Grayton
GoonFleet GoonSwarm
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Posted - 2007.01.16 09:00:00 -
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Although there are a ton of things I'd love to see an ORE capital ship become, one has to look at this realistically, from a CCP balance perspective. That's why I see it as some sort of refining and mining support ship (like a lot of other people are speculating). Although it would have no mining capabilities of its own (except for maybe a smallish drone bay; say, 100 m3 at the most or so), it would serve solely to help a group of miners where this ship would be intended for: deep 0.0. Right now 0.0, in terms of mining, is everyone clustered around the refinery outposts, stripping all of the belts near by every Monday and Friday after it respawns, then waiting for the next respawn time. This leaves hundreds upon hundreds of belts with high quality ore sitting around, unused, because no one wants to limit themselves to the 75% POS cap, and most are fine with just living near a station. Because of this, I think this capital ship will have something like the following:
- Require Capital Ships I, Exhumers V, Refining Eff V, Jump Drive Operation I - Require that a refining module be equipped to a high slot; e.g. Arkonor Processor I, requiring it's corresponding Processing skill to IV, or maybe even V, as well as a "Processor Module" skill (requiring Refining Eff V). Only one of these modules can be equipped at a time, much like a POS, except capable of refining more than just one subtype of ore. When activated, it would basically be like a siege mode, except no defense bonuses. Velocity drops to 0m/s, cycle time is 30 minutes, and it requires 500 stront. For each level of Processor Module, it drops the cycle time by 3 minutes, and the stront required by 50. - Have the ship have a set refining percentage, not based on skills. This percentage is increased by 5%, 10%, whatever CCP wants, per level. However, make it so that at the lowest skill (Ore Capital Ships I), it is worse than a POS refinery; but at Ore Cap Ships III, it becomes equal to or better than a POS Refinery. OCS IV would be a decent jump above it (80-85%), and V would be about 5-8% below what is the max capable at a refinery outpost (so say, the ship would be able to achieve a max of 90% refining at V, or ~6% below what would be possible with Processing V at a refinery outpost). This would still encourage the use of Refinery outposts with taxes in most cases, while also encouraging this ship to be used when the belts near station are stripped, or for the hardcore players that get the skill to V and end up having a higher yield than at a taxed station. - The same bonuses as a battlecruiser/carrier gets, except for mining director. Only allow it to be able to equip one gang module without command processors, just like a carrier or BC. - Have a cargo bay of about 7k m3 (more than enough for fuel + a few cycles of processing), a ship maintenance bay of 5k m3, an "Ore Processing" bay of about 450k m3, and an "Ore Processing Output" bay of 20-30k m3 (iffy on this, not sure what the "balanced" m3 would be to 450k m3 of ore). The OP bay could only hold Ore, while the OPO bay could only hold refined minerals. - Probably a shield tanker, just to continue the "trend" from the Exhumers (especially the hulk). Have it have the tanking ability of somewhere between a BS and a carrier, such that it could easily tank even triple BS rat spawns, but also that it is easily killable if jumped (not nearly as hard to kill as a tanked out carrier) - A layout of something like 4/6/3, not really sure on this. Two of the highs would be for the refining module and the gang module; the other two would be wildcards (no turret slots). Probably for something like a cloak, or even a comedy "10% bonus to tractor beam range" bonus for tractor beam fun. The mids would be for the shield tank (capital shield booster), and the lows for expanders. - Affected by Jump Drive Op and Calibration, just like Carriers/Motherships/Titans.
I think that's about it for my ideas.
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