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Thread Statistics | Show CCP posts - 2 post(s) |
Kara Rhane
Gallente Rhane's Research and Development Labs.
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Posted - 2007.05.05 17:33:00 -
[211]
With the following now in the game:
Freighters can now load at POS's
I believe much of what was said here can now be changed or rethought. People like the idea of being able to get the MOST out of thier ore, being able to fill a few corp hangers then take it to a outpost or conquerable station for refinement makes that a true possiblity (THANK YOU CCP!)
However with the expansion of freighter roles, that means that the new O.R.E. capital ship (or at least what we think of it) might need to be rexamined.
At only lvl 4 freighters obelisks can move 900,000m3 worth of ore to a outpost/station.
With corp hangers I *think* being at 1,700,000m3 that's just 2 loads to move a full hanger out for better refinement.
So, with that said, what do you guys think the O.R.E. capital ship will be capable of?
My hope is a minature 400,000m3 ship that can jump maybe half the distance to 2/3rds the distance of a dread with a CORP only accessable hanger being 400,000m3 (sorry Macromining ppl, can't make it easier for you) this corp hanger would also ONLY be able to hold ore.
Let's both freighters and this suggested design work together as the requirements and fuel would be higher for the ORE capital ship while a freighter can be gotten a bit quicker and doesn't cost as much in terms of minerals to build (freighters should be 50% to 25% the cost in minerals of the ORE capital ships after fittings are added)
Just a suggestion. Lets get the ball rolling again.
-Kara
***** Rhane's Research and Development Labs
Click our link today to search our Ammo/Missile BPO 'sets' |
ghosttr
Amarr ARK-CORP FREGE Alliance
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Posted - 2007.05.05 18:09:00 -
[212]
Originally by: Kara Rhane
With the following now in the game:
Freighters can now load at POS's
I believe much of what was said here can now be changed or rethought. People like the idea of being able to get the MOST out of thier ore, being able to fill a few corp hangers then take it to a outpost or conquerable station for refinement makes that a true possiblity (THANK YOU CCP!)
However with the expansion of freighter roles, that means that the new O.R.E. capital ship (or at least what we think of it) might need to be rexamined.
At only lvl 4 freighters obelisks can move 900,000m3 worth of ore to a outpost/station.
With corp hangers I *think* being at 1,700,000m3 that's just 2 loads to move a full hanger out for better refinement.
So, with that said, what do you guys think the O.R.E. capital ship will be capable of?
My hope is a minature 400,000m3 ship that can jump maybe half the distance to 2/3rds the distance of a dread with a CORP only accessable hanger being 400,000m3 (sorry Macromining ppl, can't make it easier for you) this corp hanger would also ONLY be able to hold ore.
Let's both freighters and this suggested design work together as the requirements and fuel would be higher for the ORE capital ship while a freighter can be gotten a bit quicker and doesn't cost as much in terms of minerals to build (freighters should be 50% to 25% the cost in minerals of the ORE capital ships after fittings are added)
Just a suggestion. Lets get the ball rolling again.
-Kara
I would like to see the cargobay hold everything, and it have a jump drive. SO this can also be a jump-freighter. 2 Roles 1ship
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vostok
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Posted - 2007.05.06 01:51:00 -
[213]
my thoughts would be a skill plan such as:
PRIMARY SKILL REQUIRED Capital Ships Level I Advanced Spacship Command V Spaceship Command V
SECONDARY SKILL REQUIRED ORE (ship class name) Level I capital ships Level I Advanced Spacship Command V Spaceship Command V Mining Barge Level V Astrogeology Level III Science Level IV Mining Level IV Industry Level V Astrogeology Level V - maybe not needed since the Science Level IV ship wont ever mine Mining Level IV Refinery Efficiency V Refining V
TERTIARY SKILL REQUIRED Jump Drive Operation Level I Navigation Level V Warp Drive Operation Level V Navigation Level I Science Level V
i would then imagine the bonuses given in description to be something like this:
ORE (ship class name) Skill Bonuses: 50% bonus to Tractor Beam range per level. 5% reduction in Refining Module duration per level. 99% reduction in CPU need for Refining Module. 3% bonus to effectiveness of Mining Foreman Links per level. 99% reduction in CPU need for Warfare Link modules.
the refining module i imagine to be something like a 30% station refinary taking 10 minutes - boni to complete the refining of ore in the hold of the ship. the efficiency of this module would depend on the pilot's specific skills (he will already have refining/refinary efficiency V) the skill mobile refinary could also reduce the time taken for this module. during use of this module the pilot would be unable to move the ship or stop the cycle
the fitting on the ship i would imagine to be along the lines of: 80,000m3 cargo space 10,000m3 corporate hanger array (for mining crystals) 500,000m3 ship maintanence array (so cyno generator could change to a barge/other mining ship) a drone bay of 100 - 375 for some defence perhaps an ore hanger of 27,500m3 which could only take ore and this would be the limit of the refinary at any 1 time
4 hi slots (for a refining module, tractor beams, and mining foreman links) 5 meds (so it could field a weak capital tank so as not to be killed by roaming cruiser gangs) 4 lows (give pilots a choice between a stronger tank, more cargo or more agility)
the fitting, cost and efficiency of the refiner are of course going to be pretty much undeterminable for now, but i cant wait to see what ccp do with the ORE capital concept
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Veetor
Gallente Acme Manufacturing
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Posted - 2007.05.06 03:02:00 -
[214]
If bpo's are seeded in reasonable numbers. otherwise itt'll just be another ripoff like the hulk. Which can only be insured for 30 mil btw.
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Bobo Fettvett
Caldari BLAD3 RUNN3R ANCILLARY SUPPOR7 S3RVIC3
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Posted - 2007.05.06 09:51:00 -
[215]
JUST A THOUGHT BUT WHAT ABOUT A MIDRANGE EMPIRE MOON MINING CAPABLE SHIP ? SEEMS A SHAME TO WASTE ALL THOSE EMPIRE MOONS FLAME ON FOLKS
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vostok
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Posted - 2007.05.06 11:41:00 -
[216]
Originally by: Bobo Fettvett JUST A THOUGHT BUT WHAT ABOUT A MIDRANGE EMPIRE MOON MINING CAPABLE SHIP ? SEEMS A SHAME TO WASTE ALL THOSE EMPIRE MOONS FLAME ON FOLKS
i would personally rather see a ship with a jump drive and the ability to only traven in space less than 0.5. otherwise its just another macro miner tool. i would much rather see a ship that was intended for 0.0 and getting to all of those unmined belts
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agrajag119
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Posted - 2007.05.07 18:13:00 -
[217]
In the patch notese for the freighter change they mentioned:
"Items may be moved from an in-space General Freight Container into the freighter."
Now how this GFC gets into space is left unsaid. Since its my understanding that freighters can't jet these (haven't tried it with my new toy yet), where would these come from .... hmmm.
So I foresee this new industrial cap ship taking advantage of this. It has a hold big enough for a GFC or two, and can kick them into space.
Indy ship -> goes to safe spot and jets can freighter fills can full of tasty mins Indy ship -> refines / does something with mins
OR
Indy ship drops gsc miners drop mins into can freighter takes mins from can
Just having a ship that would allow me to have a 230,000 m3 jetcan would make me drool.
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Old 2
Amarr O.E.E.-Orion Extensive Enterprises
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Posted - 2007.05.23 01:57:00 -
[218]
I love the sound of a capital miner but i dont like the point on some people saying there should be one for high sec and one for low thats a bit unfair,i think it should be allowed in any sec, but with it being a capital ship the sound off t3 mining laser(capital) would be great, but i think ccp should think about the ore belts too as if there is a bigger mining ship the ore belts will need a update or we are going to striping systems alot faster!!!
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Breathing
Domino Inc.
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Posted - 2007.05.25 12:05:00 -
[219]
I just want a freighter with a jump drive. Easy to please.
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Nyphur
Pillowsoft
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Posted - 2007.05.25 17:51:00 -
[220]
My money is on a mobile jump portal generator ship. Like a flying stargate that can use a jump portal generator module.
Eve-Tanking.com - For tanking spreadsheet and resources. |
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Caplan121
Amarr Ryder Interstellar Fuel Services
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Posted - 2007.06.12 03:44:00 -
[221]
from what i hear this new ship will not be a mining ship. So my guess is some kind of mobile refining ship. But my question is what is the point? Unless it has perfect refining,what is the point of it? I am glad that this new ship is coming but i think that it will be a waste.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.06.12 07:08:00 -
[222]
Originally by: Caplan121 from what i hear this new ship will not be a mining ship. So my guess is some kind of mobile refining ship. But my question is what is the point? Unless it has perfect refining,what is the point of it? I am glad that this new ship is coming but i think that it will be a waste.
As long as it can carry more stuff than carrier and/or reasonable jump range it would have role.
As far as refining goes ... dunno. Depends how it would be implemented and if that refining would take fuel. At the end of day most miners are capable of crunching few numbers and figure out if it's worth it if alternative is freighter run to closest refinery.
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Dead6re
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Posted - 2007.06.12 09:15:00 -
[223]
I see the capital ORE ship as something only the following for refining.
There will be two modules. The first module will grant the lower Station refine precent (Maybe slightly lower due to no one take anything) and a high module with a better refine rate.
These modules will be equipped on either low or medium slots and will take 5-10mins (Depending on skills) and make the ship unable to move. The ship may recieve some bonus to overcome any enemies going to attack.
The lower module will only require cap whilst the higher module will require more than just cap to keep it running.
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FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2007.06.12 12:33:00 -
[224]
I just realised something. Considering the last major update introduced this idea that Factories/Labs can exist in POS', and can be managed remotely. I suspect the new ship may be a mobile factory.
What I do the rest of the time - Vote for a Jita bypass! |
Meek also
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Posted - 2007.06.14 22:09:00 -
[225]
With the new Patch notes out, I see no mention of the ORE carrier / ORE capital ship.
What.. no love for the miner?
Boooo
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Zigg Omelo
eXceed Inc. INVICTUS.
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Posted - 2007.06.14 23:14:00 -
[226]
Mining upgrades in REV II
here u go
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Moon Dogg
Gallente Serenity Inc
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Posted - 2007.06.15 01:43:00 -
[227]
Thanks for that post Zig. Very interesting to see!
*********************************** "My God, it's full of roids..." |
William Hamilton
Caldari THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.06.15 03:02:00 -
[228]
What's the "mining amount multiplier" do?
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Tyler Tharn
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Posted - 2007.06.15 03:43:00 -
[229]
Even better, I'd like to see an ancorable structure, like a makeshift stargate with the Titan's ability to transport smaller ships to another location.
Think of it as two giant jump gates linking two vast sectors of space. It would take alot to cunstruct and acnhor, and alot to fuel, but once activated can transport ships without jump drive capability to another gate it is linked to, thus enabling attack fleets or freighters to jump from deep 0.0 to lets say the edge of empire instantly.
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Trracer
Foundation R0ADKILL
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Posted - 2007.06.15 05:01:00 -
[230]
Originally by: agrajag119 Edited by: agrajag119 on 07/05/2007 18:47:32 In the patch notese for the freighter change they mentioned:
"Items may be moved from an in-space General Freight Container into the freighter."
Now how this GFC gets into space is left unsaid. Since its my understanding that freighters can't jet these (haven't tried it with my new toy yet), where would these come from .... hmmm.
As far as I know they drop from (other) destroyed freighters wrecks.
Either you are for or against us, there simply is no other way |
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Andrus Delai
Trinity Inc
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Posted - 2007.06.16 02:04:00 -
[231]
Originally by: vostok my thoughts would be a skill plan such as:
SECONDARY SKILL REQUIRED ORE (ship class name) Level I ---capital ships Level I ------Advanced Spacship Command V ---------Spaceship Command V
---Mining Barge Level V ------Astrogeology Level III ---------Science Level IV ---------Mining Level IV ------Industry Level V ---Astrogeology Level V - maybe not needed since the ------Science Level IV ......ship wont ever mine ------Mining Level IV ---Refinery Efficiency V ------Refining V
I don't think that the ship should be based one the barge as it is not a mining ship. It should really be based one of the two mining op support ships, the Battlecruiser or the Industrial. However, the barge is the only ORE specific skill we have. So unless CCP is going to create a wider range of ORE ships, the Barge will have to do.
I see a problem with your Secondary skills. The ranks of those skill are too low. You have Barge(4), Astrogeology(3), and Refinery Efficiency(3). By contrast, Dreadnaughts require Battleship(8) and Carriers require Battleship(8) and Drone Interfacing(5). In addition, there's also a significant overlap in the prereqs of the skills you propose. I propose that the following be used:
---Mining Barge Level V (4) ------Astrogeology Level III ---------Science Level IV ---------Mining Level IV ------Industry Level V ---Logistics V (6) -----Signature Analysis V -----Long Range Targetting V ---Transport Ships V (6)
I chose Logistics becuase that is what is required to fly the Fleet Command ships which can run three links simultaneously. Transport was selected as it was the closest non-racial to Industrial and Freighter.
The refinery should be a module that puts you into Refinery Mode (like Seige and Triage). The Mobile Refinery skill should be required to fit that module and the level of Mobile Refinery and Refinery Efficiency should be use to modify yield and/or refining time.
Originally by: vostok i would then imagine the bonuses given in description to be something like this:
ORE (ship class name) Skill Bonuses: 50% bonus to Tractor Beam range per level. 5% reduction in Refining Module duration per level. 99% reduction in CPU need for Refining Module. 3% bonus to effectiveness of Mining Foreman Links per level. 99% reduction in CPU need for Warfare Link modules.
I'd bump the Tractor Beam range to at least +100% per level double that when in Refinery Mode. This ship should be able to pull cans from anywhere in a belt. I'd also add the ability to run three links simultaneoulsy.
Originally by: vostok the refining module i imagine to be something like a 30% station refinary taking 10 minutes - boni to complete the refining of ore in the hold of the ship. the efficiency of this module would depend on the pilot's specific skills (he will already have refining/refinary efficiency V) the skill mobile refinary could also reduce the time taken for this module. during use of this module the pilot would be unable to move the ship or stop the cycle
the fitting on the ship i would imagine to be along the lines of: 80,000m3 cargo space 10,000m3 corporate hanger array (for mining crystals) 500,000m3 ship maintanence array (so cyno generator could change to a barge/other mining ship) a drone bay of 100 - 375 for some defence perhaps an ore hanger of 27,500m3 which could only take ore and this would be the limit of the refinary at any 1 time
I would increase the refinery capacity as this ship should be able to keep up with multiple Hulks and it will most likely only be able to refine one type of ore at a time. Also, if CCP doesn't want this ship to be a jump freighter, then most of the cargo space should be replaced by a silo that can't be unloaded in space and can only be loaded via the refinery. But if there isn't a specific jump freighter coming as well, then this ship would be better filling that role than a carrier.
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Laughing God
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Posted - 2007.06.16 12:02:00 -
[232]
Personally I am rooting for a smaller freighter class ship with a jump drive. Perhaps 100k m3 or 150k m3 storage.
Something based on the philosophy behind the transport ships. An extension of a low/no security transport, which can also work as a bridge between the industrial and the freighter.
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Ugly Betty
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Posted - 2007.06.16 15:29:00 -
[233]
Oveur was in Jita local answering questions the other day, and I asked what was going on with the ORE cap ship. He mentioned that the modeling had just been completed, but wouldn't give up anything else.
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Andrus Delai
Trinity Inc
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Posted - 2007.06.16 17:06:00 -
[234]
Originally by: Laughing God Personally I am rooting for a smaller freighter class ship with a jump drive. Perhaps 100k m3 or 150k m3 storage.
Something based on the philosophy behind the transport ships. An extension of a low/no security transport, which can also work as a bridge between the industrial and the freighter.
I'd like to see a new Heavy Industrial bridge that gap with a Capital versions of that ship. However, these ships shouldn't come from ORE. They should come from Interbus. You could have a T1 version, a T2 Transport Ships version and a Capital version. These ships shouldn't have any high slots though to prevent their use by isk farmers.
ORE's focus is mining and any ship coming from ORE should be focused on that. It would be great to have a the ship that you describe, but it wouldn't feel "right" coming from ORE.
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Faekurias
Caldari Federation Fleet Endless Horizon
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Posted - 2007.06.16 19:54:00 -
[235]
inflation superbump? [17:14:00] Paladin Elanvitale > o/ all. sorry for my delayed return. the mind said get up, the body said 'go to hell' |
Esurnir
Amarr Bears Inc FREGE Alliance
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Posted - 2007.06.17 01:55:00 -
[236]
Can someone edit the title and put [Rev 3] ? ----
Quote: Thou shall pew pew.
Book of Revelation 12, 51 |
Phyrex Tiko
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Posted - 2007.06.26 12:40:00 -
[237]
I've been thinking about this ORE Captial Ship business and came up with an idea while in the shower!
Basically, since it's an ORE ship, it should focus on the mining, or more specifcally, the logisitcs of big operations.
Mining Operations need a support ship that isn't combat capable. Thats what security pilots are for.
The ship itself should not be able to fit any mining lasers or strip miners.
It should have a drone bay, but only be capable of using Mining Drones.
It should have a decent cargo bay.
It should be able to refine ore, but it must be specific! If the mining operation is focusing on say.. omber, it will only be able to refine omber because it has fitted an "omber refining crystal" in its "refining module". These crystals could be changed at a station/pos.
The ship should be able to fly in low sec and high sec.
Imagine this:
ORE "Support Ship" jumps into a belt and positions itself. Activates its mining drones.
Mining Barges jump in around the "Support Ship" and start mining. They deposit their ore into the "Support Ship".
It's a glorified JetCan. Haulers are still needed to either, empty the cargo and bring the mineral/ore goodness back to a station, or help move everything once the operation is complete.
The support ship can refine the ore to minerals, or just let the haulers take the ore back raw to be refined elsewhere.
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Yunii
Oser's Shipping and Manufacturing Inc. Endless Horizon
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Posted - 2007.06.26 15:22:00 -
[238]
I'd like to see a mobile refinery. 35% base but have skills allowed to effect the outcome. So its like 98.5% at max skills, zero tax.
Enough high slots and bonuses to use the Mining modules and the required skills. I mean Why can the "Mining Director" be in a "ORE" ship ?!?! yea, exactly..
Jump drive would be awesome, but needs low/no sec access only.. p*** off macrominers. If it did still use stargate, atleast warp faster then a freigher but have enough mid or low slots to semi take care of itself if it gets "ganked". not be just a big sitting duck like the frieghter.
No ship bay as this isn't a carrier, but a large enough cargo bay to make sence using this in belts without have to warp every 20mins.. ------------------------------------------- Originally by: CCP Arkanon I think this thread also illustrates perfectly that we neither censor nor do we try to silence our customers. |
Danniels Jack
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Posted - 2007.07.23 22:15:00 -
[239]
An ORE class capital ship would be one of the best introductions for eve at this current time..
The fact that it can be used soley in low sec and 0.0 would get industrialists out in lower sec and boost more capital ship production in turn.
But I do think that it should be only integeral as part of a mining operation, not the ability to solo mine, infact it should have no ability to mine itself as a ship.
The reason beind this is all other capital ships are designed to have a primary use as part of a fleet operation, I see no reason why this ship should be any different. It should however have immunity from being ganked, or some way to jump fast out of the system as its combat potential is nil and would just be a massive target for any pirates out there, as it would be an easy way to gain a mass of minerals for little effort... That would disuade anyone from getting one.
Perhaps a big ore type logistic ship with a massive cargo capacity, and a refiner is a good idea, and i heard an idea about uber tractor beams that can reach a whole belt... (i like that idea) but i feel strongly that it should have no combat effectivness, but an easy way to escape and good durability.
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Broken Star
Gallente Federal Navy Academy
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Posted - 2007.07.24 03:08:00 -
[240]
I think it's about time CCP shared a little more information regarding the ORE capital ship.
I suggest all miners go on strike until such time as information is provided. I suggest you give me all your Hulk, mining Crystals and Strip miners II's just in case you are tempted.
Seriously though I have seen very little regarding this ship and the components that are supposed to be in Rev III.
How about you guys share the love now Rev II is out CCP. Make my week.
P.S. If normal Capital ships require Battleship 5, I should Imagen a capital ORE ship will require Exhumer 5, not as you guys suggest, mining barge.
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