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Moon Dogg
Gallente Feral Tendency Ratel Alliance
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Posted - 2007.03.01 17:01:00 -
[151]
I almost LOL'd.
Pretty amusing...now give me one! I finally got Gallente Freighter to I, just in case we need that skill for the new ship. A quick break for another skill, then it's off to Exhumer V.
*********************************** "My God, it's full of roids..." |
BATTYMANNTHE DETSROYER
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Posted - 2007.03.06 17:11:00 -
[152]
I have only one thing to say. WHEN!
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Alcrista Somez
The Phoenix Rising
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Posted - 2007.03.07 01:45:00 -
[153]
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.
The very first post of the thread drew attention to the fact that its not really a mining ship.
So that rules out 90% of the posts in this thread :)
Im hoping it solves the 0.0 concentration around refining outposts by being a Jump Drive Freighter, rather than a mobile refinery. After all, if you refine the minerals 10 jumps from an outpost... then what? Youve still got to transport the mins somewhere to do anything useful with them. So sack that idea. Jump drive freighter please. All the way.
Maybe require any race freighter to 5 and adv spaceship command to 5. Forget the exhumers skill req's. If its not actually a mining ship (which we seem to be told its not) then needing Exhumers 5 makes little sense.
Could be either a bit bigger and more costly than a freighter, or a bit smaller and cheaper. Dont think the talk of support functions like clone vats, corporate hangers, drones, fleet support etc make much sense as thats what carriers / motherships etc are for. The real gap in the market is surely for a plain and simple jumpdrive equiped freighter. No point duplicating all the other stuff.
Its got to come out cheaper than a carrier or people will just carry on using those for ship transport at least.
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FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2007.03.07 13:38:00 -
[154]
I think I posted in this thread before... but I'd like to see either:
A jump-capable mini-freighter. Perhaps capable of hauling 100-250k m3.
Or
A mobile refinery ship. Drop ore into one hangar, activate mod, minerals pop into other hangar. A jump incapable ship, else macro'ers would have a field day.
What I do the rest of the time - Vote for a Jita bypass! |
Sphynix
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Posted - 2007.03.07 14:14:00 -
[155]
Summary of wishlists...?
I want!
A PoS style shield bubble A Ship Carrier A Frieghter A Jump drive A mining ability so big it 1 shots 'roids A... Doomsday device that nukes all the roids in the grid, refines them at 100% and then vacuums them into the ship.
Why don't you just go for a simple "next step". If you look at the progression from Barge to Exhumer there are 2 main differences.
Barge basically goes from 1 to 3 lasers, with a slightly bigger cargo each time. Exhumer goes from 1 to 3 lasers with a slightly bigger cargo, *plus* a special abilty for each ship. (and because its T2 they get better shields/armour)
Logically the next stage of ships would be a Bigger cargo, special abilities. Not much difference really. So the next best would simply be adding a few more high slots - say starting at 4 and going up to 6. This way you could rake in twice as much ore in the same time, with nothing particually different...
Maybe another ship type that is basically a frieghter with a jump drive, but smaller cargo (jump drives take up some cargo space) that can scoop. At the very least could be deposited into and load/unload at a PoS. This ship doesn't need to be an ORE ship. It is after all, just a frieghter with a jump drive - equally it isn't a carrier, so it doesn't need a ship bay.
As for the 1 shot wtfbbqpwn-the-roids ship-that-can-do-everything-solo (and thus doesn't actually need to carry other ships). It would be nice but isn't it a bit unrealistic? You have to remember that unless it costs the same as a Titan these ships will become popular, fast - eventually there will be several per system and then you'll be complaining that there are no roids left and/or that the mineral prices have crashed so hard that mining isn't worth it - so you need bigger ships to get more yield to make up the difference...
Keep it simple and realistic - otherwise you're going to be buying a titan value mining barge that is vunerable to anyone organised.
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Meek also
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Posted - 2007.03.07 17:58:00 -
[156]
I think we are on the "Exhumer to lvl 5" as that is a ORE specific skill.. hence a good "pre-req" for an ORE capital ship..
If it does have jump drives, then you need all the relevent carrier skills anyway!
Personally, I'm all for a Jump Drive capable freghter.. Just let me "scoop" minerals / ore, or be able to grab minerals from jet cans / POS structures..
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RC Denton
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Posted - 2007.03.07 21:48:00 -
[157]
My wild a$$ed guess?
A ship with jump capability. Slightly less cargo than a freighter but still substantial. Refining capabilities, and research capabilities. Basically a portable station for industrials. Fly one into a system with a bunch of barges and have a field day on the roids.
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Succoros
Caldari The Nest Interstellar Alcohol Conglomerate
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Posted - 2007.03.08 00:29:00 -
[158]
The ability to store+refine large amounts of ore+actually make anything up to maybe battlecruisers? Would be awesome with a jump drive aswell. ----------------------------------- Death is more eternal than life. Everyone dies but not everyone lives. |
FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2007.03.08 08:39:00 -
[159]
Originally by: RC Denton My wild a$$ed guess?
A ship with jump capability. Slightly less cargo than a freighter but still substantial. Refining capabilities, and research capabilities. Basically a portable station for industrials. Fly one into a system with a bunch of barges and have a field day on the roids.
I think that'd be overpowered. eg. imagine how ****ed you'd be seeing 30 pilots called "aasasskk23" refining for a horde of barges, who all jumped out when you entered system.
What I do the rest of the time - Vote for a Jita bypass! |
Meek also
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Posted - 2007.03.08 20:07:00 -
[160]
Agreed.. don't make it so "Multi-use"
Make it either 1) Refine 2) Build ships 3) mini-freighter with Jump Drives (Ability to access cans in space / POS modules)
Having a ship that can jump in system, refine / research / build / etc is just nuts.. I would expect that on a Titan class ship..
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GetergdeKaasboer
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Posted - 2007.03.08 21:59:00 -
[161]
expect a freighter that can pick up cans and jump, anything more than that would be an isk machine.
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RC Denton
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Posted - 2007.03.08 22:01:00 -
[162]
Originally by: FireFoxx80
Originally by: RC Denton My wild a$$ed guess?
A ship with jump capability. Slightly less cargo than a freighter but still substantial. Refining capabilities, and research capabilities. Basically a portable station for industrials. Fly one into a system with a bunch of barges and have a field day on the roids.
I think that'd be overpowered. eg. imagine how ****ed you'd be seeing 30 pilots called "aasasskk23" refining for a horde of barges, who all jumped out when you entered system.
Lol, ya it would be a macro'rs dream. If I came across 00001,00002,00003,00004 all in covetors with one of these babies in system I'd be rich though ;). Esp since you can't currently operate jump ships in high sec. I don't think that this will work all that well for a macro miner unless it can operate in high sec which I doubt, or they have tacit permission of the alliance that owns the area they are mining in. In which case that would be good cause for CCP to smack the alliance. A little poisoned pill action there.
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BATTYMANNTHE DETSROYER
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Posted - 2007.03.09 20:23:00 -
[163]
OK! so no one has any idea when!
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Ghargon
The Sausage Smuggling Syndicate
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Posted - 2007.03.10 19:28:00 -
[164]
i'd quite like to see a form of capital jump capable logistics ship. However its one major bonus should be the use of jump portal generators. This would make it useful for more than just ferrying stuff around. This would give industrialists their jump capable hauler but would also give a less pricey option than a titan for generating jump portals. offensive capabilities should be close to nil although i'm not worried by it having a very hard tank.
I never think of the future - It comes soon enough |
Robert VonBraun
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Posted - 2007.03.11 07:00:00 -
[165]
Try this idea. Moon Harvesting Capital with a built in reactor for producing reactions for t2 components.
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Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2007.03.12 12:42:00 -
[166]
Its probebly going to be a bigger hauler. Something that can carry around 100-150km3 --
In Internet Explorer, You keep tabs on your browser. In Soviet Russia, browser keeps tabs on you |
Arron S
Gallente Rampage Eternal Ka-Tet
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Posted - 2007.03.12 13:07:00 -
[167]
I'm hoping for 100-150km3 of cargo space, 1.5 millionkm4 for corperate hanger space.
Uber Gang minning Bonus's
I don't care much about Mobile refinarys
Your signature exceeds the maximum allowed dimensions of 400x120 pixels and filesize of 24000 bytes -Sahwoolo Etoophie ([email protected]) |
BATTYMANNTHE DETSROYER
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Posted - 2007.03.13 05:16:00 -
[168]
I agree a larger transport ship would be nice with a jump drive!
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shady trader
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Posted - 2007.03.14 19:39:00 -
[169]
Personally I would like to see several versions, like carrier, mothership and titans.
There is a need for a large deployable hauler (moon or plant anchorable only) for the high sec systems that are hardly ever mined as there are no stations. This would act like a supper large can (half frieghter size ?) along with ship hanger for barges/industrals. The cargo hold would only be accessable at stations, POS's and when achored.
A larger version for low sec 0.0 with a built in refinery (50% with max skills?), large cargo holds, gang bonuses, and jump drive.
And a true mobile station, massive like a titan, extra big cargo hold, improved refinery, factories, clone vats in addition to the larger sized ones abilities. This class would not have a jump bridge or any super weapons.
The only advantage the smaller one would give to macros is hauling, however the advantage here would not be worth the cost in skills and isk then the can just run another account.
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TotensBurntCorpse
Minmatar Miners of Moria Corp
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Posted - 2007.03.15 01:55:00 -
[170]
my guess...
go read the mini freighter thread...
200km3 freighter with mobile refinery ability, can pick up cans in space. expect almost no slots prob 2/4/2 or worse... its not a combat ship its a hauler that can do lousy levels of reprocessing but its better than hauling for alot of jumps....
my $0.02 isks...
and if true THANKS its about time..... been asking for one for over a year now....... TotensBurntCorpse Likes EVE, Starfleet Command Series, Earth & Beyond, Anything Battlefield, MOHAA, Call of Duty.
Dislikes Not much. |
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J909
KIA Corp KIA Alliance
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Posted - 2007.03.15 14:41:00 -
[171]
Cant wait to see 1 of these on a killboard =p ----------------------------------------------- Cash from Chaos |
BATTYMANNTHE DETSROYER
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Posted - 2007.03.19 20:48:00 -
[172]
Does any one know when?
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GeekWarrior
Gallente e X i l e
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Posted - 2007.03.20 05:30:00 -
[173]
Edited by: GeekWarrior on 20/03/2007 05:27:40
Originally by: Meek also 2) Build ships
Slightly off topic, but I so just thought of the "Fat Boy" in Supreme Commander. ----------------------------- EVE Addict, creator of the EVE Online Forms Greasemonkey Script \o/ |
DaReaper
Net 7 Brotherhood Of Steel
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Posted - 2007.03.20 07:30:00 -
[174]
ok i have to toss in my two cents. Every chance i get to talk to the devs or ask them a question i have been begging for the system wide belts they were gonna give us in exodus. which i cam still waititng for...
Anyway, the ship should be a mobile refiner, you should have to have high refinign skills to use it, and it shoudl either a) make you remain in one place for a set period of time while refining (like 20 min) so you can be blown up. or b) should use up some type of fuel so you can move around while refining.
The ship i's like to see shoudl have the mining bous of the mac (2 ice per cycle) be bale to put on no more then 4 strip miners. (if they do a mining cap) or a min of 1 strip miner. You should be able to refine a large ammunt of ore at a % better then a pos, because if i'm going to spend isk on a ship that can go pop in a matter of min i better damn well get near perfect refining on it.
That is what i want, and it should be limited to either 0.0 or low sec only like all the other cap ships, this way they are not stripping all the belts dry and can be pew pew'd.
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KHEN
Gallente New Horizons
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Posted - 2007.03.20 14:20:00 -
[175]
A ship carrier (12-20 unpackaged BS) would be a nice addition and a huge thing to see
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Syrann
The Praxis Initiative FREGE Alliance
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Posted - 2007.03.22 13:43:00 -
[176]
Industrial Jump Portal Generator - can only move certain class ships (Barges & Industrials?).
------------ It's great to be Ama... Erm crappit, nevermind. |
Maximor
Glauxian Brothers
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Posted - 2007.03.22 17:37:00 -
[177]
Edited by: Maximor on 22/03/2007 17:42:42 Edited by: Maximor on 22/03/2007 17:35:22 I would envision something like this:
Skill Requirement: Refining V, Refining Efficiency V, Advanced Spaceship Command V, Capital Ship Command I, Mobile Refinery I
500K m/3 Ore Storage. Can only store unrefined ore 500K m/3 Mineral Storage. Can only store refined minerals 50K m/3 Refinery storage used to store unrefined ore during the refining process and refined minerals upon completion of the refinery cycle
ORE Mobile Refinery Bonus: +5% Unrefined Ore and Mineral Storage Per Level. +5% Refinery Efficiency Per Level -5% to Mobile Refinery Array Duration Per Level.
-99% to Mobile Deployment Module CPU and Power Grid Requirement.
The ship would be able to fit a "deployment" module. Something similar to the siege module for dreads. The ship would activate the module and become stationary. It would use Strontium Calathrates for fuel. The module would provide a significant boost to all gang mining. Something on the order of 25 -30% while it was activated. The ship would not be able to activate its refinery array until the "deployment" module was activated and the ship was stationary. Haulers drop the ore off at the ship, the pilot places the ore into the refining bay, and activates the refining process. The refinery would be faster then a POS refinery(5 minute cycle), but less efficient, say 10-15% before skills. However, like a POS refinery, it would refine Ice at the max efficiency possible with skills. Once the refinery has run its course, the refined minerals are deposited into the mineral hold and the process starts over. Activation of the refinery would require a significant ammount of capacitor per cycle. The ship would be unable to fit weaponry or use drones.
The ship would also include a 10k m/3 corp hangar and a 10k m/3 general use cargo bay. It would include a jump drive with a range of 2-3 LY before skills.
With the exception of the cargo bay and corp hangar, the mobile refinery would be incapable of carrying anything else besides minerals or unrefined ore. The ship would also be incapable of entering .5 or higher sec space.
It would have 1-3 high slots, 2-3 mids, and 1-3 lows. This would allow for the fitting of things like tractor beams and cap rechargers, without creating a combat freighter.
This allows for the idea of a mobile refinery without making it a super ship. The ship requires the aid of a small fleet to be effective. It would need to be well protected especially while in its "deployment" mode as it would be unable to move or jump until the refinement process was complete and the "deployment" module was taken offline. The ship should also be susceptible to ewar. My estimation is that the ship should cost something on the order of a dread with a manufacture time of 7-12 days.
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Daelin Blackleaf
No Joy Corp Pride - Honor - Duty
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Posted - 2007.03.22 23:42:00 -
[178]
Edited by: Daelin Blackleaf on 22/03/2007 23:40:14 > Much smaller hold than a freighter (250 to 500km3)
> Base refining ability dependant on the ORE capital skill level (25% basic +5% per level, why? Because it requires a lot more skill and cash than a POS refinery, because level V would be a *****)
> Actual refining ability based on pilots refining skills. (Yes allowing 100% refine, because otherwise you may as well just jump it all to a station that does offer 100% refine even with the smaller hold)
> Jump Drive
The only "toes" it steps on are those of POS refineries which few people use already. They would still remain an option for smaller entry-level 0.0 corps without the funding or skillpoints to operate an ORE capital. Unless of course you count alliances who want their refining tax... which I don't since alliances have more to gain from this kind of vessel than smaller corporations anyway.
[EDIT the portable POS shield is too nice an idea to pass up completely, but we can leave that until teir 2/3 after a t2 battleship or the like is introduced able to do it better/cheaper so as not to see dozens of ORE capitals on the front-lines]
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BATTYMANNTHE DETSROYER
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Posted - 2007.03.22 23:44:00 -
[179]
I agree!
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Jags
Minmatar M. Corp M. PIRE
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Posted - 2007.03.23 09:23:00 -
[180]
Originally by: Daelin Blackleaf Edited by: Daelin Blackleaf on 22/03/2007 23:40:14 > Much smaller hold than a freighter (250 to 500km3)
> Base refining ability dependant on the ORE capital skill level (25% basic +5% per level, why? Because it requires a lot more skill and cash than a POS refinery, because level V would be a *****)
> Actual refining ability based on pilots refining skills. (Yes allowing 100% refine, because otherwise you may as well just jump it all to a station that does offer 100% refine even with the smaller hold)
> Jump Drive
The only "toes" it steps on are those of POS refineries which few people use already. They would still remain an option for smaller entry-level 0.0 corps without the funding or skillpoints to operate an ORE capital. Unless of course you count alliances who want their refining tax... which I don't since alliances have more to gain from this kind of vessel than smaller corporations anyway.
[EDIT the portable POS shield is too nice an idea to pass up completely, but we can leave that until teir 2/3 after a t2 battleship or the like is introduced able to do it better/cheaper so as not to see dozens of ORE capitals on the front-lines]
I like this idea but it would need to have some sort of min-POS shield (as per your edit) to make it of any use.
What would be the point of jumping in a multi-billion ISK ship to a 0.0 system to mine in then it beign easily gankable. Decent sized deployabel shield for teh duration of whatever modules you need to activate on it (use strontium ?) then you have 30 secs to jump it out once the cycle is over. This give the attackers time to gank it but also some defence against this.Trade off would be how much stront can the ship hold
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