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Thread Statistics | Show CCP posts - 2 post(s) |
Kellaen
Gallente Terrulian Exo Arcologies
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Posted - 2007.01.11 03:55:00 -
[1]
Originally by: Oveur And talking about capital ships, the rumour is that ORE have one in the works. Unofficial sources state that it's not a miner per se, but is something every industrialist wants to have in his backyard.
Thoughts? I see a mobile refiner type role perhalps..
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Vincent Almasy
Gallente The Underground
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Posted - 2007.01.11 04:03:00 -
[2]
what is the rela point in a mobile refinery? it would have to be more gimped then a POS refinery which takes 1-3hrs at 75%. I would look more into a capital miner but even that is iffy
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JForce
N.W.A
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Posted - 2007.01.11 04:03:00 -
[3]
My speculation:
- Gives gang bonuses, can run multiple gang mods - Can refine of course - Large cargo bay, I'm talking freighter size. And can dock with a damn pos
There are some things I can't decide on tho. Ability to tank rats? Can scoop from cans? Built in tractor beams? |
Anatolius
Amarr PIE Inc.
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Posted - 2007.01.11 08:11:00 -
[4]
Originally by: Vincent Almasy it would have to be more gimped then a POS refinery which takes 1-3hrs at 75%.
Why?
Originally by: Vincent Almasy I would look more into a capital miner but even that is iffy
By God, I hope not. Barges are damaging enough to asteroids.
My thoughts are along the lines of JForce's. I'm envisioning something with huge cargo space, with the ability to transfer ore from barge to the mining capital. Gang modules for mining would make sense.
I'd envision it having less space than a freighter (else, why buy a freighter?) but with far, far more than your garden variety industrial. That alone would make it fairly useful, even if it failed to include mobile refining, or had 'gimped' mobile refining.
"If God be for us, whom can be against us?" |
HatePeace LoveWar
Amarr FATAL REVELATIONS FATAL Alliance
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Posted - 2007.01.11 11:55:00 -
[5]
1/3'rd cargo size of a freighter and can cyno. pretty pretty please.
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Shameless Avenger
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Posted - 2007.01.11 13:28:00 -
[6]
A vessel capable of scooping the whole roid! |
Orrin Danestarr
Minmatar Merchants Trade Consortium New Eden Conglomerate
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Posted - 2007.01.11 14:32:00 -
[7]
I foresee this:
A Cargo bay hangar with about 100km of space.
A corporate hangar bay with 10km of space.
A refinery bay with 25km of spacce.
Refining ability similar to a medium intense refinery.
Ship maintenance bay of 500km.
Its own jump drive. "Imagination is the key that unlocks the door." - ME |
Alexi Borizkova
Caldari New Age Solutions
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Posted - 2007.01.11 14:50:00 -
[8]
I just want to see an end to the madness of using carriers as glorified haulers due to the jump drive. Just admit people want and need jump driving haulers and slap one in.
The capital ORE is perfect. i like deploying gigantic mining containers, and being able to haul them too.
I've always been partial to pre-processing on a ship as well. (Basically just cut out some of the dross, change the ore to half m3 voume).
i just hate seeing war ships used for industry.... the mining apoc was replaced by the t1 and t2 barges for the most part, let's see the hauling carriers go that way as well.
As for other things industrial but not mining capitals could do:
Eat ore and produce pre-fitted combat ships in two sizes (frig and cruiser) that can't go through stargates, die after a specified amount of usage, and could be "cooked up" as local defenses, and better allow you to "feed off the enemy" by using the ore in their temporarily held territory to bolster local defenses, pair up with a mothership or titan, and keep people from flying back thirty jumps for a replacement ship when something simple and sub par on hand will do.
Some logistics capitals might be fun as well. As is, a carrier can easily carry a tower that candeploy it's nifty bubble... why not cut out hte middle man and allow a capital that can deploy, start eating fuel, and deploy a POS style forcefield, but have better built in resources (like a deployed expanding maintenence array and hangar array) to basically set up a froward base of operations in, say, an hour that has the functionality of a 1 1/2 hour setup POS and be torn down much quicker.
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hired goon
Infinite Improbability Inc Dusk and Dawn
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Posted - 2007.01.11 14:56:00 -
[9]
Oveur made his aversion to a capital mining-ship very clear at the fanfest.
Well maybe not very clear, but he made a strange face and I saw it crumple. And then he immediately suggested a mobile refinery.
MAKE OF IT WHAT YOU WILL. GOONSTRODAMUS HAS SPOKED! -omg-
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Sales Merchant
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Posted - 2007.01.11 16:28:00 -
[10]
It will most likely be a capital mobile refining ship, probably a very short refine cycle for reduced efficiency and yield.
Gangs with one could mine and refine in a belt with no need to return to any pos or station, no haulage either..a freelancers dream! I assume when its time to go home to empire it could just jump out with all the yummy minerals in its belly!
Oooh my carebear meter is rising!
_______
Irony (i+ro+ny) [ahy-ruh-nee]
Originally by: Ginger Magician ...this was not a fight it was simply a pathetic gank.
_______ |
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Halada
Caldari STK Scientific
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Posted - 2007.01.11 16:37:00 -
[11]
If the mobile refinery doesn't give as good of a yield than a station before skills, there is no freakin' sense in wasting all that mineral, especially in 0.0, to save yourself the trouble for hauling. There is no such excuse.
However if on top of the refinery you give me huge cargo and a jump drive plus the ability to dock at a POS, I'll be happy :)
I wouldn't mind having huge skill requirements either, such as Exhumer 5, Mining Director 5, Mining Foreman 5, etc etc... just make it hard for the macro miners to get it :D
The best mining guide in the galaxy |
Alexi Borizkova
Caldari New Age Solutions
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Posted - 2007.01.11 16:52:00 -
[12]
Originally by: Halada I wouldn't mind having huge skill requirements either, such as Exhumer 5, Mining Director 5, Mining Foreman 5, etc etc... just make it hard for the macro miners to get it :D
Or give them reasonable requirements, and restrict the juciest benefits to low/no sec. Some trash about the empire groups not wanting competition for refining, and wanting to get that ever so sweet 5+% refining tax.
Then, I personally welcome the macrominers to enter low and no-sec. We'll find them, you and me and all the goodly players of eve, and they won't be suffered to live.
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Vincent Almasy
Gallente The Underground
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Posted - 2007.01.11 17:01:00 -
[13]
Originally by: Anatolius
Originally by: Vincent Almasy it would have to be more gimped then a POS refinery which takes 1-3hrs at 75%.
Why?
This is because they would not be able to replace the POS refinery that has atleast one hour and at best 75% refine rate not at that rate with would be more then a hour for maybe 50% do you think anyone would buy it? RPly it would even be like this as a POS refinery stays still and working only on this wold a mobile one would be moving and jumping around meaning less energy for refining.
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Domalais
Equilibrium LLC United Confederation of Corporations
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Posted - 2007.01.11 18:30:00 -
[14]
Edited by: Domalais on 11/01/2007 18:29:10
Originally by: Vincent Almasy
This is because they would not be able to replace the POS refinery that has atleast one hour and at best 75% refine rate not at that rate with would be more then a hour for maybe 50% do you think anyone would buy it? RPly it would even be like this as a POS refinery stays still and working only on this wold a mobile one would be moving and jumping around meaning less energy for refining.
I agree with you in part, and from a realism point of view, realistically a refining structure should/would be better than something mobile.
However, from a balance point of view, things are very different.
- A POS has formidable defenses - far beyond that of any capital ship. The ORE cap ship is likely to be extremely vulnerable.
- A POS provides many more services than the Ore cap ship is likely to. IMHO, the jack-of-all-trades POS should be inferior to a specific-purpose ship.
- The ORE ship is a ship and therefore will require a pilot to operate. This means more players in the mining gang, and the ship should have sufficient advantages to outweigh the loss of an additional miner.
- POSes require at max anchoring level 3. A capital refiner will likely require massive skills and should have benefits reflecting that.
- The capital refiner will likely be much more expensive than a fully fit POS, and available in fewer locations and smaller supply.
I see two options for balancing this ship:
- A capital refiner which requires no fuel to refine and is thus less expensive than a POS in terms of operating costs, but far more expensive in initial investment. Such a ship should have refining abilities equal to or slightly less than a large intensive ref.
OR:
- A ship which requires fuel to run the refining process. This ship should have a 100% mineral yield for refine if the pilot has maxed skills (processing 5) and should be vastly better than a POS refinery in all ways.
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Vincent Almasy
Gallente The Underground
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Posted - 2007.01.11 20:34:00 -
[15]
I would say 50% refining would be good on it and able to refine a smaller volume but be able to refine in lets say 20-30minutes compared to 1-3hrs. This would make a POS better in the longer run but for stealth mining this would be better as it refines on the spot meaning more room to have all the mineral in then the massive ore itself. I would say fuel should be part of it, mining drones able and strickly mining gang warfare mod s allowed and they get a boost for being on that ship.
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Quutar
Caldari Auraxian Irregulars
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Posted - 2007.01.11 21:08:00 -
[16]
what I would like to see (no idea about skills, maybe exhumer 5?) Capitol sized ship along the lines of an industrial carrier. Has to cyno around, etc.
normal carrier tank (think thanatos, about that many slots, no resistance or tanking bonus)
bonuses 50% bonus to tractor beam range per level 99% cpu reduction in warfare links can fit one warfare link per level ??? 3% bonus to mining link effectiveness per level 50% bonus to capitol armor (maybe also shield) repping range per level 99% cpu reduction to mobile refinery module and mobile factor modules
40,000 m3 cargo space 200,000 m3 corp hanger array space 500,000 m3 ship maint hanger (can hold two hulk/covetors or 20 retievers)
mobile refinery module (high slot) takes stront (or other fuel) to use 5 minute cycle time, 50% effeciency... 50,000 m3 capacity
mobile factory module (high slot) "rapid" versions of the normal pos style building arrays small ship, medium ship (this does mining barge and industrials... right???), drone, equipment, component, and amunition. all are "advanced" and can make tech 1 or 2 each factory has a 10x build speed each factory has a single "slot" to build with bpo has to be in the ship's corp hanger costs stront to use, ship can't move or logout while building (if you log out ship stays right there)
Not finding research slots in Empire Space? Try Quutar Research Services. |
Vincent Almasy
Gallente The Underground
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Posted - 2007.01.11 21:56:00 -
[17]
Originally by: Quutar
mobile factory module (high slot) "rapid" versions of the normal pos style building arrays small ship, medium ship (this does mining barge and industrials... right???), drone, equipment, component, and amunition. all are "advanced" and can make tech 1 or 2 each factory has a 10x build speed each factory has a single "slot" to build with bpo has to be in the ship's corp hanger costs stront to use, ship can't move or logout while building (if you log out ship stays right there)
I was right ebhind you up untill this point right here, industrical ships are not ment to be at all building anything but just transport. ORE is just for mining, building is another class in itself. Also just double the refine time, 5mins seems kinda short.
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Quutar
Caldari Auraxian Irregulars
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Posted - 2007.01.11 22:10:00 -
[18]
Originally by: Vincent Almasy
Originally by: Quutar
mobile factory module (high slot) "rapid" versions of the normal pos style building arrays small ship, medium ship (this does mining barge and industrials... right???), drone, equipment, component, and amunition. all are "advanced" and can make tech 1 or 2 each factory has a 10x build speed each factory has a single "slot" to build with bpo has to be in the ship's corp hanger costs stront to use, ship can't move or logout while building (if you log out ship stays right there)
I was right ebhind you up untill this point right here, industrical ships are not ment to be at all building anything but just transport. ORE is just for mining, building is another class in itself. Also just double the refine time, 5mins seems kinda short.
I originally only thought refining... but the dev said it would be an industrial ship... not industrial as they are named in the game , hauling... but a true industrial ship as in the way the word means... he did not say refining ship, but industrial... so that is why my guess was on the building. There is a mobile refinery and mobile factory skill in the game... so was guessing both.
I did not include a large ship assembly, since they would not have room for it in the ship main bay. But for all I know the ore cap might be a super tanker, and have enuf room for battleships in the ship maint array.
Not finding research slots in Empire Space? Try Quutar Research Services. |
Jimius
Pandoras Mining Covanant Prime Orbital Systems
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Posted - 2007.01.11 22:55:00 -
[19]
I think that the ship would be more like a huge anchorable jetcan which can run gang mods (effectively replacing the command ship for mining bonusses) and probly has some gimmick aboard. Maybe something like you only need to be 25km in range to drop ore into the ship's hangar. The ship itself would act as a support platform. when it's full, it jump drives away to the nearest station and drops off the ore, after unanchoring itself of course, like a dread's siege mode. mobile reffinng is gonna be suck if it takes 3-4 hrs with only 75% yield. It should get near perfect yield with the proper skills in a very short time, otherwise why put it on at all? I'm sure CCP has some nice ideas about it. Too bad they're not saying much...
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Vincent Almasy
Gallente The Underground
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Posted - 2007.01.11 23:09:00 -
[20]
where did you see a dev talking about there and please show me where he tlak if a true industrial ship
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Quutar
Caldari Auraxian Irregulars
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Posted - 2007.01.11 23:32:00 -
[21]
here
DaReaper: Any idea on if there will ever be a capitol minining ship introduced? Or when the systems wide belts that was promised in exodus will be making an apperence? *omghax0r WINS the race! Oveur: Capital Mining Ships, yes, we want a m*********** industrial ship like in aliens Oveur: what it'll do exactly, we'll shed light on at a later date, but probably "industrial" would be more correct than "mining", but still not like a industrial as in hauler LeMonde: We have considered adding a neverending Veldspar roid in Amarr for Chribba's dreadnought. Oveur: Yeah, that too Oveur: just so people can see it, you know, as a landmark tuxford: heretics Oveur: "so this is what blasphemy on epic scales looks like, huh?"
Not finding research slots in Empire Space? Try Quutar Research Services. |
Elmicker
Unscoped Myriad Alliance
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Posted - 2007.01.12 01:09:00 -
[22]
Big tank. Gang mods. Big cargo. Jump Drive. Big Drone bay.
Basically a carrier, with no fighters and a bonus to mining links and a much bigger cargo/hangar space.
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Sara Finn
Amarr Order of the Blessed Sisters of Amarr
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Posted - 2007.01.12 01:15:00 -
[23]
First I want to say thank you to CCP for any industrial content they put in the game, and thanks for the last hit-point increase, it really helped out the T1 barges huge.
But now the rant part: I really, really f-ing hate the ORE ships. They are uninspired in both form (graphics) and function (no mods and crap shields/armour). I was hoping for a change when the T2's got released but was very dispointed that all CCP did was give them new skins, T2 resists and make them better miners *yawn*.
To get back to the point of this thread, instead of ORE ships, I would love to see racial capital miners. Each ship basically the same (think the differences between the races for the Freighters) but ofcourse with different hulls for each.
-- About the size of a Freighter. -- Can use Stargates just like Freighters, but also has a Jump Drive (for use in both Empire and the Outer Rim). -- Able to create a Jump Portal for gang mates to jump as well. -- Freighter hit-points, no weapons or Strip Miners allowed, can use warfare link mods like a Fleet Command Ship (up to 3). -- 'Moderate' drone bay size (like a BC, not a Gallente one). -- Cargo size 50k m3. -- 2 optional 'builds' (like Mothership). 1 - Extra big cargo bay, expanding base to 150k m3 OR 2 - Refining bay, which is not as good as a large POS array, but possibly better than the small (which is useless). The ship must enter a 'seige' state to refine where it cannot move or jump for approximatley 5 to 15 minutes per cycle (not a random number, just can't decide if 15 minutes is too long). -- Build determined on being manufactured and it cannot be changed.
But what I'd really like to see are Racial mining ships (Please, Please, Please):
-- Each one a little bigger than a cruiser (and a Covetor) in size. -- All are T1, but priced higher than a Covetor, lower than a Battleship. -- They can use Strip Miners & Ice Miners, and have more overall mod slots than Covetor (racially biased ofcourse, Caldari having more mids; Amarr with more lows). -- All have drone bays the same as the Covetor (unless noted). -- All have better tanks than the Covetor (some better than others) but the 'usual' T1 resists.
Racial differences:
-- Caldari - The Ultimate Stealth Miner: 3 High slots, able to mount the Covert Ops cloak and 2 Strippers. Sure it mines less, but can mine basically anywhere. The usual cloak penalties apply (i.e., no mining while cloaked). -- Gallente - The Ultimate Drone Miner: 2 Strippers with Drone mining bonuses and a large drone bay (125 m3) or expandable drone bay (like Ishtar). Best miner with maxed skills (due to drone bonuses). Best offense due to being able to have Heavy Drones + Mining Drones. Weakest tank. -- Minmatar - Stealth with a Difference: Bonuses consist of Signature Radius decrease (it uses Solar Power!). When skills are maxed, the Signature is that of a small frigate. Fast for a miner and manuverable, good for hit-and-run tactics. Mines the same as the Covetor. -- Amarr - The Ulitmate Tank-Miner: Just like Covetor, but much, much better looking (ofcourse) and with a butt-load of low slots. Able to tank until the Rapture and beyond. Mines the same as a Covetor.
These ships would add not only some flavour to the flavourless ORE ships, but by adding 8 new mining ships that would make me and the other miners extremely happy for years and years. |
Reiisa
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Posted - 2007.01.12 02:29:00 -
[24]
Capital tractor beam so I can fulfill my dream of dragging the entire asteroid straight to the station!
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Ultimate Poison
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Posted - 2007.01.12 07:30:00 -
[25]
Edited by: Ultimate Poison on 12/01/2007 07:30:33 Edited by: Ultimate Poison on 12/01/2007 07:27:22 I'd hate to see a capital ship with refinery capability and/or jumpdrives. It would have very little use, since most 0.0 environments have a refinery station in the near neighbourhood.
If you were want to implement such a refining ship, some alliances are going to have a big hit in income, since many of them use the refinery yield to pay for the fuel of the POS that creates souvereignity. So CCP, make it possible for alliances to tax such ships.
Another thing is if you used jumpdrives, I think is the risk of being catched is too little vs the rewards. It would enable small groups of people to act like locusts. Jump in, mine the s.hit out of a belt, and jump back with refined ore.
I'd love to see a capital ship that has a large ore bay. Its primary function is to crunch ore into small volume and thus make it easier to haul. There have been several threads in the suggestion-forum for this.
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Niu
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Posted - 2007.01.12 10:47:00 -
[26]
Oh, I doubt the chance for them to be caught is small. If such a ship were indeed to have a useful refinery then I am positive that in the event it is running it'll be the same as the cloaking module and the cyno generator.
Jumpdrive & Refinery don't -both- work. And be sure to cut the engine to zero like cyno generation.
And there you go... vulnerable .. but useful. Not only that, it also makes for a tactical target to go after with a small group of people.
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Kal'Thuris
Ars Caelestis Imperium Alliance
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Posted - 2007.01.12 12:52:00 -
[27]
Edited by: Kal''Thuris on 12/01/2007 12:48:45 Moving factory.. sounds a bit overboard..
Capital mining lasers.. while cool, I doubt that we'll see them..
My guess, a modified freighter with Jumpdrive or the ability to scoop minerals / ore. I also hope that whatever the ship is, it can take items from a corp hanger array at a pos with a LARGE cargo hold.. (doesn't have to be freighter big, but big enough to ferry a large mining op of ore)
I'm not sure I'm for a mobile refinery mounted to a ship. It would have to have at least the same refine as a POS refinery array, with possibly less time to refine for me to consider it..
Either way, it sounds cool.. Time to train exhumer 5?
EDIT: Whoo Hoo! I'm no longer an !
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Sovelis
Inversion Imperial Republic Of the North
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Posted - 2007.01.12 20:37:00 -
[28]
And it's gonna have a real tricked out paint job and a kick ass stereo.
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Artmedis Valben
Gallente Lobster of Babel
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Posted - 2007.01.13 12:36:00 -
[29]
Edited by: Artmedis Valben on 13/01/2007 12:35:12 Industrial capital ship. Has the function of a Carrier/Command ship. Has a mobile refinery and a mobile factory. With maxed out skills (i.e., mobile refinery level 5, refing level 5, refinery efficincy level 5, individual ore processing at level 5) it should reach between 90-100% refining and no tax. Making it potentially on par with a station you are taxed at. Each ore should have to be refined individually in some sort of siege mode (5 minutes per ore type). Same with mobile factory. Maxed out skills = near perfect build of those items that can fit in a carrier of its size, but immobilized for the duration of the build. Needs to have Blueprints for items to be built. So building ships in hostile territory is going to be very risky. Only one production line. Needs both very good industrial skills and capital ship skills to fly as well as leadership skills to reach its potential. Definately can use 3 gang link modules with a 3% bonus per level to Mining foreman link modules. Probably has a jump drive. Has little defensive capabilities (except a lot of hit points) an no offensive capabilities. Cannot fit any turrets/launchers (but possibly a strip or two), can probably fit a long range tractor beam. And can definately drag from cans into cargo bay.
At the beginning only a small carrier, but perhaps later a larger version (Mothership) with a clone vat bay.
BPO will cost 15 billion (available only at ORE stations in Outer Ring). ___________________________________________ Selling PERFECT PRINTS of almost all seeded BPOs. Lobster of Babel currently holds 641 of the 649 Tech 1 BPOs seeded. |
Gallavantum
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Posted - 2007.01.13 20:42:00 -
[30]
A few predictions/ideas about this ship:
- Build cost similar to freighter
- BPO cost 2-4 bils.
- It will actually need capital cargo bay to build! (2nd capital ship to need this component)
- In all ways the ship itself will be very similar to a freighter but with 10%-50% of the cargo hold, ability to refine, and the ability to scoop and jettison (and interact with POS). Maybe a much smaller cargohold in exchange for the ability to refine instantly.
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