Gadget Helmsdottir
Gadget's Workshop
34
|
Posted - 2014.10.07 00:47:00 -
[31] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=377830&find=unread
In the above link, the OP was attempting to create a stopgap to fill in a perceived chasm between T1 and T2 industrials, one that I personally don't see as existing. However, in her the attempt to provide a solution, the OP brings up a version of a fuel hauler, albeit a version that I'm not too fond of:
Quote:- ICE COMPONENTS* - (Minmatar)
Name: Minerva Hull: Wreathe Class Role: Covert Supply Ship Developer: Freedom Extension
Minmatar Industrial bonuses (per skill level): 20% bonus to Afterburner velocity bonus 5% bonus to ship max velocity
Covert Supply Ships bonuses (per skill level): 10% bonus to ice components hold capacity 20% reduction in Cloaking Devices CPU requirement
Role Bonus: GÇó Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator GÇó Cloak reactivation delay reduced to 5 seconds
~ 1.000m-¦ cargo hold capacity ~ 27.500m-¦ ice components hold capacity (with all stats lvl 5) ~ 25% less agility than Prowler ~ 25% less warp speed than Prowler ~ 3/4/3 (H/M/L)
*including: Helium-, Oxygen-, Hydrogen-, Nitrogen Isotopes, Liquid Ozone, Heavy Water and Strontium Clathrates
As I don't see a gap at all between T1 and T2 indies, I feel that combining the features of both types to be even doublely useless. Still, it is nice to see someone looking along the ideas of a dedicated fuel hauler, even if it's in a form that I would be less than pleased with.
The OP also brought up the upcoming changes to Jump Drives that any well informed pilot will be keeping track of. Jump Freighters will be affected less than other Jump Drive capable ships, but they will be affected nontheless. http://community.eveonline.com/news/dev-blogs/long-distance-travel-changes-inbound/
Because of these soon-to-come changes, I envision the use of "coaling stations" spread around New Eden. These stations would be either NPC stations or POS'es that would store fuel and other items in order to tender to a friendly Jump Ship. As a Jump Ship pilot generates fatigue, and the distance that the pilot can Jump decreases, there isn't a need to carry so much fuel. Much like a PVP pilot might rationalise not filling his hoold to the brim with ammo that's never going to be used, but will likely be lost, then a Jump pilot may use the same logic with fuel.
These coaling stations would allow the pilot to stop and refuel and/or drop off and pick up items. If a Jump pilot decides that making it to the station is impractical or impossible, then the station could use a fleet of industrials to tender to the Jump ship... especially if it's a capital ship. In the event that hostilities are what is keeping the Jump Ship from coming in to the station, then the loss of a T1 indy would be better than the loss of a super cap a few systems over should the pilot decide to risk refueling the cap.
I can see mega alliances having their own coaling station spread all over New eden outside their Sov; however, an enterprising corp could capitalize on the coaling station idea, and offer a neutral service to corps without the resources to keep their own coaling stations. Just jump to (or close by) the station, and ring up the local fuel jockey... get him to wash the windows and check the oil while your at it.
I'll leave the politics to the individual corps, but if people can trust Black/Red/Blue Frog and Estel Arador, then if a corp proves trustworthy in this endeavor, I believe that their reputation can spread until at least one or two corps will becomethe go-to guys, and earn their place in modern EvE lore.
Still, these changes just point out that the role of a dedicated T1 fuel hauler needs to be filled.
--Gadget |