic is this: -Firstly this means you can only mine 1 type of ore at a time = more specialized -This means other high slots can be used for guns salvagers and other stuff -And most importantly this means most hi-sec roids wil be worthless for this thing. Therefore making this thing less effecient than a hulk in hi-sec but more effecient in 0.0.
The cover ops reconfiguration subsystem is unbalanced I think. A max cargo bay of 25000m3 for ore is 2 much! The ship should be either a hauler or a miner. not both.
So: ore yield subsystem: 40% bonus to mining laser yield per level. 10000m3 ore hold bay. 200m3 cargo ore hauler sybsystem: +10000m3 ore hold per level. 500m3 cargo
This wil push people more into team working and this way this ship does not become a super replacement for hulk solo mining in hi-sec.
lastly I recommend this: cover ops reconfiguration subsystem: +30% bonus to mercoxit mining yield per level - 99% cpu for covops cloak - 5000m3 ore bay. 200m3 cargo bay.
We need an ice mining subsystem as well I would say :)
The main problem with this ship is it should be balanced next to hulks and orca's. And what we don't want is 100's of this stuff going back and forth in hi-sec cleaning out all the belts.
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Alesha Kalishi
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Posted - 2010.02.10 12:17:00 -
[61]
The hidden industrialist in me loves this idea.
Yeah.. although a T3 strat cruiser is almost twice the price of a hulk! it should mine at LEAST the ability of the hulk...
Yes.. it has three turrets! ... stick the same ability to use strip miners on it and its perfect. For the price of two hulks i want to be able to mine at LEAST the eqivalent of one!
Covert Mining Operation sounds like an interesting idea as well. Nice for Wormholes.
Anyway.. Nice idea i hope it gets noticed.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.10 13:22:00 -
[62]
Thanks for the support guys.
I appreciate the critiques. To address a few:
Why no strip miners?
I wanted the ship to have short cycle timers to force the pilot to be active. Also it is a cruiser sized vessel, strip miners are for dedicated mining barges and exhumers.
Ore yield vs. covert ops
Janeth if you look the covert ops subsystem does not provide the 25k m3, that is the ore yield (no cloak). The covert ops subsystem barely provides a few thousand m3 when configured for max hauling capacity.
Huuuuuuuuuuuuuuuuuuuuuuulk
Sorry, but I simply do not want to make a hulk replacement. The hulk should remain the premiere ore stripper. You can get some decently competitive ability with the ore yield subsystem, but I do not think it should mine as much and definitely not more than a hulk.
Mercoxit/Ice bonuses
Someone mentioned this before. The yield bonuses on both the ore yield and covert ops subsystems apply to all ores, including mercoxit. As for ice, I thought about making a subsystem for it, but I wanted the cycle durations for this thing to be small. Perhaps there can be a push in technology that introduces Ice Miners, which mine smaller chunks of ice that simply yield less product? I'd rather not dive into that realm but if someone else wants to take the lead be my guest 
Keep it coming  _____________________________________________
-Sketch, Certified Pharmacist
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Yon Krum
The Knights Templar R.A.G.E
|
Posted - 2010.02.11 07:48:00 -
[63]
Well ok, XXSketchxx, I think on several points we'll have to agree to disagree then. But, since this is your thread, and there was another with the "alternate view" on several of these issues, I encourage you to forge ahead and stat something out that accomplishes the nuance of your vision.
Regardless, we agree EVE would be better with a T3 industrial ship, and should (as we hope) CCP seize on this thought and bring it to implementation I am quite sure they will spend more time hashing out details and put their fingerprints all over the thing.
Peace, --Krum
--Krum |

Fernous
Gallente Section Eight LLC Omega Vector
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Posted - 2010.02.11 10:57:00 -
[64]
Some very well thought out ideas in this thread. I hope CCP takes a good long look at this 
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.12 17:34:00 -
[65]
Bump for the end of the week. _____________________________________________
-Sketch, Certified Pharmacist
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Sigras
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Posted - 2010.02.16 19:23:00 -
[66]
Well I've been thinking about the ice mining problem, and I guess you'll have to wait for a fifth industrial subsystem but my proposed bonuses are
2 turrets 7.5% reduction in cycle time per level 99% reduction in CPU need for ice miners
This would make them different but not necessarily better than the Mackinaw with the additional boast of the shortest ice miner cycle time possible.
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Beatson
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Posted - 2010.02.17 13:20:00 -
[67]
Signed.
I like the general idea, but to be properly balanced, it must be better thought-out by CCP with respect to its future plans. Personally I see a T3 indy ship provide less yield than the hulk but provide enough tank that it can't be taken down by a ship with fittings totalling 10-15mil.
Regarding the ice mining, perhaps you can replace the Rapid Deployment sub-system with one benefiting ice mining? |

XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.17 13:55:00 -
[68]
Originally by: Beatson Signed. Personally I see a T3 indy ship provide less yield than the hulk but provide enough tank that it can't be taken down by a ship with fittings totalling 10-15mil.
If configured properly and fit well, the T3 industrial cruiser can do this.
Quote:
Regarding the ice mining, perhaps you can replace the Rapid Deployment sub-system with one benefiting ice mining?
If anything it will be made into a new subsystem. I am reluctant however as I do not like the idea of putting ice harvesters on a cruiser. I was considering working out numbers for new modules + new, small chunks of ice; Ice Miner I and II to start. If someone wants to expand on this it'd be great, or provide reasons why ice harvesters would be okay...
_____________________________________________
-Sketch, Certified Pharmacist
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Xyfu
Minmatar Corporate Scum On the Rocks
|
Posted - 2010.02.17 17:38:00 -
[69]
Originally by: RalShae Marques
As I read your proposal.. I was trying to understand what you were trying to accomplish.. As I understand it, you want to: 1. Travel to the belt unseen. 2. Mine quietly unless somebody happens to warp into the belt.
No, not at all. That's one role it could possibly fill. It's a T3 ship, with 20 subsytems. That's 1024 different ways to configure the ship. (Or is it 625? I can never remember whether it's [number of possibilities per category]^[categories] or the other way around. (Looking into it, 2^3=8, so I guess it's 1024.))
There may not be 1024 useful configurations, but hey. _____ ^ That is a sig line. It should be there without me having to put one in. |

Mielono
Caldari SWARTA
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Posted - 2010.02.18 14:20:00 -
[70]
I think that it is an excellent idea.
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Veliria
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Posted - 2010.02.18 18:23:00 -
[71]
A true ninjaminer would be a welcome addition, as it gives mining an aspect that isn't mindblowingly dull. The yield wouldn't really matter all that much, but cargohold would, it would be a waste to get deep into enemy/WH space with only 500m3 of cargo to fill with ore.
Maybe something closer to about 2000-3000m3 at lvl 4/5 so it can really be fun and still profitable to ninja mine.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.18 19:27:00 -
[72]
Originally by: Veliria A true ninjaminer would be a welcome addition, as it gives mining an aspect that isn't mindblowingly dull. The yield wouldn't really matter all that much, but cargohold would, it would be a waste to get deep into enemy/WH space with only 500m3 of cargo to fill with ore.
Maybe something closer to about 2000-3000m3 at lvl 4/5 so it can really be fun and still profitable to ninja mine.
Fit for max low slots gives 7 slots. With the covert ops subsystem, that's 50% bonus to 500m3 base plus potential for 7 Expanded Cargohold IIs, 2 T2 cargo rigs and 1 T1 cargo rig, giving approximately 6800m3. Even sacrificing a few slots for mining upgrades lets you maintain a decent cargohold. Should be enough to get you by.
Thank you for bringing this up though. It forced me to see the potential for 7 low slot configuration which could potentially result in one of the mining subsystems or even both better than a max yield hulk (strip miners + T2 crystals and 2 mining upgrades). I might have to tweak some yield bonuses after I check some numbers. _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.18 20:27:00 -
[73]
Okay, so contrary to my previous belief, Mining Laser Upgrades are not stacking penalized. However, they do hit CPU pretty hard.
After some calculations, it is clear that while a 7 low slot configuration may seem problematic in the fact that 7 MLU IIs would boost the mining of the Ore Yield configuration considerably, being able to do so should be impossible. The ship should be able to fit 1-2 MLUs on it, at which point it is still outmined by a Hulk and only slightly outmining a covetor (when 2 MLUs are in place versus the covetor's max potential of 1). Fitting 3 MLUs should IMO be possible if you fill the remainder of the ship's low slots with Co-Processors, but even then the ship it outmined by a Hulk with 2 MLUs.
So basically, as long as mining yield is balanced around CPU output, the ship should retain its position behind the Hulk in terms of mining yield. The Covert Ops configuration is not an issue, as it takes 7 MLUs to just about come close to the Hulk's max yield with 2 MLUs and this will not be possible due to CPU limitations.
Tl;dr CPU usage increase should balance extensive MLU usage and keep the mining yield hierarchy intact. _____________________________________________
-Sketch, Certified Pharmacist
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Destruction Theory
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Posted - 2010.02.19 01:36:00 -
[74]
I agree. However, covert cloak is going JUST a bit too far. /Signed
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.19 02:04:00 -
[75]
Originally by: Destruction Theory I agree. However, covert cloak is going JUST a bit too far. /Signed
Care to explain your opinion why its too far?
Current T3 can be fit "decently" for PvE content and have a covert ops cloak. Why shouldn't a "ninja miner" be as viable as a "ninja plexer" _____________________________________________
-Sketch, Certified Pharmacist
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Mielono
Caldari SWARTA
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Posted - 2010.02.19 02:51:00 -
[76]
because they want to kill miners who cannot shoot back, its a super expensive omgwtf ship made for mining in lowsec and null trips... I think its almost a requirement to have those options.
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Aleksey NB
Gallente Insidious Existence
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Posted - 2010.02.19 06:57:00 -
[77]
I think adding just another (5-th) industrial sybsystems(ore/gas mining) to current t3 ships would be better way for that idea. (!) Also that subsystems must be balanced to use it in WH space mostly.
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McDaddy Pimp
Minmatar
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Posted - 2010.02.19 08:21:00 -
[78]
This sound fantastic. I too will resub my hulk alt if CCP decides to make a t3 indy cruiser.
Here are some more ideas:
Industrial Subsytem - Ore compression: PG reduction for Industrial Core mod. Ore compression can only be done in deployed mode. Maybe give it worse stats then roqual
Electronic Subsytem - survey/cargo scanner range
Defensive Subsytem - RR bonus both armor and shields
Engineering Subsytem - mass reduction (so it wont collapse tiny wormholes)
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Veliria
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Posted - 2010.02.19 18:25:00 -
[79]
Edited by: Veliria on 19/02/2010 18:25:29 Considering the massive cost a T3 ship has to only use for Industrial purposes, I'd find it balanced at the very least that it would be very hard to catch.
First off all it should be a pain to scan down, it can't fight, it's expensive, a tank won't matter much if you can't fight back so all it can do is mine and run, so making it hard to scan down would force the opponent to try to find the target via the site, rather than the ship.
Secondly, CovOps cloak is fine if not almost mandatory. Again, T3 ship + no guns or huge tank means very juicy target. People willing to risk such a ship for Industrial purposes should be given a CovOps cloak as an option. I think the 30 second delay on it should be modified, taking off 3 seconds per level of the subsystem skill. If you do get scanned down, 30 seconds is a bit much.
The warp core stab subsystem is a bit out of place. If you get targetted, odds are they aren't alone and they'll find you again. ECM Drones and CovOps cloak tend to work just as well.
Instead, I'd propose a subsystem that boosts MWD and AB speed. It allows for more practical use of using a Cloak and MWD combo to get out of a bubble.
I'd love to see a Drone Mining bonus somewhere along the line as well.
The Engineering subsystems seem a little redundant. You're not gonna tank whole sleeper spawns, nor will you stick around when an enemy ship shows up. Maybe some systems aimed towards improving mining laser range, reducing the damage done to crystals, ore scanner and maybe that mining drone bonus.
Just a few thoughts 
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.19 18:53:00 -
[80]
Originally by: Veliria
First off all it should be a pain to scan down, it can't fight, it's expensive, a tank won't matter much if you can't fight back so all it can do is mine and run, so making it hard to scan down would force the opponent to try to find the target via the site, rather than the ship.
dissolution sequencer + signature optimizer + ECCM modules 
Quote: Industrial purposes should be given a CovOps cloak as an option. I think the 30 second delay on it should be modified, taking off 3 seconds per level of the subsystem skill. If you do get scanned down, 30 seconds is a bit much.
I'll think about this. I rather like the delay. It forces the pilot to be actively using the d-scanner and be ready to leave at a moments notice.
Quote: The warp core stab subsystem is a bit out of place. If you get targetted, odds are they aren't alone and they'll find you again.
This is going to be changed to a mass reduction bonus. I never liked this subsystem (read a comment I made on the first page). Mass reduction bonus fits in much better.
Quote:
Instead, I'd propose a subsystem that boosts MWD and AB speed. It allows for more practical use of using a Cloak and MWD combo to get out of a bubble.
I also considered this, but wasn't sure how much people would really want to fit an ab or mwd. I can see how it'd be useful though; I always fit a mwd on my blockade runners.
Quote:
I'd love to see a Drone Mining bonus somewhere along the line as well.
One of the subsystems had this initially but I modified it. I'll look into it, but honestly mining drones are pretty meh anyway.
Quote: The Engineering subsystems seem a little redundant.
I agree
Quote: Maybe some systems aimed towards improving mining laser range, reducing the damage done to crystals, ore scanner and maybe that mining drone bonus.
Some good ideas. I particularly like the mining laser range one; could be very handy.
Quote:
Just a few thoughts 
Much appreciated  _____________________________________________
-Sketch, Certified Pharmacist
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.19 19:18:00 -
[81]
***Update***
Augmented Capacitor subsystem has been replaced by Mining Laser Field Enhancement (10% bonus to range of mining lasers and gas harvesters per level).
Harvester CPU Efficiency Gate has been given another bonus; 20% increase to range of survey scanners per level.
Warp Core Optimizer has been removed. It has been replaced by the Hull Construction Reconfiguration (5% reduction in mass per level).
Chassis Optimization has been boosted from 5% to 10%. This subsystem is meant to benefit both users of afterburners and microwarpdrives.
There are currently no plans for adding mining drone bonuses.
I am still looking for ideas for the ice mining subsystem. All ideas welcome. Thank you to all who have contributed so far. _____________________________________________
-Sketch, Certified Pharmacist
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Veliria
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Posted - 2010.02.19 21:50:00 -
[82]
Originally by: XXSketchxx dissolution sequencer + signature optimizer + ECCM modules 
Sounds good, but hopefully not all midslots will be taken to achieve an unscannable ship. Atleast one mid should be free for an ore scanner or MWD.
Originally by: XXSketchxx I'll think about this. I rather like the delay. It forces the pilot to be actively using the d-scanner and be ready to leave at a moments notice.
Fair enough, although a T3 ship used just for mining is an awfully tempting target on the d-scanner of the enemy.
Originally by: XXSketchxx This is going to be changed to a mass reduction bonus. I never liked this subsystem (read a comment I made on the first page). Mass reduction bonus fits in much better.
That's actually quite good as it will allow you to use the same wormhole longer. Do take care not to make the agility subsystem obsolete though.
Originally by: XXSketchxx I also considered this, but wasn't sure how much people would really want to fit an ab or mwd. I can see how it'd be useful though; I always fit a mwd on my blockade runners.
The mass reduction subsystem should give a decent enough boost compared to the velocity one.
Originally by: XXSketchxx One of the subsystems had this initially but I modified it. I'll look into it, but honestly mining drones are pretty meh anyway.
On that I'd have to disagree, Mining Drones actually bring in a good amount of ore and they do so every 1 min. From what I can tell they bring about as much as 50-60% of a strip miner (which cycles in 3 mins) if you park close to a roid. Add a mining bonus to that and you get some decent secondary support.
One more thing, what about Mercoxit? If the T3 ship is going to use regular turret miners, the Modulated Deep Core Miner II is what I'd use. I used them on my Rokh before I got my Hulk very effectively and from what I can tell they can mine Mercoxit very effectively. Seeing as how regular miners can't mine it (I think) and the Deep Core Strip Miner has less yield when compared to a Modulated Strip Miner, what would the yield be like when compared to a Skiff or Hulk?
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.19 22:11:00 -
[83]
Edited by: XXSketchxx on 19/02/2010 22:11:19
Originally by: Veliria
Sounds good, but hopefully not all midslots will be taken to achieve an unscannable ship. Atleast one mid should be free for an ore scanner or MWD.
a tengu can be made unprobable with dissolution sequencer (and electronics subsystem 4), 2 mid slot ECCM and 1 low slot ECCM
this would be doable with the T3 industrial as well, and when you throw in things like sensor implants, skirmish warfare boosts, x-instinct boosters, and halo implants, it is very much viable to achieve an unscannable ship and maintain functionality
Quote: On that I'd have to disagree, Mining Drones actually bring in a good amount of ore and they do so every 1 min. From what I can tell they bring about as much as 50-60% of a strip miner (which cycles in 3 mins) if you park close to a roid. Add a mining bonus to that and you get some decent secondary support.
I'll look into it. No promises though; the mining subsystems can already do fairly well on their own.
Quote: One more thing, what about Mercoxit? If the T3 ship is going to use regular turret miners, the Modulated Deep Core Miner II is what I'd use. I used them on my Rokh before I got my Hulk very effectively and from what I can tell they can mine Mercoxit very effectively. Seeing as how regular miners can't mine it (I think) and the Deep Core Strip Miner has less yield when compared to a Modulated Strip Miner, what would the yield be like when compared to a Skiff or Hulk?
/me runs to Excel. I'll check some numbers. May need to make some adjustments. _____________________________________________
-Sketch, Certified Pharmacist
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.19 22:43:00 -
[84]
Okay. Some conclusions:
Max skilled skiff, MDCSM with T2 crystal ~824m3/min - lower than both the Ore Yield and Covert ops Subsystem
Therefore, Ore Yield and Covert ops will not provide bonus to Deep Core Technology. Instead, I designed a new subsystem:
Deep Core Extraction - 25% bonus to Mercoxit Mining Crystal Yield multiplier and +2000m3 Mercoxit Storage Bay per level; 3/0/0 (3 turrets); 350m3 cargo
What this means:
633m3 per minute Yield when fitted with MDCM and Mercoxit Crystals and a 10k m3 storage bay for Mercoxit ore.
Thoughts? Too modest? Unbalanced? Will it work?
Still looking for input on the Ice Yield Subsystem.
_____________________________________________
-Sketch, Certified Pharmacist
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Veliria
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Posted - 2010.02.19 23:47:00 -
[85]
Yeh seems good, seeing you could fit more MLUs on it than you could on a Skiff. Ice would be problematic as you need Ice Harvesters for that (which are strips) and a single unit is 1000m3. As well, Ice Mining isn't really all that useful on this ship, Ice does not appear in WHs and in 0.0/Low-sec you're better off mining ABC or Merc.
I'd say drop the whole subsystem, leaving mining Ice to the Mackinaw.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.20 01:26:00 -
[86]
Originally by: Veliria Yeh seems good, seeing you could fit more MLUs on it than you could on a Skiff.
Theoretical max MLU's that should be able to be fit on one of these is 3 (with very little CPU left). Skiff can fit 2. T3 industrial with Deep Core bonus and 3 MLU will still mine less than a Skiff with 2 MLU. However, as it stands, with only 3 MDCM IIs you may be able to fit a couple more MLUs than intended. Therefore, I am dropping the bonus down to 7.5% per level and increasing turret slots to 5.
This puts the T3 Industrial at 644m3/min which can be increased to 834m3/min with 3 MLUs in comparison to a Skiff with base 827m3/min and 982m3/min with 2 MLUs.
Quote:
Ice would be problematic as you need Ice Harvesters for that (which are strips) and a single unit is 1000m3. As well, Ice Mining isn't really all that useful on this ship, Ice does not appear in WHs and in 0.0/Low-sec you're better off mining ABC or Merc.
I agree that its problematic. The only practical solution I see is a complex one; introduce Ice Miner I, II and named variants, and smaller chunks of ice that yield smaller amounts of product. Its a complete overhaul and could have some very negative effects on the ice market. _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.20 01:47:00 -
[87]
Minor Modification:
Added a 50% reduction in mining laser optimal range for the Deep Core Extraction subsystem.
Why? Well theoretically this would go in conjunction with a "boost" to those Mercoxit gas clouds that form. It would mean you have to be closer to the rocks (i.e. in more danger) and thus have to fit a tank. You also don't get the reduced chance of gas cloud forming so, be prepared .
Hopefully this provides some nice distinction from the Skiff. _____________________________________________
-Sketch, Certified Pharmacist
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Veliria
|
Posted - 2010.02.20 18:31:00 -
[88]
Originally by: XXSketchxx Minor Modification:
Added a 50% reduction in mining laser optimal range for the Deep Core Extraction subsystem.
Why? Well theoretically this would go in conjunction with a "boost" to those Mercoxit gas clouds that form. It would mean you have to be closer to the rocks (i.e. in more danger) and thus have to fit a tank. You also don't get the reduced chance of gas cloud forming so, be prepared .
Hopefully this provides some nice distinction from the Skiff.
There is one thing I would like to add to this then. If you decide to mine Merc over Ark (given your new stats), such a change would mean you're putting yourself in more harms way than you would mining regular ore. Mercoxit isn't hugely more profitable than Ark (if it even is), but mining Merc should still remain practical.
Seeing as Mercoxit means you only need one specific ore type, why not make the subsystem a tiny bit more towards a ninja miner? You could say that the 50% range reduction also reduces the CovOps cloak delay of 30 seconds by 50%. That way you can ninja mine Mercoxit up close (still having to beware of the gas) but being able to GTFO out a little quicker for being so close.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.20 19:08:00 -
[89]
Originally by: Veliria
There is one thing I would like to add to this then. If you decide to mine Merc over Ark (given your new stats), such a change would mean you're putting yourself in more harms way than you would mining regular ore. Mercoxit isn't hugely more profitable than Ark (if it even is), but mining Merc should still remain practical.
Seeing as Mercoxit means you only need one specific ore type, why not make the subsystem a tiny bit more towards a ninja miner? You could say that the 50% range reduction also reduces the CovOps cloak delay of 30 seconds by 50%. That way you can ninja mine Mercoxit up close (still having to beware of the gas) but being able to GTFO out a little quicker for being so close.
The Mercoxit subsystem is independent of the covert ops. The Mercoxit one will not be getting a bonus to cloaking. Remember that you could always fit a regular cloaking device, provided you have the spare high slot and you can also counteract the range reduction via the appropriate engineering subsystem.
Ideally, you could then use the interdiction nullifier subsystem + an improved cloak to move around null sec. Find a system you like, mine away. Hostile enters? Get safe and cloak. The fat mercoxit bay will allow reasonably prolonged ventures. _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Veliria
|
Posted - 2010.02.21 10:32:00 -
[90]
Originally by: XXSketchxx
Originally by: Veliria
There is one thing I would like to add to this then. If you decide to mine Merc over Ark (given your new stats), such a change would mean you're putting yourself in more harms way than you would mining regular ore. Mercoxit isn't hugely more profitable than Ark (if it even is), but mining Merc should still remain practical.
Seeing as Mercoxit means you only need one specific ore type, why not make the subsystem a tiny bit more towards a ninja miner? You could say that the 50% range reduction also reduces the CovOps cloak delay of 30 seconds by 50%. That way you can ninja mine Mercoxit up close (still having to beware of the gas) but being able to GTFO out a little quicker for being so close.
The Mercoxit subsystem is independent of the covert ops. The Mercoxit one will not be getting a bonus to cloaking. Remember that you could always fit a regular cloaking device, provided you have the spare high slot and you can also counteract the range reduction via the appropriate engineering subsystem.
Ideally, you could then use the interdiction nullifier subsystem + an improved cloak to move around null sec. Find a system you like, mine away. Hostile enters? Get safe and cloak. The fat mercoxit bay will allow reasonably prolonged ventures.
Fair enough, but keep in mind how heavy Mercoxit is and that you can't use mining drones to boost your yield. Mercoxit mining will have to remain a valid (and profitable) option to do over mining regular ore. I don't know the value of Merc and Ark by memory, but why would one mine Mercoxit if mining Ark was 20-40% more profitable. Mercoxit ofcourse also only appears where ABC also appears, so it's always a contest between them.
A huge cargobay I could actually see being a good reason to mine Mercoxit, but it would have to be huge to allow for a serious amount of Mercoxit, say atleast twice as much. Seeing as how heavy it is and the dangers of mining it up close, having a huge cargobay is quite fair. The larger it is, the more you need to mine and the longer you'll get hit by the damage clouds. Staying longer also increases the odds of being found.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.02.21 15:34:00 -
[91]
Originally by: Veliria
I don't know the value of Merc and Ark by memory, but why would one mine Mercoxit if mining Ark was 20-40% more profitable. Mercoxit ofcourse also only appears where ABC also appears, so it's always a contest between them.
Whether or not Mercoxit is top dollar ore really isn't how the subsystems should be balanced; that is more an inherent problem with the current ore supply. Also, mercoxit appears in the northern regions of kspace whereas arkonor (and I think bistot) do not. _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Veliria
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Posted - 2010.02.21 19:18:00 -
[92]
Originally by: XXSketchxx
Originally by: Veliria
I don't know the value of Merc and Ark by memory, but why would one mine Mercoxit if mining Ark was 20-40% more profitable. Mercoxit ofcourse also only appears where ABC also appears, so it's always a contest between them.
Whether or not Mercoxit is top dollar ore really isn't how the subsystems should be balanced; that is more an inherent problem with the current ore supply. Also, mercoxit appears in the northern regions of kspace whereas arkonor (and I think bistot) do not.
Fair enough then, although I wonder how much damage the gas clouds do. 5 independent mining lasers might cause a huge amount of damage to tank.
One other thing I was thinking about was preserving ore crystals. I had a thought a while back about specific scripts for Mining Crystals. One would up the range by 40%, but increase the damage done to the crystals by 40%. Similarly, one would reduce damage done to the crystals by 40%, but also decrease their range by the same amount.
Something with the crystals would be unique to the ship, giving it its own little niche apart from Mining Barges and Exhumers.
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Mielono
Caldari SWARTA
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Posted - 2010.02.21 22:08:00 -
[93]
not a problem, I have mined merc and all you need to do is sit more than 5km off and you are fine. Almost makes the damage potential kinda pointless since most mining laser setups let you sit that far off at a minimum
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Sigras
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Posted - 2010.02.22 08:28:00 -
[94]
Just a few things to keep in mind when discussing this.
1. Ice Mining - I really think when dealing with CCP, we need to keep in mind that everything they do is balancing "coolness factor" against the time their programmers are going to have to take to make it. I really think making them completely reorganize the ice system would be too much to ask for one ship, what do you think.
2. Specific Storage Bays - Along the same lines i think a gas specific bay is a good thing. but a mercoxit bay too? whats wrong with a normal ore bay? youre only ever going to be mining mercoxit with that subsystem anyway, and i think two unique storage bays is a bit much for one ship.
3. Mass - Not really a problem per say, but just something to keep in mind; any changes made to mass in favor of MWD/AB/WH also makes it easier to black ops cyno with the covert ops subsystem. Like i said, just something to keep in mind because more than once CCP found something they designed used in a way they never really thought of *cough* logistics dreadnought *cough*
Just my thoughts
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XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
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Posted - 2010.02.28 18:44:00 -
[95]
Bump for love/hate _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Mielono
Caldari SWARTA
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Posted - 2010.02.28 20:00:00 -
[96]
Max mass for the build should be low enough that I can pop two out of a orca.
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Sigras
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Posted - 2010.03.01 06:30:00 -
[97]
That would be dependant on volume not mass
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Mielono
Caldari SWARTA
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Posted - 2010.03.01 09:31:00 -
[98]
Good to see what I said was clear enough to be corrected
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XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
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Posted - 2010.03.03 16:20:00 -
[99]
Updated second post with skill requirements:
Skill Requirements
O.R.E Strategic Cruiser [Rank 5]:
- Advanced Spaceship Command 5
- O.R.E. Industrial Subsystem 1
- O.R.E. Defensive Subsystem 1
- Shield Operation 5
- Shield Management 3
- O.R.E Engineering Subsystem 1
- Engineering 5
- Energy Management 3
- O.R.E. Electronics Subsystem 1
- O.R.E. Propulsion Subsystem 1
- Navigation 5
- Evasive Maneuvering 3
_____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
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Posted - 2010.03.03 16:23:00 -
[100]
Taking input from readers:
What should the bonus be for the ship skill (tentatively "O.R.E Strategic Cruiser)? _____________________________________________
-Sketch, Certified Pharmacist
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Lone Provider
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Posted - 2010.03.03 19:02:00 -
[101]
So I'm guessing this is still using the original T3 Hull in use now, just with new Subsystems?
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XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
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Posted - 2010.03.03 19:30:00 -
[102]
Originally by: Lone Provider
So I'm guessing this is still using the original T3 Hull in use now, just with new Subsystems?
No. Ideally it would be a new hull with all new subsystems. While some subsystems are very similar to the current ones, most have been tailored to fit O.R.E.'s needs. _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Lone Provider
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Posted - 2010.03.03 21:00:00 -
[103]
Originally by: XXSketchxx
Originally by: Lone Provider
So I'm guessing this is still using the original T3 Hull in use now, just with new Subsystems?
No. Ideally it would be a new hull with all new subsystems. While some subsystems are very similar to the current ones, most have been tailored to fit O.R.E.'s needs.
Well, the current T3 is a blank canvas, so I see it much easier just introducing industry based Subsystems to the T3 already available
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Sigras
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Posted - 2010.03.04 02:12:00 -
[104]
Well seeing as how O.R.E. is a gallente corporation, it would make sense to have these subsystems work off of the proteous, but seeing as how that would make it overpowered, the most logical thing to do is make a new ship
In response to what should the O.R.E. ship skill do I'm thinking 5% agility per level?
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Tercius
Gradient Electus Matari
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Posted - 2010.03.28 14:22:00 -
[105]
Oh hell yeah, as a long time resident in W space, I think this would be kick ass !
And a nice bump to keep this on top so maybe it can be included in Tyrannis !!!!!
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Sigras
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Posted - 2010.04.07 15:31:00 -
[106]
Arise my undead forum thread
*brainz*
No seriously, this would be awesome and I hope its implemented in tyrannis
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XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
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Posted - 2010.04.18 21:51:00 -
[107]
Thanks to Sigras for keeping this thread alive. I had been having trouble posting due to technical difficulties but have found a temporary work around.
As for the T3 Industrial, we still need a bonus for the ship skill. I'll be honest I haven't put much thought into it myself but any ideas would be welcome.
Annnnnnnnnnnnnd, up to the top. _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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galphi
Gallente Sileo In Pacis THE SPACE P0LICE
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Posted - 2010.04.19 01:44:00 -
[108]
/signed
Cracking good idea, love it. Definitely would like to see this implemented for the next expansion!
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Qujulome
Amarr
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Posted - 2010.05.19 05:52:00 -
[109]
this is a very good ship concept. I want one
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Centurax
Caldari Eve Engineering
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Posted - 2010.05.19 08:40:00 -
[110]
supported!!
Excellent idea, well presented.
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Ranka Mei
Caldari
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Posted - 2010.05.19 09:02:00 -
[111]
One of the better worked out proposals, for sure. But, erm, why not just add these new industrial subsystems to the existing T3 ships?
I like the idea, though.
+1
--
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Gavjack Bunk
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Posted - 2010.05.19 11:53:00 -
[112]
Yes! My Legion training will not have been entirely wasted if they give us these mods! |

Revii Lagoon
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Posted - 2010.05.20 00:08:00 -
[113]
Edited by: Revii Lagoon on 20/05/2010 00:12:13 Although I dislike mining in general, this seems like a good addition to the T3 lineup. Would be a nice encouragement for carebears to get out to null sec / low sec. One suggestion I have is to make a bonus for something like 1% bonus yield per level of O.R.E Strategic Cruiser. Currently there doesn't seem to be any bonus for that skill so finding something that relates to mining / industry would be useful. Other options could be expanded cargo hold / amount of drones controlled (more mining drones) / drone bay size increase.
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Kenpachi Viktor
Gradient Electus Matari
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Posted - 2010.05.24 06:13:00 -
[114]
This could finally be the dedicated gas mining ship that people want. ===============
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Cpt Branko
Retired Pirate Club
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Posted - 2010.05.24 08:51:00 -
[115]
Yes, but no ECM bonuses. Covops cloak+interdiction nullifier+ecm bonus = T3 Falcon.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Kenpachi Viktor
Gradient Electus Matari
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Posted - 2010.05.31 09:25:00 -
[116]
Originally by: Cpt Branko Yes, but no ECM bonuses. Covops cloak+interdiction nullifier+ecm bonus = T3 Falcon.
The Tengu already has the possibility to fit Covops cloak+interdiction nullifier+ecm bonus. ( Obfuscation Manifold: 10% bonus to ECM target jammer optimal range per level. ) ===============
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Fournone
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Posted - 2010.06.10 17:16:00 -
[117]
bump
/signed
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Eclorc
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Posted - 2010.06.11 06:35:00 -
[118]
Overall, I really like the idea too.
The only things I disagree with are the ore-yield you propose, and the cargo bay size.
IMHO, the ore yield should not exceed the Retriever's capabilities, and certainly not exceed the Covetor. Those ships still have a role to play, and should continue to do so, and for experienced, as well as nOOb miners.
Cargo bay size shouldn't exceed that of a Badger 1 either, smaller would be better even with cargo expanders fitted. Haulers exist for a reason, and if you make a mining ship able to interdiction-nullify and carry as much as an Itty5, then what is the point of Transport ships?
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XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
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Posted - 2010.06.12 20:25:00 -
[119]
Edited by: XXSketchxx on 12/06/2010 20:30:17
Originally by: Eclorc
IMHO, the ore yield should not exceed the Retriever's capabilities, and certainly not exceed the Covetor. Those ships still have a role to play, and should continue to do so, and for experienced, as well as nOOb miners.
A few things to note here.
Both of those ships are T1 mining barges. They have little to no defensive capability and in the retriever's case, take very little training. Additionally, they have much longer cycle times (strips vs. miners). The Covetor also maintains its role as a cheap, efficient miner, and the Retriever as a nice stepping stone in the mining profession.
Quote: Cargo bay size shouldn't exceed that of a Badger 1 either, smaller would be better even with cargo expanders fitted. Haulers exist for a reason, and if you make a mining ship able to interdiction-nullify and carry as much as an Itty5, then what is the point of Transport ships?
A few things to note here. First, again, the T1 vs. T3 argument. Additionally, the actual cargohold of no T3 industrial cruiser combination competes with Transport ships. The Ore Yield Subsystem can have a max of 25,500m3 cargo (before expanders). The actual cargohold can probably be expanded to...a few thousand? Ultimately what you get is a ship that can sit in a belt mining for a while, but not afk, as the pilot must constantly transfer ore from the cargobay to the orebay. And just barely mining more than a covetor (still under a hulk).
As for an interdiction nullifying miner carrying as much as an Itty 5, I believe I addressed this before as well.
Originally by: xxSketchxx Fit for max low slots gives 7 slots. With the covert ops subsystem, that's 50% bonus to 500m3 base plus potential for 7 Expanded Cargohold IIs, 2 T2 cargo rigs and 1 T1 cargo rig, giving approximately 6800m3. Even sacrificing a few slots for mining upgrades lets you maintain a decent cargohold. Should be enough to get you by.
Less than my prowler so it doesn't obsolete the blockade runners by any stretch.
As for the mention about the potential of this becoming a new falcon. It definitely doesn't have anywhere near the capability to be competitive with the falcon, though I'll admit it would make battle industrial gangs a tad more interesting (albeit expensive) 
Finally, still looking for a bonus for the "Strategic Cruiser" ship skill. So far we have agility and minor mining bonus boosts as nominations. Any other ideas? _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Tsabrock
Gallente Circle of Friends
|
Posted - 2010.06.14 20:38:00 -
[120]
Although I only have time atm to just skim the topic, I like the idea from page 1.
/signed. --- I don't read the forums all the time here - if you read something here and want to respond to me directly, EVE-Mail me, and I'll eventually read it. |
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XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
|
Posted - 2010.06.17 13:21:00 -
[121]
To the top.
We can have T3 industrial?
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XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
|
Posted - 2010.06.18 17:30:00 -
[122]
/me breathes life into thread
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PotatoOverdose
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Posted - 2010.06.18 22:04:00 -
[123]
+1 for a T3 industrial.
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Fournone
|
Posted - 2010.06.25 01:16:00 -
[124]
Edited by: Fournone on 25/06/2010 01:16:35 Page 6. Page 6? 
bump
A tech 3 miner would be a nice addition to eve. The currnet low sec miner (mining fitted rohk) just doesn't make sense. I mean what part of mining laser fitted battleship sounds right? It shouldn't be an invincible jaspet muncher, nor should it have a hulks tanking ability (frigate modules on a cruiser sized hull) or mining ability. The middle ground will take some tweaking to find, but once found, would be a good sight for miners and pirates alike (T3 loot/salvage is always better than T2 loot/salvage).
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Clansworth
Dissident Aggressors Mordus Angels
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Posted - 2010.06.25 03:44:00 -
[125]
Edited by: Clansworth on 25/06/2010 03:44:56
Originally by: XXSketchxx
- Osprey = 564m3/min (3x Miner II)
- Retriever = 754m3/min (2x T2 strips and T2 crystals)
- T3 Covert Ops = 846m3/min (3x Miner II)
- Covetor = 1131m3/min (T2 strips and T2 crystals)
- T3 miner = 1175m3/min (5x Miner II)
- Hulk = 1240m3/min (T2 strips and T2 crystals)
Not really fair to compare T2 Strips w/ T2 Crystals, to plane Jane Miner II's. Using MDCM II's, with T2 crystals, the numbers are instead as follows:
- Osprey = 658m3/min (3x MDCM II and T2 crystals)
- Retriever = 754m3/min (2x T2 strips and T2 crystals)
- T3 Covert Ops = 987m3/min (3x MDCM II and T2 crystals)
- Covetor = 1131m3/min (T2 strips and T2 crystals)
- Hulk = 1240m3/min (T2 strips and T2 crystals)
- T3 miner = 1371m3/min (5x MDCM II and T2 crystals)
Which, while cool, DOES make them overpowered... Intel/Nomad |

XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
|
Posted - 2010.06.25 13:40:00 -
[126]
Originally by: Clansworth Edited by: Clansworth on 25/06/2010 03:44:56
Originally by: XXSketchxx
- Osprey = 564m3/min (3x Miner II)
- Retriever = 754m3/min (2x T2 strips and T2 crystals)
- T3 Covert Ops = 846m3/min (3x Miner II)
- Covetor = 1131m3/min (T2 strips and T2 crystals)
- T3 miner = 1175m3/min (5x Miner II)
- Hulk = 1240m3/min (T2 strips and T2 crystals)
Not really fair to compare T2 Strips w/ T2 Crystals, to plane Jane Miner II's. Using MDCM II's, with T2 crystals, the numbers are instead as follows:
- Osprey = 658m3/min (3x MDCM II and T2 crystals)
- Retriever = 754m3/min (2x T2 strips and T2 crystals)
- T3 Covert Ops = 987m3/min (3x MDCM II and T2 crystals)
- Covetor = 1131m3/min (T2 strips and T2 crystals)
- Hulk = 1240m3/min (T2 strips and T2 crystals)
- T3 miner = 1371m3/min (5x MDCM II and T2 crystals)
Which, while cool, DOES make them overpowered...
Looking into this issue with the bonuses.
Bit of a note though: I am not a game dev nor am I perfect. I think the general concept is clear: T3 miner should be below Hulk but slightly above Covetor. I am investigating the bonuses now, but please understand the above hierarchy.
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XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
|
Posted - 2010.06.25 15:04:00 -
[127]
Edited by: XXSketchxx on 25/06/2010 15:06:08 So I completely forgot about Deep Core Miners (I thought they were only for Mercoxit), so I have had to refine the bonus for the Ore Yield Subsystem a bit. Previously it had a bonus of 30% to yield per level; this has been modified to 25% per level. The covert ops subsystem maintains 40% to yield per level, but only 3 turret points. This change produces the new hierarchy:
(Assuming max skills, no MLU II, no implants, no command bonuses).
- Osprey = 656/min (3x MDCM II, T2 crystals)
- Retriever = 755/min (2x T2 strips and T2 crystals)
- T3 Covert Ops = 981m3/min (3x MDCM II, T2 crystals)
- Covetor = 1132m3/min (T2 strips and T2 crystals)
- T3 miner = 1226m3/min (5x MDCM II, T2 crystals)
- Hulk = 1302m3/min (T2 strips and T2 crystals)
***Op has been updated to reflect changes; thank you to Clansworth for your attention to detail.***
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Sim Cognito
Bene Gesserit ChapterHouse True Reign
|
Posted - 2010.06.25 16:42:00 -
[128]
An excellent idea that corrects all the problems the mining ships have,providing interesting functions as well as flexibility as long as there are no significant increases in yield(to avoid negative mineral price impact).
Definetely signed!
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Clansworth
Dissident Aggressors Mordus Angels
|
Posted - 2010.06.26 07:56:00 -
[129]
Originally by: XXSketchxx So I completely forgot about Deep Core Miners (I thought they were only for Mercoxit)
Deep Core Miner I - Mercoxit Only. no crystal use. Modulated Deep Core Miner II - Any Ore, based on crystal used. Intel/Nomad |

Badmin
|
Posted - 2010.06.29 02:58:00 -
[130]
Originally by: XXSketchxx
bonused gas harvester
This ^
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Morgan Morrow
|
Posted - 2010.06.29 17:17:00 -
[131]
The Primae model would have made an awesome hull for a T3 industrial,it's what I thought when I first undocked with it.
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XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
|
Posted - 2010.06.29 18:34:00 -
[132]
Originally by: Morgan Morrow The Primae model would have made an awesome hull for a T3 industrial,it's what I thought when I first undocked with it.
I nearly jumped for joy when I saw the Primae model. Then I read the details, slumped in my chair, and grabbed another beer .
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XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
|
Posted - 2010.06.29 18:35:00 -
[133]
Originally by: Badmin
Originally by: XXSketchxx
bonused gas harvester
This ^
I actually despise the idea of a bonused gas harvester ; gas is already ridiculously easy to harvest. But, gotta give the people what they want (within reason). 
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Morgan Morrow
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Posted - 2010.06.30 12:01:00 -
[134]
Originally by: XXSketchxx
Originally by: Badmin
Originally by: XXSketchxx
bonused gas harvester
This ^
I actually despise the idea of a bonused gas harvester ; gas is already ridiculously easy to harvest. But, gotta give the people what they want (within reason). 
A subsystem to facilitate gas harvesting would be ideal under the category of "harvesting" subsystems
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Sigras
|
Posted - 2010.07.17 20:04:00 -
[135]
+1
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XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
|
Posted - 2010.07.17 22:18:00 -
[136]
Originally by: Sigras +1
I was just about to bump this. Thanks Sigras.
Sadly CCP will probably not even consider an idea like this for a long long time 
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Rigeborod
|
Posted - 2010.07.18 21:43:00 -
[137]
Bump again. I like t3 in general and making O.R.E. t3 is great idea! :)
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Eteama meldier
|
Posted - 2010.07.21 19:13:00 -
[138]
hmmm
looking through your OP i don't see any info on drones for a mining ship i have always felt a drone bay important, not so much for mining drones but it would be used but for me something to blow away the annoying rats
you could look at drone bay and bandwidth for the main ship skill. or you could work it into one of you subsystems
just a thought
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Jenna Fenlay
|
Posted - 2010.07.28 01:41:00 -
[139]
I read the forum rules and they say players shouldn't post unless they contribute...
I have nothing constructive to add, but I think this is such a good idea I have to say something. Awesome-sauce. Let's hope work on it starts soon.
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Nemtar Nataal
Demonic Retribution
|
Posted - 2010.07.28 14:53:00 -
[140]
Originally by: XXSketchxx Edited by: XXSketchxx on 25/06/2010 17:08:17
Electronic Subsystems: ... Obfuscation Manifold û 20% bonus to ECM target jammer strength per level; 0/4/0 ...
This is absurt!!!
You cant make a ship thats not racial Caldri bether at ECM than the ship that are Caldari in the first place! Its not in line with the game balancing, like giving minmatar a laser bonus on there racial (not faction) ships!
Should be replaced by a module that gives CPU bonuse like all the other racial T3ch ships have.
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Sim Cognito
Bene Gesserit ChapterHouse True Reign
|
Posted - 2010.07.28 15:37:00 -
[141]
Originally by: Eteama meldier hmmm
looking through your OP i don't see any info on drones for a mining ship i have always felt a drone bay important, not so much for mining drones but it would be used but for me something to blow away the annoying rats
you could look at drone bay and bandwidth for the main ship skill. or you could work it into one of you subsystems
just a thought
I agree that drones are very important for a mining vessel.They provide utility and some form of self defense combined with a good tank against rats that disturb your mining.
Incorporating it to the hull bonus would be a nice idea because drones are needed in this kind of ship no matter what.
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Mike C
Caldari MicroFunks Green Alliance
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Posted - 2010.07.28 15:52:00 -
[142]
Originally by: Sim Cognito
Originally by: Eteama meldier hmmm
looking through your OP i don't see any info on drones for a mining ship i have always felt a drone bay important, not so much for mining drones but it would be used but for me something to blow away the annoying rats
you could look at drone bay and bandwidth for the main ship skill. or you could work it into one of you subsystems
just a thought
I agree that drones are very important for a mining vessel.They provide utility and some form of self defense combined with a good tank against rats that disturb your mining.
Incorporating it to the hull bonus would be a nice idea because drones are needed in this kind of ship no matter what.
It may be needed, but it isn't always balanced. However it does seem that every other dedicated mining ship has drones, so I could understand 25mbit/sec bandwith and 25m¦ drone bay and -50% bonus to mining/combat drone effectiveness standard. However anything more than that should require using the least effective defense subsystem, ie replace the sig radius subsystem which will be fairly op anyway with a subsystem that removes the -50% and adds 50m¦ more drone bay BUT NOT BANDWITH. Actually it would be better to replace the command subsystem, mining ships shouldn't give wtfcommand bonuses to themself, the rorqual/orca is there for that. Will finish post later, at work atm.
↑↑ bar is just /quote ↑↑ [03:17:29] Trade Skills > Jesus believes in god [03:17:38] Mike C > believed* [03:17:48] Trade Skills > touche |

zalala
|
Posted - 2010.08.01 19:28:00 -
[143]
/signed
may need a little work to be balanced with hulk still i fear.
but T3 was a shock to me also as none of the subs where boosting industrialists, and as seeing as the dominion expansion (which was a while back now) was supposidly ment to oversee a big boost in industrial workers, none of the new ships or any news of new ships besides the primarea thing, which is naff, are good for industry stuff.
I like this idea alot, only if we can get CCP to see this thread and post a short message on here :)
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Ragnar Rancidbreeks
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Posted - 2010.08.01 19:34:00 -
[144]
Looks / sounds an interesting concept
Plus it would give the pirate corps a T3 ship they could hunt in hi-sec that wouldn't be too hard a fight and might well be carrying valuable modules and cargo.
 
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Sigras
|
Posted - 2010.08.01 20:01:00 -
[145]
Originally by: Nemtar Nataal This is absurt[SIC]!!!
You cant make a ship thats not racial Caldri[SIC] bether at ECM than the ship that are Caldari in the first place! Its not in line with the game balancing, like giving minmatar a laser bonus on there[SIC] racial (not faction) ships!
Should be replaced by a module that gives CPU bonuse like all the other racial T3ch ships have.
you mean like the gallente T3 cruiser has a CPU boosting subsystem?
Additionally, though I'm not sure I agree with the concept of ECM defense on an ORE ship, they are gallente and the caldari were part of the federation for quite a while; additionally the EOS boosts ECM and its gallente.
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XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
|
Posted - 2010.08.01 21:05:00 -
[146]
ECM bonus is staying . Its a great defensive mechanism and that is one of the most important things about the T3 industrial: survival.
Also, leaving the command subsystem as well. It will only be able to run one link without destroying cpu throwing on command processors (same concept as current T3, more boost, 1 link base).
The drone idea is pretty interesting. I have come up with this as a result:
Base: 50m3 drone bay and 50mbit bandwidth O.R.E Industrial Cruiser Skill Bonus: Can deploy 1 additional mining drone per level.
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Sigras
|
Posted - 2010.08.01 22:54:00 -
[147]
Edited by: Sigras on 01/08/2010 22:57:26 Edited by: Sigras on 01/08/2010 22:55:20 Well the problem I have with that is that ccp has long ago taken steps to remove >5 drone capabilities from ships (the removal of the guardian-vexor, the change to drone interfacing. . . )
I suggest +20% drone mining yield per level or 20% speed increade per level so you don't have to be sitting on the rock for Max efficiency
edit Now that I think of it this may also unbalance the mining yield for some of the subsystems. . .
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XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
|
Posted - 2010.08.01 23:10:00 -
[148]
Originally by: Sigras Edited by: Sigras on 01/08/2010 22:57:26 Edited by: Sigras on 01/08/2010 22:55:20 Well the problem I have with that is that ccp has long ago taken steps to remove >5 drone capabilities from ships (the removal of the guardian-vexor, the change to drone interfacing. . . )
I suggest +20% drone mining yield per level or 20% speed increade per level so you don't have to be sitting on the rock for Max efficiency
edit Now that I think of it this may also unbalance the mining yield for some of the subsystems. . .
IIRC the reason for limiting drone deployment was to reduce lag. I don't really see this as an issue in regards to mining 
A velocity bonus to drones would be interesting. I still rather like the +1 mining drone, so let's see what others have to say, but a velocity bonus is definitely on the table as well.
Thanks for the ideas 
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Makalu Zarya
|
Posted - 2010.08.02 14:25:00 -
[149]
oh god no!
leave T3s to pvpers, there are enough carebears who fit them out like total newbs and that is bad enough as it is, it is a very specialized ship and should stay that way....stick to hulks
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Zilberfrid
|
Posted - 2010.08.02 20:50:00 -
[150]
I support, and think the person above me is speaking nonsense. T3's are anything but specialised, they are versatility made flesh, ehhh, steel. ------------------------------------- I like to fly around and shoot stuff. |
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Ibn Taymiyyah
Gallente Brotherhood Of Fallen Angels Etherium Cartel
|
Posted - 2010.08.05 11:21:00 -
[151]
Supported!
Some very interesting ideas. Would like to see how they would work out in TQ.
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True Sight
THORN Syndicate Controlled Chaos
|
Posted - 2010.08.07 18:06:00 -
[152]
adding a tactical mining ship like this could make people actually mine in low-sec (something almost non-existent right now) and I don't think its really over-powered or imbalanced.
I think you may have to nuke its normal cargo capacity a little, consider that otherwise, with the interdiction nullifier it would be more powerful than the stealth transports and have more capacity. --------------------------------------
True Sight President Foiritan Emissary --<<!SUPPORT DRONES!>>--
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commander mordecai
|
Posted - 2010.08.09 13:26:00 -
[153]
i love the idea 
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rowdy buccaneer
|
Posted - 2010.08.09 13:38:00 -
[154]
i made 2 other posts with changes but i do like this idea too!!!!!!!
+1
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Sigras
|
Posted - 2010.08.11 17:06:00 -
[155]
Originally by: True Sight adding a tactical mining ship like this could make people actually mine in low-sec (something almost non-existent right now) and I don't think its really over-powered or imbalanced.
I think you may have to nuke its normal cargo capacity a little, consider that otherwise, with the interdiction nullifier it would be more powerful than the stealth transports and have more capacity.
I had that same concern, but if you look at it, the covert ops module only provides 500 m^3 of cargo space
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Mamba Lev
|
Posted - 2010.08.11 21:57:00 -
[156]
Let's get T3 frigates before we encourage them to think about carebear ships. It's a really good and well thought out idea, shame probably means CCP will ignore it..
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True Sight
THORN Syndicate Controlled Chaos
|
Posted - 2010.08.14 12:44:00 -
[157]
Edited by: True Sight on 14/08/2010 12:44:06 So, in general I think this is a great idea for multiple reasons, firstly that by making this an ORE Tier 3 ship, it means they don't have to worry about 4 ships like the strategic cruisers, so the turn-around time on making from a concept to working project isn't very long (in comparison).
I think maybe a little more thought into the specific roles this ship can fill once subsystems and modules are equipped, what do we actually want it to be able to do?
For example with the Legion
1) Can be fit as a cov-ops mindlink specialist, for fleet scouting etc 2) Multiple Damage-heavy types 3) Tank types
What do we actually want to be able to do in this ship?
1) Low sec miner What do we need to do low sec mining, lets do it in a hulk.. ok, so people can too easily land on you/scramble you because you are slow to align etc, you have low defencive capabilities, can't transport much without being in a station system or having a POS
Options for our T3 ship: Make it high-speed, with ultra-long range mining bonus? this way you can fly around the belt at-speed, avoiding the 'sitting duck' scenario and continue mining in the belt happily, you also need enough cargo capacity in order to not have to rely on jet-cans or an orca or such.
What about providing a sub-system with a single ore compression facility? that works at such a speed, that it can barely keep up with its own mining input (so that it can't be used to support a whole mining fleet and replace an Rorqual) with limited capacity, would that make it too imba?
How about reviving normal mining beams? the ppor discarded Miner II's, by giving it a mining amount bonus/range bonus to those, the fast cycle time is something thats more beneficial in low sec mining
2) POS Deployer? How about a POS structure cargo hold, enough to hold a small POS and a few modules, a cyno bonus like the recons, so that these ships can nip into low-sec and quick-deploy a POS to assist in jumping in rorquals etc for ninja-mining.
3) Salvager People have been begging for a salvage vessel for a long time, why not design a couple of subsystem to tractor/salvaging ranges/speeds/effectiveness, small cargo hold but fast at nipping about and salvaging loot, this would make it a very popular ship for those with the skills to use it
4) Ice Miner I bet that most of the ice fields in low sec don't even know what a mining barge looks like, let alone an entire mining op, how about a sub-system configuration that allows these ships to mine the more-valuable ice, as quickly as a mack can in empire, this means that current mach pilots wouldn't replace their ships with this, but using it on the higher-yield ice makes it a worthwhile venture for those doing it.
would need cargo capacity benefit, fit ice miners, speed bonus, how about instead of the double-ice bonus macks get, a half cycle bonus, give it that and a 10k ice-ice hold with good skills and you've got a pretty effective little mining ship. One difficulty however is balance, making this ship an effective low-sec miner is pretty easy, but how do we make it worthwhile? and by that I mean, without making it simply a complete replacement for the hulk, so people sitting in 0.7 systems mining veldspar don't replace their ships with these? It would have to be less efficient than a hulk, but at the same time result in a worthwhile profit income from the minerals available in low-sec --------------------------------------
True Sight President Foiritan Emissary --<<!SUPPORT DRONES!>>--
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Sigras
|
Posted - 2010.08.30 18:46:00 -
[158]
Originally by: True Sight I think maybe a little more thought into the specific roles this ship can fill once subsystems and modules are equipped, what do we actually want it to be able to do?
For example with the Legion
1) Can be fit as a cov-ops mindlink specialist, for fleet scouting etc 2) Multiple Damage-heavy types 3) Tank types
What do we actually want to be able to do in this ship?
1) Low sec miner What do we need to do low sec mining, lets do it in a hulk.. ok, so people can too easily land on you/scramble you because you are slow to align etc, you have low defencive capabilities, can't transport much without being in a station system or having a POS
Options for our T3 ship: Make it high-speed, with ultra-long range mining bonus? this way you can fly around the belt at-speed, avoiding the 'sitting duck' scenario and continue mining in the belt happily, you also need enough cargo capacity in order to not have to rely on jet-cans or an orca or such.
What about providing a sub-system with a single ore compression facility? that works at such a speed, that it can barely keep up with its own mining input (so that it can't be used to support a whole mining fleet and replace an Rorqual) with limited capacity, would that make it too imba?
How about reviving normal mining beams? the ppor discarded Miner II's, by giving it a mining amount bonus/range bonus to those, the fast cycle time is something thats more beneficial in low sec mining
2) POS Deployer? How about a POS structure cargo hold, enough to hold a small POS and a few modules, a cyno bonus like the recons, so that these ships can nip into low-sec and quick-deploy a POS to assist in jumping in rorquals etc for ninja-mining.
3) Salvager People have been begging for a salvage vessel for a long time, why not design a couple of subsystem to tractor/salvaging ranges/speeds/effectiveness, small cargo hold but fast at nipping about and salvaging loot, this would make it a very popular ship for those with the skills to use it
4) Ice Miner I bet that most of the ice fields in low sec don't even know what a mining barge looks like, let alone an entire mining op, how about a sub-system configuration that allows these ships to mine the more-valuable ice, as quickly as a mack can in empire, this means that current mach pilots wouldn't replace their ships with this, but using it on the higher-yield ice makes it a worthwhile venture for those doing it.
would need cargo capacity benefit, fit ice miners, speed bonus, how about instead of the double-ice bonus macks get, a half cycle bonus, give it that and a 10k ice-ice hold with good skills and you've got a pretty effective little mining ship. One difficulty however is balance, making this ship an effective low-sec miner is pretty easy, but how do we make it worthwhile? and by that I mean, without making it simply a complete replacement for the hulk, so people sitting in 0.7 systems mining veldspar don't replace their ships with these? It would have to be less efficient than a hulk, but at the same time result in a worthwhile profit income from the minerals available in low-sec
Did you read the OP? im fairly most of your thoughts were expressed there.
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Johny Donovan
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Posted - 2010.08.31 08:02:00 -
[159]
I agree hold hardely what about a jump drive option for less travel :)
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Sim Cognito
Bene Gesserit ChapterHouse True Reign
|
Posted - 2010.08.31 10:01:00 -
[160]
A salvaging Subsystem would be a good idea!It is definetely needed and it fits in the T3 industrial cruiser concept.
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XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
|
Posted - 2010.08.31 19:12:00 -
[161]
True Sight, I really think you missed some of the important parts of the thread but regardless I'd like to address them for any readers:
1. Low sec miner: This ship has so much potential here with the current subsystems. Potential to be agile, fast, small sig, decent tank, ECM defense, cloak, ore yield, etc. Be creative. This ship as laid out fills this role (and ninja 0.0 miner) pretty well.
2. POS deployer: No need for a specific bay. Covert ops haulers can already ninja towers up like this, The covert subsystem + max cargo fit should be able to do something similar in regards to ninja setting up a small staging tower.
3. Salvager: I'll consider something like this. Honestly I would prefer to see a T3 industrial frigate with this bonus . Maybe that's something I'll start working on...
4. Ice Miner: We discussed this in the first few pages and as it is now, its simply rather unfeasible. Ice mining require ice harvesters which can only be fit to barges due to their size. I would rather stick to the idea that the Industrial Cruiser can only fit "Miner" size modules. If an "Ice Miner" module akin to the Miner I and its variations were implemented, new chunks of ice would also need to be established with corresponding product yields. All in all I considered this area too specialized/complicated for me to tackle. Sorry 
To the guy 2 posts up, sorry but a jump drive is out of the question currently. I have proposed a few times that the current T3 should have a 5th propulsion subsystem in the form of a base .5 or 1LY jump drive system (with severe drawbacks). If something like that were to happen I'd be cool with it being on this ship as well.
For what its worth, the covert ops reconfig subsystem would allow the Industrial Cruiser to utilize black ops portals 
@Sigras, thank you again for keeping this thread alive via bumps/references. These things do not go unnoticed and I greatly appreciate it.
Annnnnnnnnnnd, bump to the top.
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True Sight
THORN Syndicate Controlled Chaos
|
Posted - 2010.09.02 15:50:00 -
[162]
Originally by: XXSketchxx True Sight, I really think you missed some of the important parts of the thread but regardless I'd like to address them for any readers:
1. Low sec miner: This ship has so much potential here with the current subsystems. Potential to be agile, fast, small sig, decent tank, ECM defense, cloak, ore yield, etc. Be creative. This ship as laid out fills this role (and ninja 0.0 miner) pretty well.
I guess I was thinking more of the 'bad things' that would happen whilst trying to use it, primarily you'd be looking at a fast tackle uncloaking on you, trying to lock you down and/or dropping a cap/blops on your head.
Originally by: XXSketchxx 2. POS deployer: No need for a specific bay. Covert ops haulers can already ninja towers up like this, The covert subsystem + max cargo fit should be able to do something similar in regards to ninja setting up a small staging tower.
4. Ice Miner: We discussed this in the first few pages and as it is now, its simply rather unfeasible. Ice mining require ice harvesters which can only be fit to barges due to their size. I would rather stick to the idea that the Industrial Cruiser can only fit "Miner" size modules. If an "Ice Miner" module akin to the Miner I and its variations were implemented, new chunks of ice would also need to be established with corresponding product yields. All in all I considered this area too specialized/complicated for me to tackle. Sorry 
Fair enough, was trying to diversify the total number of roles the ship would be able to fullfill, as I though in general whilst there is obviously dozens of possible sub-system combinations, what you ultimately do with it was limited to mostly mining.
I too in generally really like this idea and think that of all the possible further Tech 3 additions, its by far the simplest and quickest to implement --------------------------------------
True Sight President Foiritan Emissary --<<!SUPPORT DRONES!>>--
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Abulurd Boniface
Gallente 0ccam's Razor Industries
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Posted - 2010.09.02 18:22:00 -
[163]
I like the idea because the available space frames for miners/industrials is woefully inadequate.
This ship would be able to handle ninja-mining in a low security area. Although, it has to be said, is it going to be strong enough to resist belt rats? Is it going to be profitable enough for round-trip mining? 25000m3 cargo is a goodly amount and it may be boosted of course, but that's going to fill up in a hell of a hurry. It feels like an Iteron V hold with mining lasers and some fancy gizmos to hopefully outrun the fun-lovers...
I'm not sure I like the risk/reward equation of this ship but it's a sight better than what's out there right now.
This is a tool a miner can use.
Supported.
For good to survive it suffices for evil to acquire a deadly, incapacitating disease. |

True Sight
THORN Syndicate Controlled Chaos
|
Posted - 2010.09.03 19:21:00 -
[164]
Originally by: Abulurd Boniface I like the idea because the available space frames for miners/industrials is woefully inadequate.
This ship would be able to handle ninja-mining in a low security area. Although, it has to be said, is it going to be strong enough to resist belt rats? Is it going to be profitable enough for round-trip mining? 25000m3 cargo is a goodly amount and it may be boosted of course, but that's going to fill up in a hell of a hurry. It feels like an Iteron V hold with mining lasers and some fancy gizmos to hopefully outrun the fun-lovers...
I'm not sure I like the risk/reward equation of this ship but it's a sight better than what's out there right now.
This is a tool a miner can use.
Supported.
I totally agree, I think that's one of the most difficult factors, balancing the risk vs reward, how quickly/much ore can they get, how many hours of mining or such would be required to pay for the value of the ship, and of course make it better than sitting in high-sec in a max-skilled hulk. --------------------------------------
True Sight President Foiritan Emissary --<<!SUPPORT DRONES!>>--
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Alister Azimuth
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Posted - 2010.09.04 09:09:00 -
[165]
Originally by: XXSketchxx
4. Ice Miner: We discussed this in the first few pages and as it is now, its simply rather unfeasible. Ice mining require ice harvesters which can only be fit to barges due to their size. I would rather stick to the idea that the Industrial Cruiser can only fit "Miner" size modules. If an "Ice Miner" module akin to the Miner I and its variations were implemented, new chunks of ice would also need to be established with corresponding product yields. All in all I considered this area too specialized/complicated for me to tackle. Sorry 
That is interesting idea.Using the good ol' Miner IIs(As long as the total yield is equivalent to that of the hulk).
The small jump drive is an interesting idea for a non combat ship like this,but it seems unlikely.
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True Sight
THORN Syndicate Controlled Chaos
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Posted - 2010.09.09 15:41:00 -
[166]
Would love to see some dev response on this suggestion. I think the carebears of eve would cheer in joy at a ship they can pimp out for industry.
Hardcore pvp have their dramiels, super carriers, missioners have their Marauders and Faction Battleships.
Industrialists.. well, there's only so many ways you can fit a Transport ship and a Hulk :( --------------------------------------
True Sight President Foiritan Emissary --<<!SUPPORT DRONES!>>--
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Qujulome
Amarr
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Posted - 2010.09.16 18:06:00 -
[167]
17 months? |

True Sight
THORN Syndicate Controlled Chaos
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Posted - 2010.09.18 17:57:00 -
[168]
Mission runners just got the new salvage ship, not really much use to most industrialists, unless maybe you can fit it to tank and cyno in your rorq and fit in the ship main bay on the Rorq. --------------------------------------
True Sight President Foiritan Emissary --<<!SUPPORT DRONES!>>--
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Reaver Glitterstim
|
Posted - 2010.09.18 20:31:00 -
[169]
Is the OP's description supposed to be a cruiser, or a capital ship? I'm confused. It sounds to me like you want a cruiser with more cargo space than a few Iteron Vs bundled together.
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Lord Dralos
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Posted - 2010.09.19 12:11:00 -
[170]
Im up for supporting this idea as miners and industrialists have not been given any real updates or ships and if anyone says you got the primarie you'll get bit ch slapped so hard that ship was an insult another ship for the ccp blow things up junkies imo they themselves should be forced to fly one anywhere in eve for 1 month as punishment.
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Valkerias
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Posted - 2010.09.20 12:08:00 -
[171]
Supported. Miners/ industrialists (of which I am one) either need our own T3 capable ship, or the HULK needs some good loving. Frigate class modules on a Cruiser size hull do NOT work well on low-sec/ w-space ops.
I see nothing wrong with the OP's suggestion.
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True Sight
THORN Syndicate Controlled Chaos
|
Posted - 2010.09.29 02:13:00 -
[172]
Bumping for justice. --------------------------------------
True Sight President Foiritan Emissary --<<!SUPPORT DRONES!>>--
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Lana Torrin
Minmatar Republic Military Skool
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Posted - 2010.09.29 05:12:00 -
[173]
Like this idea. More miners in lowsec is win! Also giving them a chance makes my life more fun.
Support giving carebears new toys |

Ran Khanon
Amarr Swords Horses and Heavy Metal
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Posted - 2010.09.30 08:34:00 -
[174]
"I'm in ur lulsec, minin ur ABC ores?"
I'm not a miner but very much supported. This would tempt a lot of people to leave highsec occasionally for exciting mining outings and would benefit the game as whole.+1
Recruiting. |

Da Trader
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Posted - 2010.09.30 09:22:00 -
[175]
+1 for the idea
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Jean hunt
|
Posted - 2010.09.30 10:14:00 -
[176]
I like this +1
ccp care to comment ?
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Darek Castigatus
Immortalis Inc. Shadow Cartel
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Posted - 2010.09.30 13:35:00 -
[177]
Supported
Im not a miner but this seems like a logical developement of the T3 hull and its obviously been well thought out and balanced.
random thought - maybe the primae could be the base hull for this ship, bolt on the t3 submods from there.
http://desusig.crumplecorn.com/sig.php |

General Domination
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Posted - 2010.10.01 11:50:00 -
[178]
Dear CCP,
are T3 industrial with interdiction nullifier would be really a great idea, but then the T2 really needs some tweaks.
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Lyris Nairn
Caldari Hashimoto Corporation
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Posted - 2010.10.12 21:07:00 -
[179]
Maybe this question has already been asked, but why couldn't there just be introduced some ORE Subsystems that any existing T3 cruiser could use?
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Aeo IV
Amarr Xomic OmniCorporation
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Posted - 2010.10.13 01:10:00 -
[180]
I think it makes more sense to introduce t3 subsystems for the existing cruisers. For example,
Electronic subsystem: Remote Mining Package 10% increase in mining laser yield, range, and reduction of cycle time. Role bonus: 3/1/0 -1 turret slot Can fit strip miners
Engineering subsystem: Expanded holds 15% increase in cargo hold per level, 5000m3 base.
Making a whole new ship seems pointless, and I'm tired of seeing ORE ships rather than empire faction industral ships.
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Sigras
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Posted - 2010.10.20 17:42:00 -
[181]
Originally by: Aeo IV I think it makes more sense to introduce t3 subsystems for the existing cruisers. For example,
Electronic subsystem: Remote Mining Package 10% increase in mining laser yield, range, and reduction of cycle time. Role bonus: 3/1/0 -1 turret slot Can fit strip miners
Engineering subsystem: Expanded holds 15% increase in cargo hold per level, 5000m3 base.
Making a whole new ship seems pointless, and I'm tired of seeing ORE ships rather than empire faction industral ships.
Well the problem with this idea is balance, the cargo expanding module could be combined with the interdiction nullifier and the covert ops offensive module to make a super blockade runner.
And what? ORE can't make a T3 ship? Why not?
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Horizonist
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Posted - 2010.10.20 18:09:00 -
[182]
Great idea! But the +5000m3/level bonus is just ridiculous. I am sure you will fix that :)
/signed
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Nikolai Kondratiev
Sphere Design Inc.
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Posted - 2010.10.20 18:56:00 -
[183]
Pretty nice idea :)
But wouldn't it make more sense for it to be an ORE industrial rather than an ORE cruiser ? (and thus use the to-be-released ORE industrial skill). And then it would make sense that it could have a hauler-like cargo bay. _ Mining Crystal BPOs Angel Ships |

XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.10.24 02:47:00 -
[184]
To address a few things.
1. I want a separate ship. That is what this thread is for. As Sigras, pointed out, why can't ORE have a T3?
2. I am keeping the 5k m3 ore bay per skill level subsystem. This subsystem essentially results in a dedicated ORE hauler. The miner can't simply be afk either because the cycles are short and the mined ore goes in the cargo hold and must be transferred.
The same goes for the gas harvester subsystem. The idea is that these ships have specialized cargo holds (this being their limitation) but are capable of being in the belt/gas cloud for extended periods of time (without relying on a jet can).
Bump for a while. Thanks for all the support.
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Kai Lomu
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Posted - 2010.10.27 14:27:00 -
[185]
/signed
T3 extended to industrial ships would be welcomed and is logical given ORE likely to be one of the first corps poking about in the far-reaches of W/H space etc.
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True Sight
THORN Syndicate Controlled Chaos
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Posted - 2010.11.04 19:52:00 -
[186]
giving my ongoing love to this thread. --------------------------------------
True Sight President Foiritan Emissary --<<!SUPPORT DRONES!>>--
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Casod Sutherland
|
Posted - 2010.11.08 18:56:00 -
[187]
Originally by: XXSketchxx To address a few things.
1. I want a separate ship. That is what this thread is for. As Sigras, pointed out, why can't ORE have a T3?
2. I am keeping the 5k m3 ore bay per skill level subsystem. This subsystem essentially results in a dedicated ORE hauler. The miner can't simply be afk either because the cycles are short and the mined ore goes in the cargo hold and must be transferred.
The same goes for the gas harvester subsystem. The idea is that these ships have specialized cargo holds (this being their limitation) but are capable of being in the belt/gas cloud for extended periods of time (without relying on a jet can).
Bump for a while. Thanks for all the support.
Makes sense. I support this proposal, mining needs more love.
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Commander Funyoun
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Posted - 2010.11.08 23:49:00 -
[188]
+1 to this. Yes Please. 
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.11.14 15:34:00 -
[189]
Bumping this to the top.
Has ORE started development on this yet CCP?
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DetCord Saisio
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Posted - 2010.11.15 11:26:00 -
[190]
Edited by: DetCord Saisio on 15/11/2010 11:28:55
Originally by: Horizonist Great idea! But the +5000m3/level bonus is just ridiculous. I am sure you will fix that :)
/signed
What about reducing the rate of "fire" for the tech III mining turret? This would be on par with current tech III vs tech I ship damage per second. I am new to game, but... I hear the tengu strategic cruiser (t3) has comparable damage output per shot as the drake battlecruiser (t1). Tengu's faster cycle rate makes damage output about double. Why not use this same type of increase for tech III mining ship?
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Markus Reese
Caldari Lorentzian Expeditionaries
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Posted - 2010.11.15 23:52:00 -
[191]
I see this post is older than my idea I did up for the eve design contest. Anyways, is cool that some ideas share amongst the ship ideas. I am currently beginning further development of my design, but here are the links to the thread I did yesterday and the submission.
Thread
Submission
The submission has visuals for all subsystems, and basic initial bonus and stats for each. I really think it is a good idea and many people I talk to like it. Also you can see some of my concept ideas in my photobucket where I was test fitting subsystems in design phase.
All was done with blender and gimp.
Prospect Album
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Jayne Rayne
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Posted - 2010.11.16 06:03:00 -
[192]
My ideas for subsystems, most are similar to existing:
Defense òShield Resist òArmor Resist û most of cargo space will be Ore Bay instead of cargo bay òSig Radius òRR Boost
Engineering òCap Boost òCap Recharge Boost òPG Boost òDrone Bandwidth û This is intended to possibly have 10 mining drones
Electronics òSig strength and target range òProbe and tractor òSurvey scanner range òCPU boost
Propulsion òMax velocity òAB boost òAgi boost òInterdictor immunity
Offensive (yield) òOre yield û less than hulk òIce yield û between hulk and mack òMining gang boost- 5%, single module òDrone yield û make drones comparable to other mining methods
These would produce ships like a fleet support/booster, a hulkish miner, a Dom-ish miner, or a possible unscannable miner.
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Horizonist
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Posted - 2010.11.16 08:18:00 -
[193]
Originally by: XXSketchxx
2. I am keeping the 5k m3 ore bay per skill level subsystem. This subsystem essentially results in a dedicated ORE hauler. The miner can't simply be afk either because the cycles are short and the mined ore goes in the cargo hold and must be transferred.
Makes sense, although I highly dislike the fact that this works against AFK miners. Let's face it - mining in Eve (and I am a miner by profession, primarily), is fantastically boring (the mining part). It is NOT something you do any other way then AFK, unless you are in a wardec/lowsec/nullsec.
Assuming this ship will go up into the same pricerange as the existing T3s, there needs to be something to make it genuinely worth it. The near-Hulk yield with a proper fitting is nice, so is the gas part. However, you do want this to be something more then just a moddable Hulk/Mack, it should be worth all the 600-1000m you will spend buying the hull and a good fit for it...as it is, I do not see this ship filling that purpose.
The best idea imho would be to work on survivability. Since the holds are dedicated, why not improve the propulsion and electronics systems? Why not let the interdiction nullifier also give a +2 to warp strength? Why not allow for cov ops reconfiguration without sacrificing the mining bonuses?
Speaking of cov ops, the 90s delay after deactivating the mining lasers makes no sense...assuming this will not be a heavy tanker, you will be dead before that counter runs out, and it is moot in any case, since you cannot cloak while targeted. Therefore, allow the ship to insta-cloak instead (yes, I too can see the possibly macro-exploitations of this, but it can be worked around).
Both of the above would improve survivability, and make this a viable ship for low/nullsec ops, well in range with the hefty price tag it would likely carry.
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HeliosGal
Caldari
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Posted - 2010.11.16 11:15:00 -
[194]
if youre adding a tech 3 gas miner with bonus yeild use low end and c1 components to keep it cheap
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.11.18 21:56:00 -
[195]
Okay folks, a few responses to make:
Originally by: DetCord Saisio What about reducing the rate of "fire" for the tech III mining turret? This would be on par with current tech III vs tech I ship damage per second. I am new to game, but... I hear the tengu strategic cruiser (t3) has comparable damage output per shot as the drake battlecruiser (t1). Tengu's faster cycle rate makes damage output about double. Why not use this same type of increase for tech III mining ship?
I'm honestly not entirely sure what you are saying here. Honestly I think some false assumptions about the tengu vs. drake are leading you to make a comparision that isn't needed. No offense meant.
Originally by: Markus Reese awesome renders
I like these. We need to talk more. Evemail me in-game if you have a chance please.
Originally by: Jayne Rayne ò Ice yield û between hulk and mack...ò Drone Bandwidth û This is intended to possibly have 10 mining drones
Two things I wanted to pull out of your idea. The first has been addressed but I'll reiterate here. I decided not to do ice yielding because of the problems it would create. This ship is not intended to use modules as large as strip miners or ice harvesters, and thus the problem here is creating new modules similar to Miner IIs and their modulated versions and additionally create new products for them to pull out (smaller pieces, i.e. not 1000m3). I deemed this to be a bit too much work and thus ice mining is not observed here.
In regards to drone bandwidth, take a look at the second post in this thread.
Quote: Some hull info
Base: 50m3 drone bay and 50mbit bandwidth
O.R.E Industrial Cruiser Skill Bonus: Can deploy 1 additional mining drone per level.
As you can see, it is already possible to get up to 10 mining drones with maxed skill.
Originally by: Horizonist Afk, worth the price and cloak
Afk - use a hulk. Seriously, the point of this ship is not to assist afk miners. It is to encourage active miners and the bold.
Worth the price - A lot of the subsystems on this ship focus on survivability. You should be able to get a pretty decent tank on one. There is an option for ECM to help jam a tackler. Increased agility means you align faster when escaping. Interdiction nullifier + covert ops means you can get to your favorite ninja mining spot very easily.
Covert ops subsystem needs a draw back. Look at the current T3 for reference in this regard. I imagine it similar to how I use the covert ops in my tengu - enough to get me into position, maybe do some of the work but optimally switch out to the subsystem that does the job properly. You'll note that the covert ops configuration only does slightly worse than a covetor, and a T3 industrial will be much easier to get max skills for and have more potential low slots for upgrades.
The cloaking delay was put on after some discussion about people simply being able to immediately cloak and warp out if the system goes red. I agreed with the poster that pointed this out; something needed to be done. If you are smart though you still won't be caught (hop safes until the timer is gone).
Originally by: HeliosGal if youre adding a tech 3 gas miner with bonus yeild use low end and c1 components to keep it cheap
Why?
Thats it for now. Thanks for the feedback.
Bump to top.
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Sigras
|
Posted - 2010.12.01 21:49:00 -
[196]
Idea still supported, but I think the delay on cloaking could maybe be changed to something else?
Perhaps 70% reduction in mining laser range so if you want to use it to sneak in and snipe all the rich ore, its possible but really takes a lot of player skill to do so and stay away from all of the asteroids?
And. . . Back to the top
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Horizonist
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Posted - 2010.12.07 10:46:00 -
[197]
Whatever happened to this idea? It was really a great one, had to look almost 10 levels down to bring it up again.
Eve could really use a T3 industrial, it would add even more versatility to nullsec life.
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Pharos Pharos
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Posted - 2010.12.09 22:17:00 -
[198]
Definitely good ideas here, they should be bumped.
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Vertisce Soritenshi
O.W.N. Corp OWN Alliance
|
Posted - 2010.12.10 01:39:00 -
[199]
This is one of those really good ideas that ultimately will never happen. Unfortunately...
Sig.Learning skills vote. |

a newbie
Trust Doesn't Rust
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Posted - 2010.12.10 01:47:00 -
[200]
Very well thought out, I love the idea and it definitely has my vote.
One thing that I get an utter laugh is the people who complain about T3 being overkill. Umm.. IT COSTS AS MUCH AS A FACTION BATTLESHIP. YEAH IT SHOULD BE OVERKILL.
*clears throat*
Anyhow, it's like people complaining that .50 cal snipers should never be used against people because its too inhuman. YOUR AIMING TO KILL THE GUY! I honestly don't think it makes a difference WHAT you use.
RE T3 in this regard, if you are spending a fortune on a ship, your not doing it to have it work HALF as good. It better work 10x better and wipe your rear side while at it.
The OP thought this out very well and if I was flying one of these, or killing one, my backside would feel exceptionally clean.
YES all the way.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.12.20 17:07:00 -
[201]
Originally by: a newbie Very well thought out, I love the idea and it definitely has my vote.
One thing that I get an utter laugh is the people who complain about T3 being overkill. Umm.. IT COSTS AS MUCH AS A FACTION BATTLESHIP. YEAH IT SHOULD BE OVERKILL.
*clears throat*
Anyhow, it's like people complaining that .50 cal snipers should never be used against people because its too inhuman. YOUR AIMING TO KILL THE GUY! I honestly don't think it makes a difference WHAT you use.
RE T3 in this regard, if you are spending a fortune on a ship, your not doing it to have it work HALF as good. It better work 10x better and wipe your rear side while at it.
The OP thought this out very well and if I was flying one of these, or killing one, my backside would feel exceptionally clean.
YES all the way.
This post made me smile. Thanks for the support all. Leaving today for a small holiday vacation. Bump until the New Year. 
Happy Holidays all!
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2010.12.29 19:24:00 -
[202]
To the top!
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XXSketchxx
Gallente Remote Soviet Industries
|
Posted - 2011.01.15 16:43:00 -
[203]
Bump
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True Sight
THORN Syndicate Controlled Chaos
|
Posted - 2011.01.30 01:37:00 -
[204]
Further bumping, this remains a solid and good idea. --------------------------------------
True Sight President Foiritan Emissary --<<!SUPPORT DRONES!>>--
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Magnus Orin
Minmatar United Systems Navy Wildly Inappropriate.
|
Posted - 2011.01.30 01:56:00 -
[205]
Edited by: Magnus Orin on 30/01/2011 01:56:53 You know, I usually come into the F&I forums and **** all over the horrible ideas that are constantly spewed here.
I actually opened this thread with that intent.
I find myself completely supporting this idea though.
This is surprisingly well thought out and I think could give industrials a cool new, practical ship to train into after their hulk/orca.
If I can make one simple suggestion;
This idea belongs among other well proposed and thought out ideas in the Assembly Hall, not here with the unwashed masses of the F&I. Sarcasm - Because i'm too far away to strangle you. |

True Sight
THORN Syndicate Controlled Chaos
|
Posted - 2011.01.30 02:32:00 -
[206]
Originally by: Magnus Orin Edited by: Magnus Orin on 30/01/2011 01:56:53 You know, I usually come into the F&I forums and **** all over the horrible ideas that are constantly spewed here.
I actually opened this thread with that intent.
I find myself completely supporting this idea though.
This is surprisingly well thought out and I think could give industrials a cool new, practical ship to train into after their hulk/orca.
If I can make one simple suggestion;
This idea belongs among other well proposed and thought out ideas in the Assembly Hall, not here with the unwashed masses of the F&I.
I totally agree, whilst the finite details would likely need work, tweaks changes etc, maybe even a couple of the subsystem suggestions are stupid/imbalanced etc, overall this is a great idea that everyone support:
- A Tech 3 Industrial (ORE) Cruiser sized hull - Support Various industrial pursuits, like the Tech 3 combat ships currently do - Interesting tweaks on things like low sec mining, gas mining, salvaging, hacking etc - Most importantly, give industrial players something new to aim for
I bolded the last, as thats what I personally think is most important, right now industrialists are gimped in comparison to all other aspects of the game
- As a PvPer, I start out in a frigate, get a cruiser, get a hack, fly battleships, I can scale up to Dreadnoughts, Super Carriers, titans etc
- As a PvEer, I start out with a frigate, get a cruiser, get a battleship, I then get a wide range of Faction Battleships like the Paladin, Rattlesnake etc
- As a Miner, I get a frigate, a cruiser, then a hulk.....
- As a Trader, I get a frigate, an industrial, then a freighter....
The freighter has zero customisation, the hulk, beyond the 'god fits' with a small shield booster and such has little to zero customisation, where as a PvEr with a Paladin or whatever can slowly upgrade their ship with more and more faction/officer loot, their pride and joy.
- Give industrialists something they can spend their isk on, pimp out with cool modules, skill specialise at to be better than anyone not specialised
look at the sheer volume of skills needed to fly various PvP ships, or to max-skill a faction battleship for missions, once a hulk pilot can board his hulk, there's very little training left. --------------------------------------
True Sight President Foiritan Emissary --<<!SUPPORT DRONES!>>--
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2011.02.09 11:55:00 -
[207]
Bump
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Amaroq Dricaldari
Amarr Ministry of War
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Posted - 2011.02.09 15:00:00 -
[208]
This is a pretty good idea. But when will they have Tech III Jove Titans? And When will there be Industrial Subsystems? And other classes of Tech III Ship? Now that Tech III Jove Titan was an obvious joke, but it would still be epic. -- As an Amarr Defector, I chose to become a Mercenary and Industrialist. I also have one goal in mind: Create a new age of peace and prosperity for all four empires. |

Zephris
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Posted - 2011.02.09 21:11:00 -
[209]
Great idea. A dedicated gas harvester + covert op industrial all in one. +1.
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Kuhn Arashi
Caldari Wrecking Shots Wildly Inappropriate.
|
Posted - 2011.02.10 02:27:00 -
[210]
I didnt read much of this thread aside from the first page
However the problem I see, is that what happens when your macro miners start using covert cloaking, interdiction nullifing, unprobable ships?
might or might not have a major impact on such things. but its something to consider.
that being said. I agree with many points in this thread. this idea has potential maybe make miners feel safer in low or 0.0 security systems
get them out there, and experience it, become less afraid of it. which is good for everyone.
+1
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Vak Keelin
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Posted - 2011.02.10 04:26:00 -
[211]
Originally by: justin666 i love how the carebears just tryed to justify a minning ship to have a convert ops cloak lol it would mean 0 risk minning so good luck with ccp going with that guys.....
Seems to me that CCP has been trying hard to find ways to get more people into low sec. A ship capable of mining without being jumped on the moment it stops in front of a roid is the way to go.
Remember, this ship will be hard to skill for, very expensive and impossible to insure. With those drawbacks it had damn well be able to survive unless the pilot makes a rather big mistake.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2011.02.11 11:45:00 -
[212]
To the first page...
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True Sight
THORN Syndicate Controlled Chaos
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Posted - 2011.02.20 00:09:00 -
[213]
Originally by: justin666 i love how the carebears just tryed to justify a minning ship to have a convert ops cloak lol it would mean 0 risk minning so good luck with ccp going with that guys.....
Maybe your right that certain parts need re-thinking and may not work, such as a covops cloak part.
Overall the idea of the next Tech 3 being an ORE industrial ship is still a VERY good one (its got a quicker turnaround, as CCP only have to create 1 set of assets instead of 4, balance 1 set of subsystems, not 4.) and as I continue to argue...
When you PvP, you have a HUGE diversity, specialising in different things takes a long time, you can go towards being a mach pilot, or maybe a perfect HAC pilot, or being able to fly all-faction BS, or Pirate BS, or caps, or small ships.
PvP players can spend hundreds of millions pimping out their favourite ship.
Ratters do the same, you've seen the Paladin kills of fully faction-fitted ships etc.
What can a Miner/Industrialist do?
Miner: Frigate Cruiser Barge Exhumer
Bonus: Orca Rorqual if in 0.0 only
Hauler: Industrial Transport Freighter Jump Freighter
Look over those ships, how much module customisation there is, how much someone can 'pimp out' any of those, the most you can really do is put on an expensive shield booster on most of them, the Freighter/JF don't even have a single module slot.
A T3 industrial ship gives something for industrials to spend their isk on, they can customise and ha ve fun with. --------------------------------------
True Sight President Foiritan Emissary --<<!SUPPORT DRONES!>>--
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2011.03.06 14:21:00 -
[214]
March Bump
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Naomi Wildfire
Amarr Men Who Stare At Gates
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Posted - 2011.03.06 14:41:00 -
[215]
No idea if said, but dont forget the offensive subsystems for pvp'ers ;)
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2011.03.06 16:34:00 -
[216]
Edited by: XXSketchxx on 06/03/2011 16:37:19
Originally by: Naomi Wildfire No idea if said, but dont forget the offensive subsystems for pvp'ers ;)
Yeah...
Thats not gonna happen. Its an industrial ship. At most its offensive capabilities are the combat drones it could potentially field (which is not insignificant mind you) and the ECM it could field. I suppose with 3 of the 4 offensive subsystems you could throw on 5 turrets and get some damage mods in the lows as well 
Battle T3 Industrial?
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Jaik7
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Posted - 2011.03.08 18:03:00 -
[217]
i think this is what we need.
according to you, it is a lesser miner than the hulk, but it is not supposed to. it is supposed to ninja abc/mercoxit from underneath the nullsec empires.
<3
also, i'd like another high slot so i could fit a probe launcher. the good stuff's always in the grav sites. |

XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2011.03.11 15:08:00 -
[218]
Front page please.
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Virtue Maulerant
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Posted - 2011.04.23 08:26:00 -
[219]
This deserves to be implemented,the OP has made an excellent,detailed and organized presentation of a ship that is desired by a large percentage of the playerbase.As I see it the point is not to outmine the hulk and become the new mining yield king but to provide versatility and additional utility as well as a fresh new hull people will be staring at(the Hulk is mediocre in terms of looks at best).
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Angst IronShard
Minmatar Sense of Serendipity Echoes of Nowhere
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Posted - 2011.04.23 13:45:00 -
[220]
First we need to be able to refit subsystems in POS.
Apparently it's only a graphic issue; which can be avoid by reloging to get the new ship's apparence; or to remove the fitting window and make the SMA as when we are docked.
. ____________________________________________ Freedom is nothing but a chance to be better. |
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MissingNo1
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Posted - 2011.04.23 13:46:00 -
[221]
BUMP, love this idea!!!
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Stegas Tyrano
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Posted - 2011.04.23 15:19:00 -
[222]
Has this been posted in the Assembly Hall. Shtop... |

Virtue Maulerant
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Posted - 2011.04.23 20:42:00 -
[223]
Originally by: Stegas Tyrano Has this been posted in the Assembly Hall.
It should be posted,it is well presented and organized - as it should.
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Shazi Mavox
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Posted - 2011.04.25 18:16:00 -
[224]
With this reply I would like to express my intense and sudden urge to bear the offspring of the thread starter.
Or in other words: Yes! /Signed! Bump! Sticky this thread! Yes again! Yes one more time! Death to anyone who disagrees!
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Shazi Mavox
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Posted - 2011.04.26 22:31:00 -
[225]
I am just going to go ahead and give this another bump...
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Tryllemine
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Posted - 2011.04.27 10:03:00 -
[226]
Love this idea !
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mistack
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Posted - 2011.04.27 11:31:00 -
[227]
This is a great idea!
I'll be sure to update my fleet composition after this gets released (currently consisting of the RR support Noctis, FC Orca and Battle Rorqual). 
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Sigras
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Posted - 2011.05.07 07:37:00 -
[228]
bumping again to say that this is the best idea to come out of the features and ideas forums in a long time.
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Rek Seven
Gallente Guy Fawkes Trust Fund
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Posted - 2011.05.07 08:34:00 -
[229]
Edited by: Rek Seven on 07/05/2011 08:36:07 Edited by: Rek Seven on 07/05/2011 08:34:48
Supported.
Rather than another T3 combat ship, an industrial ship would bring T3 technology to more player.
This ship should include:
Better mining yield than a Hulk
better salvage capabilities than a noctis (improved chance of salvage per level)
Same or better cargo hold as an iteron 5
The ability to use a covert ops cloak and a nully
Lots of high slots
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Rek Seven
Gallente Guy Fawkes Trust Fund
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Posted - 2011.05.07 08:48:00 -
[230]
One more thing...
The ability to communicate with a planetary customs office without being in the same system. Meaning that you can launch PI material to the customs office without being in the same system.
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El'Niaga
Minmatar Republic Military School
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Posted - 2011.05.07 09:05:00 -
[231]
I like the concept in the OP. However I believe its misnamed, or it needs some sort of cargo mod that gives it a vast cargo capacity.
Other than that a good idea.
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Emperor Salazar
Caldari Remote Soviet Industries
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Posted - 2011.05.07 13:40:00 -
[232]
Originally by: Rek Seven Edited by: Rek Seven on 07/05/2011 08:36:07 Edited by: Rek Seven on 07/05/2011 08:34:48
Supported.
Rather than another T3 combat ship, an industrial ship would bring T3 technology to more player.
This ship should include:
Better mining yield than a Hulk
better salvage capabilities than a noctis (improved chance of salvage per level)
Same or better cargo hold as an iteron 5
The ability to use a covert ops cloak and a nully
Lots of high slots
Op posting from main account.
I think you are missing the point of T3. It shouldn't invalidate specialized ships like the noctis and hulk and iteron 5. However, it should provide an alternative with some sort of unique capability. Thanks for the support but I don't want people to think this is what I am aiming for. Reread the op and maybe you'll understand it a bit better.
Thanks to all others for continued support. Keep this thread up there :)
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Rek Seven
Gallente Corvez Holdings
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Posted - 2011.05.09 11:31:00 -
[233]
Originally by: Emperor Salazar
Originally by: Rek Seven Edited by: Rek Seven on 07/05/2011 08:36:07 Edited by: Rek Seven on 07/05/2011 08:34:48
Supported.
Rather than another T3 combat ship, an industrial ship would bring T3 technology to more player.
This ship should include:
Better mining yield than a Hulk
better salvage capabilities than a noctis (improved chance of salvage per level)
Same or better cargo hold as an iteron 5
The ability to use a covert ops cloak and a nully
Lots of high slots
Op posting from main account.
I think you are missing the point of T3. It shouldn't invalidate specialized ships like the noctis and hulk and iteron 5. However, it should provide an alternative with some sort of unique capability. Thanks for the support but I don't want people to think this is what I am aiming for. Reread the op and maybe you'll understand it a bit better.
Thanks to all others for continued support. Keep this thread up there :)
To be clear, i'm not suggesting a T3 industrial ship should be able to do all those things at the same time but those are the type of abilities that I would want a T3 industrial to have.
The way i see it, T3 allows you to design a multipurpose ship to suit your needs and in a lot of cases a t3 cruiser is better than the t2 ships in it's hull class. A t3 industrial should be no different and needs to fill multiple industrial relater roles, while allowing the pilot to customize their ship in ways that could make it out perform the old t2 specialized ships.
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Emperor Salazar
Caldari Remote Soviet Industries
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Posted - 2011.05.09 14:15:00 -
[234]
I know what you were suggesting and in the T3 industrials current design form, it pretty much fits your bill apart from being better.
The problem with introducing a ship that mines better than the hulk is that it then becomes the defacto ship to train for and fly and soon more minerals are coming into the market and down go prices.
I would argue that very few of the current T3 roles outperform their T2 counterparts. In most areas, they simply provide a different avenue of approach. This is what my T3 industrial line also seeks to do.
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Emperor Salazar
Caldari Remote Soviet Industries
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Posted - 2011.05.09 14:22:00 -
[235]
Originally by: El'Niaga I like the concept in the OP. However I believe its misnamed, or it needs some sort of cargo mod that gives it a vast cargo capacity.
Other than that a good idea.
I'm assuming you think its misnamed because of the name current haulers have. TBH I think those ships are misnamed .
Name is irrelevant though: the purpose of the ship is to fulfill various mining roles with new approaches.
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Alister Azimuth
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Posted - 2011.05.09 14:40:00 -
[236]
Time to ask about this dream in the new CCP Questions thread!
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tritarian
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Posted - 2011.05.10 20:57:00 -
[237]
+1 bump
Why not mount a single (or two max) ice miner vertically on the ships right/left side?
To defer the benefit cost of such an animal:
1. only give the thing enough of a "total ice hauling" ability of like 8 or 10 cubes (I mean total with all the special ore bays and cargo bay/cargo bay enhancements included) 2. require this function only to be enabled when it activates it's own version of a "Siege mode"
Make the second point function almost like a dred's siege module (for example)
Strategic Industrial Reconfiguration Module I
An electronic interface designed to augment and enhance a Strategic Industrial ship's abilities. Through a series of electromagnetic polarity field shifts, the Strategic Ice module diverts energy from the ship's propulsion and warp systems to lend additional power to allow the Strategic Industrial ship to power up standard ice harvesting mining lasers. While allowing for a small boost in defenses.
This results because of an experimental Metallofullerene reactor, modeled from much larger units used by Dreadnought's during siege mode. As well as a slightly increased rate of defensive self-sustenance. Due to the ionic field created by the strategic industrial module, remote effects like warp scrambling et al. will not affect the ship while in siege mode.
This also means that friendly remote effects will not work while in deployed mode either. In addition, the lack of power to locomotion systems means that neither standard propulsion nor warp travel are available to the ship nor are you allowed to dock until out of deployed mode.
Note: A strategic industrial module requires Strontium clathrates to run and operate effectively. Only one strategic industrial module can fitted to a strategic industrial class ship.
I am thinking that it should use Stront, but that's not fixed in stone. Since we are using Stront for the example let's say 50-75 units, for 2 cycles worth of activation. (just to start the discussion) As far as enhanced defenses somethign minor like 10% hitpoint bonus or something like that.
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Nieusha
Gallente the lazy corp
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Posted - 2011.05.11 03:15:00 -
[238]
Originally by: XXSketchxx Edited by: XXSketchxx on 25/06/2010 17:08:17 [Lots of Edits] Citizens of Eve!!! I present to you, my proposal for a T3 industrial cruiser. These ideas are a compilation of features from various other proposals, players, and the current T3 subsystems.
Industrial Subsystems:
- Ore Yield û 25% bonus to mining laser yield and +5,000m3 ore hold per level; 5/0/0 (5 turrets); 500m3 cargo
- Covert Ops Reconfiguration û 40% bonus to mining laser yield and 10% increased cargo capacity per level; 99.5% reduction in Cloaking Device CPU use; 90 second cloaking activation delay after deactivation of mining laser(s); 4/0/0 (3 turrets); 500m3 cargo
- Deep Core Extraction - 7.5% bonus to Mercoxit Mining Crystal Yield multiplier and +2000m3 Mercoxit Storage Bay per level; 50% reduction in mining laser optimal range; 5/0/0 (5 turrets); 400m3 cargo
- Harvesters Efficiency Optimizer û 10% decreased duration of gas harvesters and +5,000 m3 gas chamber per level; 5/0/0 (5 turrets); 350m3 cargo
Defensive Subsystems:
- Adaptive Shielding û 5% bonus to all shield resistances per level; 1/1/0
- Amplification Node û 10% bonus to booster effectiveness per level; 0/2/0
- Industrial Processor û 5% bonus to effectiveness of mining foreman gang links per level; 99% reduction in CPU need for Gang Link modules; 1/0/1
- Signature Optimizer û 5% reduction in signature radius per level; 0/1/1
Engineering Subsystems:
- Capacitor Regeneration Matrix û 5% reduction in capacitor recharge rate per level; 0/0/3
- Power Core Multiplier û 10% bonus to power output per level; 1/0/2
- Mining Laser Field Enhancement - 10% increase in range of Mining Lasers and Gas Harvesters per level; 1/0/2
- Harvester Capacitor Optimization û 10% reduced capacitor usage of Mining Lasers and Gas Harvesters per level; 0/0/3
Electronic Subsystems:
- Harvester CPU Efficiency Gate û 5% reduction in CPU penalties of mining upgrade modules per level; 20% bonus to survey scanner range per level; 0/3/1
- Obfuscation Manifold û 20% bonus to ECM target jammer strength per level; 0/4/0
- Emergent Locus Analyzer û 10% increase to scan strength of probes per level and 20% bonus to range and velocity of tractor beams per level; 0/4/0
- Dissolution Sequencer û15% bonus to ship sensor strength per level; 0/3/1
Propulsion Subsystems:
- Interdiction Nullifier û Immunity to non-targeted interdiction; 0/0/0
- Intercalated Nanofibers û 5% increased agility per level; 0/0/1
- Hull Construction Reconfiguration û 5% reduction in mass per level; 0/0/0
- Chassis Optimization û 10% bonus to max velocity per level; 0/0/1
no, miners diaf
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Deceti
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Posted - 2011.05.11 09:11:00 -
[239]
CCP have noticed this idea, as evidenced by CCP Hammer in the "Answers to all your questions" thread
Quote: The short answer is yes more tech 3 ships are coming. That idea for tech 3 industrials is pretty cool and needs further investigation.
Keep hope alive 
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Virtue Maulerant
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Posted - 2011.05.11 17:34:00 -
[240]
Originally by: Many PeopleMOAR tech 3 ships when?!?
The short answer is yes more tech 3 ships are coming. That idea for tech 3 industrials is pretty cool and needs further investigation. The first ships we will most likely do is something smaller than cruisers just so we can cater to the largest audience. Then follow that up with some big mama jama and maybe subsystem targeting. The bad news is these ships likely won't be here until 2014 at the soonest given all the other cool stuff we have planned. The schedule does depend on feedback though so if there is enough demand we could swap things around.
Lets show them that the ORE T3 Industrial needs to go through!
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True Sight
Order of Dendera Shadow of xXDEATHXx
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Posted - 2011.05.19 15:53:00 -
[241]
Saw the 'more t3 ships are coming' post and wanted to further bump this thread.
I think a Tech 3 Industrial ship is exactly whats needed, due to non-combat, it can be turned around a lot fast balance wise, so players wouldn't have to wait more than 2 years for more cool subsystem ships. --------------------------------------
True Sight President Foiritan Emissary --<<!SUPPORT DRONES!>>--
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Barbara Nichole
Cryogenic Consultancy Black Sun Alliance
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Posted - 2011.05.21 10:07:00 -
[242]
I like the idea.. well thought out and presented.
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True Sight
Order of Dendera Shadow of xXDEATHXx
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Posted - 2011.06.04 13:01:00 -
[243]
Justice Bump --------------------------------------
True Sight President Foiritan Emissary --<<!SUPPORT DRONES!>>--
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Emperor Salazar
Caldari Remote Soviet Industries
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Posted - 2011.08.03 03:38:00 -
[244]
To the top.
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Wedding Peach
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Posted - 2011.08.03 07:12:00 -
[245]
I'm a certified Space Love Angel bent on spreading love throughout space and I approve of this idea. -------------------------------------------------- I am the Love Angel, Wedding Peach, and I am very displeased by your lack of love! |

Ciar Meara
Amarr Virtus Vindice
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Posted - 2011.08.03 09:39:00 -
[246]
I kinda like this, although I only mine when people force me to do it at gunpoint.
It would be a nice boon for the industrialist and finally a possible dedicated gasminer (build with tech III!) would be a very nice addition. - Hilmar getur ekki tala= vi= ¦ig n·na, hann er a= fara ß japanska Tfskuverslun.
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Emperor Salazar
Caldari Remote Soviet Industries
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Posted - 2011.08.12 17:06:00 -
[247]
Bump.
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Frank Truck
ACME Mineral and Gas
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Posted - 2011.08.12 19:18:00 -
[248]
+1 on the idea
No way on the covert ops though, especially if this implies being able to equip the Covert Ops Cloak.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2011.08.12 20:36:00 -
[249]
Originally by: Frank Truck +1 on the idea
No way on the covert ops though, especially if this implies being able to equip the Covert Ops Cloak.
Covert ops...does in fact imply covert ops cloak. This has already been debated in this thread but please elaborate; why are you against it?
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Newt Rondanse
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Posted - 2011.08.12 20:46:00 -
[250]
Originally by: XXSketchxx
Originally by: Frank Truck +1 on the idea
No way on the covert ops though, especially if this implies being able to equip the Covert Ops Cloak.
Covert ops...does in fact imply covert ops cloak. This has already been debated in this thread but please elaborate; why are you against it?
But... that would Obsolete the Prowler!
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2011.08.12 21:23:00 -
[251]
Originally by: Newt Rondanse
Originally by: XXSketchxx
Originally by: Frank Truck +1 on the idea
No way on the covert ops though, especially if this implies being able to equip the Covert Ops Cloak.
Covert ops...does in fact imply covert ops cloak. This has already been debated in this thread but please elaborate; why are you against it?
But... that would Obsolete the Prowler!
This has been addressed in this thread. The base cargo of the covert ops subsystem would be 500m3. Even with dedicated lows to expanded cargo, this would still not touch the dedicated blockade runners in terms of cargo capacity.
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Bootleg Jack
Potters Field
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Posted - 2011.08.12 22:54:00 -
[252]
Originally by: XXSketchxx
Originally by: Frank Truck +1 on the idea
No way on the covert ops though, especially if this implies being able to equip the Covert Ops Cloak.
Covert ops...does in fact imply covert ops cloak. This has already been debated in this thread but please elaborate; why are you against it?
It is my opinion, I've read the debate.
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Bootleg Jack
Potters Field
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Posted - 2011.08.12 23:06:00 -
[253]
Actually I don't like indies with the nullifier or the scan probe boost either. I don't think a scanning industrial is a good thing, to much stuff in one ship.
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Frank Truck
ACME Mineral and Gas
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Posted - 2011.08.12 23:12:00 -
[254]
Edited by: Frank Truck on 12/08/2011 23:12:57 duplicate opps
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Romani4
Amarr Blind Care Beer RED Citizens
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Posted - 2011.08.15 08:02:00 -
[255]
Good idea! +1
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