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Thread Statistics | Show CCP posts - 2 post(s) |
Daelin Blackleaf
No Joy Corp Pride - Honor - Duty
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Posted - 2007.03.23 13:12:00 -
[181]
Edited by: Daelin Blackleaf on 23/03/2007 13:13:39
Originally by: Jags 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
Because if you don't own that space, or at least have a sizeable presence then a solo capital ship will get ganked. Similar to using a carrier for ratting. The lower teir one need not be multi-billion isk. 1 to 1.5bill seems reasonable since it is on par with the freighter (as both serve a similar yet unique purpose) and easily gankable.
Of course the higher tier version would be about as invulnerable as a mothership if it was able to jump while shielded. So the cost would have to represent this. I'd rather the ship could not jump while shielded and have the shield provide the opportunity for a backup fleet to arrive and save you.
[EDIT: Added quote]
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shady trader
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Posted - 2007.03.25 22:47:00 -
[182]
I have just had a thought about how to limit the capital ship use to isk farmers. How about giving it a reasonable sized hold but not have it accepable from space nor can the pilot scoop from space. Then give it a big corperate / alliance hanger setup?
To access the corperate hanger you would either need to be in the same corp/alliance as the pilot ganged and have a special role to access Ore capital ships hanger array.
This way only player corps can use the ship, if the isk farmers trys, they can be war dec and they will be stuck in the corp for 24 hours due to the role. However as soon as they try and avoid the war dec by quiting the corp they cannot get the advantage of the capital ship. This could also make it a bit easier for CCP as they can easily see the same group of accounts creating a corp, quitting and creating another, this may also be an exploit that they can be banned for that is easier to prove then isk farming.
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Kara Rhane
Gallente Rhane's Research and Development Labs.
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Posted - 2007.03.26 13:10:00 -
[183]
Originally by: shady trader I have just had a thought about how to limit the capital ship use to isk farmers. How about giving it a reasonable sized hold but not have it accepable from space nor can the pilot scoop from space. Then give it a big corperate / alliance hanger setup?
To access the corperate hanger you would either need to be in the same corp/alliance as the pilot ganged and have a special role to access Ore capital ships hanger array.
This way only player corps can use the ship, if the isk farmers trys, they can be war dec and they will be stuck in the corp for 24 hours due to the role. However as soon as they try and avoid the war dec by quiting the corp they cannot get the advantage of the capital ship. This could also make it a bit easier for CCP as they can easily see the same group of accounts creating a corp, quitting and creating another, this may also be an exploit that they can be banned for that is easier to prove then isk farming.
Thats a really good idea. Very, good.
***** Rhane's Research and Development Labs
Click our link today to search our Ammo/Missile BPO 'sets' |
Nemtar Nataal
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Posted - 2007.03.29 08:50:00 -
[184]
Edited by: Nemtar Nataal on 29/03/2007 08:47:29
Hmm looking at the existing capital ships and the limited info that have bicome avalible from CCP i think that we might be able to conclude this when it comes to skills.
No capital ship have yet to have a skill requirement that includes a T2 skill....so i think exhumer skill will properly not even be a requirement for this ship...
Looking at additional skills in the game we might be looking at:
Industry V (wow who havnt guessed that by now)
Im here asuming that this ship would be fittet with a jump drive so....
Navigation V
Jump Drive operation I
Advanced spaceship command V Capital ship I - III ORE capital I (wow what a surprise)
And then somthing interesting....well...
Asuming this will be a mobile refinery you would properly need Mobile Refiery Operation V (this skill is in the game but i have yet to se a ship, module or POS equipment that requires it...so i think its logival to asume that ccp actually intends for this skill to be used finally...just like biology...i have had that one for 3 years by now....and you know the storry)
We might se to ORE capital ships second might be mobile factory, if not i think its logically to asume that this skill will be required for flying the ore ship aswell.
i think this would fit the normal profitle of a capital ship something thats a mix of a freighter and a dread/carrier...
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Myth Al'kar
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Posted - 2007.03.29 10:14:00 -
[185]
I'd like a ship like this:
4 highs (4 strip miners)or balanced for Capital Ship Mining Gadget whatever mediums whatever lows (need to balance it low for less mininglaserupgrades/cargoexpanders)
Ore Cap Ship Skill: 3% reduced cycle time to strip miners and ice harvesters per level. Ore Cap Ship Skill: 30% increase in strip miner/ice harvestor range per level. Mining Barge Skill 3% increased yield per level.
99% less cpu for the use of strip miners 99% less cpu for the use of warfare links
20,000 m3 storage capacity.
Can cyno jump. (maybe 50% reduced range?)
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Sean Livingston
Gallente The Knights Templar Astral Wolves
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Posted - 2007.03.29 15:26:00 -
[186]
Edited by: Sean Livingston on 29/03/2007 15:31:28 Edited by: Sean Livingston on 29/03/2007 15:23:10 Here's what I'd like to see on the ORE capital, keep in mind it's slightly different then most of the ideas here. I'm trying to think outside of the box here so...
Imagine if you would, an industrial ship without a huge cargo bay or refinery. Instead, it has a built in mini jump portal generator. So, if your corp mining fleets are within a certian distance from one of your POSs with a collector array (a new POS system) you can send all minerals mined dirrectly back to storage without having to make the trip. Each time you send a load back it takes a small amount of fuel but over all it's cheaper then constantly jumping back and forth with a captial ship.
I'm not big into designing ship stats but I expect the ship would have a small fighter bay for fleet defence (being a support vessel with a small cargo bay it has more capacity for defensive systems, but still fields less then a carrier)as well as the ability to equip 3 gang mods.
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BATTYMANNTHE DETSROYER
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Posted - 2007.04.04 23:18:00 -
[187]
when! I want one now
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Mr Gimlet
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Posted - 2007.04.05 07:19:00 -
[188]
heres a thought for a new ship.
What about a mining command ship to bridge the gap between barge and capital ship. (barge to capital ship is a huge gulf for most players after all)
I was thinking that something that could fit say 3 strip miners and a couple of command modules, big drone bay, and a big cargo hold.
Maybe bonus to miner range and/or mining ammount (It wouldnt have to outmine the hulk as long as it mined as well as a covetor and added gang module bonuses), and a bonus to mining command modules.
Just a thought, but if miners are getting a leg up this would be a way more used ship than a capital miner. A capital miner would be way cool though
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Villa
Amarr Dark-Rising
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Posted - 2007.04.05 08:45:00 -
[189]
"No, cease and desist" he cried. "For the unfathomable shall come to pass".
If the event of said capital being able to mine pwnage of poor defenseless roids shall no doubt be commenced by Naverin teh veldspar King. But Oh!, unholiest of unholies, if said vessel were indeed able to commit acts of War. Chribba, yes dare i say it, will no doubt commence the immediate destruction of poor defenseless pod pilots just to be contrary. Judgement be upon us for we are truly doomed.
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Princess Jodi
Vendetta Underground Rule of Three
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Posted - 2007.04.06 21:15:00 -
[190]
Let me tell you what it CAN'T have:
1> It Can't have a cargo bay approaching a Freighter size. Anything close to the size of a Freighter's bay will make Freighters only role (hauling stuff) obsolete.
2> It Can't have Jump Drive. This is not so much because of an attempt to limit the ship, but because the cost to jump is so high that it is impractical to jump raw ore. Also because mining in Empire should be possible and would be otherwise unfair to those not in alliances.
3> It Can't refine better than/equal to a POS. Our Corp pooled everything we had to get a Refining Outpost put up. I will personally blow up any ship that tries to take our taxes away from us. Expecially Alliance-mates.
It COULD have these features:
1> Mobile Refining. Must be the worst refining rate out there, or you're going around taxes for Alliances. Still, 0.0 is big enough that it would worthwile to use it instead of jumping 10 jumps to refine.
2> Gang Modules usage. Pretty much one of the main reasons such a ship should exist.
3> Mining capability. I don't think Capital Miners are needed, but its got to do something other than just give out Mining Bonuses and Refine, or the pilot will die of boredom.
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Ford Hakata
Hakata Group
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Posted - 2007.04.07 01:59:00 -
[191]
Edited by: Ford Hakata on 07/04/2007 02:00:52 Another thing I'd love to see (perhaps exclusively) on an ORE industrial capital ship:
Module: Deadspace Field Emitter I Description: When activated, the module creates a temporary deadspace area in the grid centered by the ship. This module cannot be activated while there are any anchored objects in the same grid as it (including everything from small secure containers, mobile warp bubbles and control towers, to permanent fixtures like stargates, stations or other deadspace areas.) While the module is active, it's impossible to anchor anything within grid range of the module. The deadspace field functions in the usual manner as any other deadspace - MWD does not work, warping into it makes you always land at a specific warp-in point (right on top of the ship) and you get a dramatically reduced chance of being probed out (although it should possible, with patience.) Activating the module requires 1000 units of Strontium Clathrates (reducable by 100 units per level of Deadspace Field Emitter operation), and the module activation cycle is 3600 seconds. The ship activating this module will also lose 100% of it's speed. Requirements: 90,000 CPU, 25,000 PG, "Deadspace Field Emitter operation" level 1. High slot.
This might be a nice alternative to an (argueably) overpowered POS bubble module, and would make it still quite useful as a "base of operations" for industrial (or otherwise) operations into hostile territory.
Any thoughts? --
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Trader Sandy
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Posted - 2007.04.07 02:31:00 -
[192]
Originally by: Princess Jodi Let me tell you what it CAN'T have:
1> It Can't have a cargo bay approaching a Freighter size. Anything close to the size of a Freighter's bay will make Freighters only role (hauling stuff) obsolete.
Nah.. if it is only limited to raw ore, then Freighter are still needed to move other items.. Also if it has Jump Drives, then it is a low-sec ship only.. Freighters would still be needed in empire
Originally by: Princess Jodi
2> It Can't have Jump Drive. This is not so much because of an attempt to limit the ship, but because the cost to jump is so high that it is impractical to jump raw ore. Also because mining in Empire should be possible and would be otherwise unfair to those not in alliances.
Empire miners don't need a capital ship. They can sit in a hulk and move items to a station with ease.. 0.0 miners need to operate in deep space. This is nice because it DOES limit the ship to low-sec / 0.0. I believe that it was said that the ORE capship is a modified carrier. Granted, my memory may be incorrect.
Originally by: Princess Jodi
3> It Can't refine better than/equal to a POS. Our Corp pooled everything we had to get a Refining Outpost put up. I will personally blow up any ship that tries to take our taxes away from us. Expecially Alliance-mates.
Whatever.. Outpost is still needed to refine Rat loot. The argument that you spent x ammount of time making an outpost, therefore... doesn't hold weight
Whatever it ends up being, what is in this thread is speculation.. speculation only..
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Nemtar Nataal
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Posted - 2007.04.07 11:12:00 -
[193]
Originally by: Dafydd Merc To everyone comparing this ship to a POS refinery - any region worth it's salt... er, ore rather, has readily available refinery services in the form of a Minmatar outpost. DOWNGRADING to POS level refinery services in a capital ship will make this a floating homage to uselessness. By the same token, alliances which support Minmatar outposts would generally depend on the refinery taxes at said outposts, and being able to refine in a ship with equivalent efficiency is going to remove a lot of that income.
So, where does that leave us? Well, some people have said they don't see a capital mining laser coming. I'd have to disagree as this is the only way to have a ship which improves on the Hulk and doesn't step on the refinery outposts toes. There could be a couple models for this - capital mining laser perfectly strikes veldspar moon wrecking for all the ore it contains. Please wait while the 20 minute cycle finishes. Or maybe a doomsday like miner, spams all roids nearby for 100m3 of ore... then wait for the 20 minute cycle to finish. I guarantee, there will be a downside to capital mining, and it will be better than a hulk, but only marginally so. The rest of the benefit from the ship comes in other services it provides.
Likely comparable to a carrier designed for mining (ie: support vessel). It will tank, it will provide gang bonuses, there will be a small ship maintenance array to reload drones, refit your ship, nab a new ship if you were popped, etc, and most important of all, it will have a very sizable cargohold. 100,000m3 doesn't cut it chaps, large scale 0.0 ops I take part in produce that multiple times over in an hour - can't have your tank jumping off every 20 minutes to empty it's hold. Now, 500,000m3, that might be a start. Maybe a freighter surpassing 1 million m3 that will ONLY store ore? That'll be useful. Oh, and for the jump drive - I bet it jumps shorter than a dreadnought.
As a corpmate said earlier this week, let's all think "Nostromo class" tug/freighter. Linky for the Alien-impaired.
Can't wait to see what comes out, I'm sure we'll find some way to use it in which it was never meant for :)
Get real M8....stepping on Minmatare outpost feet....what about when CCP stepped on gallente outpost's feet when they chose to enitiate marked from EVERY station and outpost in the game insted of limiting it to gallente outpost's only?
Modules, Ships, Structures are continiuiously bieng steped on and nerfed cause of new additions to EVE thats just the way of life. If anything though CCP might limit this ship to work only in systems where you already have sovrenty to prevent people from violationg borders or they might limit it to systems with out sovrenty to protect the minmatare outposts... But i dont think this will ever become a capital miner fore the same reason why CCP havnt added a T2 battleship yet....what role would it fill besides replacing existing mining ships and making the game even harder to play for new commers. If there are anyone in the game that can take bieng hit on the wallet it is the big alliances, and definetly not the small time miner trying to make his way in the game....
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Nemtar Nataal
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Posted - 2007.04.07 11:22:00 -
[194]
Originally by: Ford Hakata Edited by: Ford Hakata on 07/04/2007 02:08:26 Another thing I'd love to see (perhaps exclusively) on an ORE industrial capital ship, is:
Module: Deadspace Field Emitter I Description: When activated, the module creates a temporary deadspace area in the grid centered by the ship. This module cannot be activated while there are any anchored objects in the same grid as it (including everything from small secure containers, mobile warp bubbles and control towers, to permanent fixtures like stargates, stations or other deadspace areas.) While the module is active, it's impossible to anchor anything within grid range of the module. The deadspace field functions in the usual manner as any other deadspace - MWD does not work, warping into it makes you always land at a specific warp-in point (right on top of the ship) and you get a dramatically reduced chance of being probed out (although it should possible, with patience.) Activating the module requires 1000 units of Strontium Clathrates (reducable by 100 units per level of Deadspace Field Emitter operation), and the module activation cycle is 3600 seconds. The ship activating this module will also lose 100% of it's speed. Multispectral (?) probes will report this deadspace field as an "unknown" hit. Requirements: 90,000 CPU, 25,000 PG, "Deadspace Field Emitter operation" level 1. High slot.
This might be a nice alternative to an (argueably) overpowered POS bubble module, and would make it still quite useful as a "base of operations" for industrial (or otherwise) operations into hostile territory.
Any thoughts?
One thought...this module is ideal for sniping camps on a gate. You only need to firer it in fron of the gate slightely outside the grid then your battlehips will mostlikely be able to sit safely inside the grid impervious to attacks from small fleets of frigs, cepters and assault frigs as there primorey defence are speed. Fun module but i have trouble but i do have a problem seeing any setup where this module would not be used for someting else then it was intended to do.
It could properly also be used if you deployed a bouble inbetween 2 gates (in some low sec tradehub system) and then deploying the field to overlab part of the bouble but not the center of it as that would be imposible due to the anchored object limitation. Same scenario though battleships inside the grid sitting safe from what ever got cught in the bouble.
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Nemtar Nataal
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Posted - 2007.04.07 11:42:00 -
[195]
Originally by: BATTYMANNTHE DETSROYER I agree a larger transport ship would be nice with a jump drive!
I think ccp intends to solve the freighter in low sec "problem" with this addition. Twinned Jump Arrays (similar to a Jump Bridge, and used for rapid redeployment of strategic assets of the ôpew pewö variety). Taken right out of Star Treck Voyager from the Borg homeworld a transwarp hub use to link the transwarp network together. Secures The Borg fast taktical deployment of strategic units all over the univers. bla bla bla. Basically if this thing ccp is introducing is capable of transporting a freighter it will go a long way words securing alliance secure transport in 00. And at the same time CCP will not be introducing any module or ship to the game that is overpowered and almost replaces and entire ship line. Transporting stuff in 00 is suppose to be risky buisniss and i dont ting CCP intends anyone to have the capability of jumping large loads of modules and ships all over the place. That would really just make the game really confusing.
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Beldaws
Gallente Just Me and My Alts
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Posted - 2007.04.07 14:54:00 -
[196]
The main thing that I notice that is missing in the game is a mini-sized freighter that is more agile than a normal freighter (but not too agile).
I love the idea earlier in this thread of it having a corporate hanger that the miner can access from space and move ore into the ship. This will force the isk farmers and macroers to get into regular corps if they want to use it.
Even with rigs and T2 expanders the current industrials just aren't big enough to support hauling for more than 2 miners. If I am hauling for 3 Hulks, even with 38k of indy space I still fall behind if they use their mining drones too. Without their mining drones I can just barely keep up. If the hauler is having to jump two or more systems back to the station, I can only keep up with one Hulk mining with drones. We definately need a bigger indy that will allow us to mine efficiently in systems that don't have stations too close.
It should be able to use gang assist modules. Right now I hate the fact that my hauler can't also be used for gang assist. I shouldn't have to have a pilot mining in a battlecruiser just to get the gang assist. The perfect option would be to have a pilot in a really really big indy gather the ore while at the same time giving the gang support.
Like the other Capitial ships, there should be at least 2 different ones. One with a jump drive and one without. The one without a jump drive should be usable in Empire.
I don't care about a mobile refinery or a mobile lab. Just give me a really big hauler with gang assists!
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Ford Hakata
Hakata Group
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Posted - 2007.04.08 03:19:00 -
[197]
Originally by: Nemtar Nataal
Originally by: Ford Hakata Module: Deadspace Field Emitter I Description: When activated, the module creates a temporary deadspace area in the grid centered by the ship. [...] Requirements: 90,000 CPU, 25,000 PG, "Deadspace Field Emitter operation" level 1. High slot.
One thought...this module is ideal for sniping camps on a gate. You only need to firer it in fron of the gate slightely outside the grid then your battlehips will mostlikely be able to sit safely inside the grid impervious to attacks from small fleets of frigs, cepters and assault frigs as there primorey defence are speed. Fun module but i have trouble but i do have a problem seeing any setup where this module would not be used for someting else then it was intended to do.
It could properly also be used if you deployed a bouble inbetween 2 gates (in some low sec tradehub system) and then deploying the field to overlab part of the bouble but not the center of it as that would be imposible due to the anchored object limitation. Same scenario though battleships inside the grid sitting safe from what ever got cught in the bouble.
Well, "grid size" is perhaps something that should be defined a little better then... AFAIK, "the current grid" is everything within visual rang of yourself (and consequently, the things "off grid" are further away, and therefore can't be selected/warped to/inspected/etc. unless you move closer to it so it becomes visible.) We're talking of distances in the order of +/- 700km (don't know the exact distance.)
In other words, this module wouldn't be possible to use within 700km (visual range) of an anchored object. Obviously, shooting things at that range isn't possible. I have no idea what the rules are when it comes to objects at the "edge" of your grid. But at least something like this would open up the possibility for new tactics, which I think is cool. --
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Andrus Delai
Trinity Inc
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Posted - 2007.04.08 21:50:00 -
[198]
Originally by: Princess Jodi Let me tell you what it CAN'T have:
1> It Can't have a cargo bay approaching a Freighter size. Anything close to the size of a Freighter's bay will make Freighters only role (hauling stuff) obsolete.
If its cargo is limited to ore or minerals, then it could have a cargo bay near, or even exceeding, a freighter. The fact that a freighter could carry anything and use jump gates would not make the freighter obsolete.
Quote: 2> It Can't have Jump Drive. This is not so much because of an attempt to limit the ship, but because the cost to jump is so high that it is impractical to jump raw ore. Also because mining in Empire should be possible and would be otherwise unfair to those not in alliances.
If its a capital ship, then it should be jump capable. And if the ship has a sufficient cargo capacity, then the cost to jump the ore/minerals would be small for the volume transported. This just reinforces the idea that the ship should have a very large cargo capacity.
Quote: 3> It Can't refine better than/equal to a POS. Our Corp pooled everything we had to get a Refining Outpost put up. I will personally blow up any ship that tries to take our taxes away from us. Expecially Alliance-mates.
It COULD have these features:
1> Mobile Refining. Must be the worst refining rate out there, or you're going around taxes for Alliances. Still, 0.0 is big enough that it would worthwile to use it instead of jumping 10 jumps to refine.
Taxes are a politcal issue and should not decide the design of the ship. A POS refinery can be used by anyone regardless of skill. A mobile refinery would be based on the skill of the pilot. They are not the same thing. I would expect that any mobile refinery would have at the very least, the same refining rate as a POS and would increase based upon the skill of the pilot. In addition, a POS does many other things other than refining. Why shouldn't a specialized refining ship be better for this one purpose?
As for taxes, if I have a mobile refiner and I'm in alliance space, you can be sure that I would be giving a cut to the alliance. I can't see many others risking such a ship without compensation and I expect the alliance leaders would be very upset if you cut into their profits by attacking the ship.
Quote: 2> Gang Modules usage. Pretty much one of the main reasons such a ship should exist.
Agreed. There are no ships that give a bonus to mining gang modules. This is a niche that an ORE Capital can fit quite well.
Quote: 3> Mining capability. I don't think Capital Miners are needed, but its got to do something other than just give out Mining Bonuses and Refine, or the pilot will die of boredom.
I agree. While in some ops, you will be hard pressed to keep up with pulling in cans and refining, that doesn't happen all of the time. The most interesting thing would be if the ship had some bonuses to mining drones and could carry the equivalent of mining fighters.
I'd also like to see Capital Tractor Beams so that this ship could pull in cans for an entire operation. This ship should eliminate the need for industrials on a mining operation.
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Cyberman Mastermind
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Posted - 2007.04.19 09:50:00 -
[199]
I think this idea has come up once and been ignored.
The ship won¦t mine - that much is clear. But it¦s a capital ship any "industrialist" would want to have.
So, perhaps it¦s something like a mobile control tower? You get the ship into a system with asteroids, anchor it there, and link POS equipment to it, like refinery and such. It¦s cargo hold could be used to haul the equipment. Think of the mobile construction yard of C&C.
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Svetlana Isovitch
Gallente
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Posted - 2007.04.19 14:28:00 -
[200]
Originally by: Beldaws The main thing that I notice that is missing in the game is a mini-sized freighter that is more agile than a normal freighter (but not too agile).
I love the idea earlier in this thread of it having a corporate hanger that the miner can access from space and move ore into the ship. This will force the isk farmers and macroers to get into regular corps if they want to use it.
Even with rigs and T2 expanders the current industrials just aren't big enough to support hauling for more than 2 miners. If I am hauling for 3 Hulks, even with 38k of indy space I still fall behind if they use their mining drones too. Without their mining drones I can just barely keep up. If the hauler is having to jump two or more systems back to the station, I can only keep up with one Hulk mining with drones. We definately need a bigger indy that will allow us to mine efficiently in systems that don't have stations too close.
It should be able to use gang assist modules. Right now I hate the fact that my hauler can't also be used for gang assist. I shouldn't have to have a pilot mining in a battlecruiser just to get the gang assist. The perfect option would be to have a pilot in a really really big indy gather the ore while at the same time giving the gang support.
Like the other Capitial ships, there should be at least 2 different ones. One with a jump drive and one without. The one without a jump drive should be usable in Empire.
I don't care about a mobile refinery or a mobile lab. Just give me a really big hauler with gang assists!
I agree with every point made here. It is ridiculous that BCs are forced into the mining sector in order for the use of the links. That should be the industrial's job. If that means that one cycle an hour is lost while the indy is docking/undocking, so be it. In cases where the indy has to make 2 or more jumps, then it becomes a matter of what is more important, the indy or the cycle time, etc. But as is, if you are running an alt, it makes more sense to have them train up a hulk and run two Hulks than to have them gang pimped and giving a smaller bonus. Two Hulks can tank really well, so the BC is not needed for rat cover either. Unless links are going to get more powerful so that a BC can double the effectiveness of a Hulk. Even mining in a BC sux because it becomes dragndrop hell even with expanders. Typically, my BC sits idle cause I can't be arsed to keep the cap boosters recharging, the lasers running, the cargo dragndropping while tracking my Hulk's progress with strips and drones and keeping my hauler in motion. Yeah, I say unto you, go forth and mine the glorious heavens. |
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Pwett
Minmatar QUANT Corp.
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Posted - 2007.04.19 20:18:00 -
[201]
I don't know if it's a bad thing for a BS / Command to be just used for ganglinks. I mean, industrial or pvp, that is their role, is it not? I got my guy into a command ship just so I could run 3+ links - not only does it help my miners mine, but it helps their tank AND it helps some other corp mates who are ratting or providing protection in system.
Give and Take, you know? It's the same decision you have to make when you choose between BS mining and barge mining for 0.0.
_______________ Pwett CEO and Founder [QTC]QUANT Corp.
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Phydox
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Posted - 2007.04.19 23:29:00 -
[202]
the more I think about it the more I realize that all I want, all I really want, is a jump capable Freighter. That's it.
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Mallick
Northern Intelligence Artificial Intelligence.
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Posted - 2007.04.20 16:58:00 -
[203]
Quote: 1> Mobile Refining. Must be the worst refining rate out there, or you're going around taxes for Alliances. Still, 0.0 is big enough that it would worthwile to use it instead of jumping 10 jumps to refine.
Are you an idiot? Just because having one of these ships will "out-refine-your-alliance-outpost" does not mean that it should not be possible?
If the O.R.E. capital ship does get a refining ability, it should be on pair with outpost refining.
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Alaris Nightshadow
Caldari Rogue Arrow Galactic Empire O X I D E
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Posted - 2007.05.01 15:53:00 -
[204]
it is said a picture is worth a thousand words... so
----------------------------------------------- "We fear that which we cannot see... we respect that which we cannot see... thus the blade will be wielded." |
Adunh Slavy
Ammatar Trade Syndicate
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Posted - 2007.05.01 16:55:00 -
[205]
Originally by: Mallick
If the O.R.E. capital ship does get a refining ability, it should be on pair with outpost refining.
Perhaps even better than an outpost. With the freighter/pos docking we have now, a "refinery ship", that will probably cost as much as a freighter and probably not be the best combat ship in the world, will need to provide a benefit above what freighter based logistics can provide, other wise, no one will buy it. -AS |
Ket Halpak
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2007.05.02 04:28:00 -
[206]
I belive in a dev blog they said that the ore capital ship wont be a miner per se, but will be something that every indistrialist will want in his backyard.
Also, if anyone else listened to the live dev chat, they would have heard a comment about it being able to enter into a sort of refinery siege mode :)
IIRC
I just hope it can use jump gates AND is cyno capable :) _ Check out my blog at RantingsofaCarebear.blogspot.com Privateers: Those who don't adapt become victims of harsh irony |
Xanos Blackpaw
Amarr
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Posted - 2007.05.02 20:43:00 -
[207]
Originally by: Cyberman Mastermind I think this idea has come up once and been ignored.
The ship won¦t mine - that much is clear. But it¦s a capital ship any "industrialist" would want to have.
So, perhaps it¦s something like a mobile control tower? You get the ship into a system with asteroids, anchor it there, and link POS equipment to it, like refinery and such. It¦s cargo hold could be used to haul the equipment. Think of the mobile construction yard of C&C.
it might just be me and you but i think this is a great idea but it would have to be whithout the POS shield or it would be a bit to strong to be balanced, wouldnt need any high slots either as it would be able to fit small POS guns against rats
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Alaris Nightshadow
Caldari Rogue Arrow Galactic Empire O X I D E
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Posted - 2007.05.04 02:07:00 -
[208]
Originally by: Xanos Blackpaw it might just be me and you but i think this is a great idea but it would have to be whithout the POS shield or it would be a bit to strong to be balanced, wouldnt need any high slots either as it would be able to fit small POS guns against rats[8)
Hi-Slot would be nice to have it run the Mining Forman Links though. ----------------------------------------------- "We fear that which we cannot see... we respect that which we cannot see... thus the blade will be wielded." |
ghosttr
Amarr ARK-CORP FREGE Alliance
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Posted - 2007.05.04 08:59:00 -
[209]
I see something that has gang bonus for mining built into the ship.
A large cargo bay with a long drop into range (not 1500meter, but like 10k or something).
Maybe logistics for the high slots so it can help the barges tank the rats & such.
A reprocessing plant that can reprocess many items at once
And something that can also fill the role of jump-freightor
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kaike
Minmatar Darklite inc Darklite Alliance
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Posted - 2007.05.05 10:39:00 -
[210]
Nice thoughts all...it would be nice if ccp would think of the ppl who less pvp and more do into mining /building
If you look around for example about hardwrings there are lots for pvp/e but mining only few would be nice if they would bring some new ,idea's are enough in this topic ...
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