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Ann O'Mally
Republic Military School Minmatar Republic
0
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Posted - 2016.07.23 22:53:34 -
[1] - Quote
How about a skill "logistics" that will give you greater ship cargo capacity, say, 5 or 10 % per level? |
Danika Princip
GoonWaffe Goonswarm Federation
4568
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Posted - 2016.07.23 23:02:22 -
[2] - Quote
But the skill logistics allows you to fly logistics cruisers?
Also, no, cargohold is an important part of ship balance. Please don't wreck it, or you'll end up with marauders able to replicate the fax trick of tanking 20,000 DPS indefinitely. |
Ann O'Mally
Republic Military School Minmatar Republic
0
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Posted - 2016.07.23 23:14:12 -
[3] - Quote
right... another name, then. "Hauling" maybe. 5% wouldn't break anything, I guess? What's the "fax trick"? |
Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
16979
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Posted - 2016.07.23 23:28:48 -
[4] - Quote
Tanking 20,000 DPS indefinatly i imagine, changing the name hardly changes this.
Better the Devil you know.
=]|[=
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Ann O'Mally
Republic Military School Minmatar Republic
0
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Posted - 2016.07.23 23:30:12 -
[5] - Quote
noob question here, how does cargo capacity relate to tanking? |
Danika Princip
GoonWaffe Goonswarm Federation
4569
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Posted - 2016.07.23 23:33:26 -
[6] - Quote
Ann O'Mally wrote:noob question here, how does cargo capacity relate to tanking?
How many cap boosters can you fit in your cargohold?
Now how many can you fit in your cargohold when it's 25% bigger? |
Jonah Gravenstein
Machiavellian Space Bastards
26393
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Posted - 2016.07.24 00:14:45 -
[7] - Quote
Ann O'Mally wrote:How about a skill "logistics" "hauling" that will give you greater ship cargo capacity, say, 5 or 10 % per level? I find myself spending a lot of my game time hauling stuff around, and that would enable me to spend more time on more exciting things. Look at the T1 industrial ship bonuses, I'll post a couple so that you get the point.
Nereus: Gallente Industrial bonuses (per skill level): 5% bonus to ship cargo capacity 5% bonus to ship inertia modifier
Badger: Caldari Industrial bonuses (per skill level): 5% bonus to ship cargo capacity 5% bonus to ship inertia modifier
Mammoth: Minmatar Industrial bonuses (per skill level): 5% bonus to ship cargo capacity 5% bonus to ship max velocity
Bestower: Amarr Industrial bonuses (per skill level): 5% bonus to ship cargo capacity 5% bonus to ship max velocity
Every T1 hauler gets a cargo bonus consummate with the ship skill, the ships with specialist cargo bays get a bonus to that rather than the general one IIRC; the same is true of the T2 variants, if the ship has a fleet hangar the bonus is applied to it rather than the general cargo area.
TL;DR what you want is already the case.
Civilized behaviour is knowing that violence is barbaric, but paying other people to do it is business.
Nil mortifi sine lucre.
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Ann O'Mally
Republic Military School Minmatar Republic
0
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Posted - 2016.07.24 00:30:27 -
[8] - Quote
Jonah Gravenstein wrote:I'll post a couple so that you get the point.
Thank you , but actually, I wasn't thinking of industrials, I was thinking of cramming more loot into my frigate or cruiser so I need less cargo runs in the first place. Can't deny the capacitor charge argument, though. |
Daichi Yamato
Xero Security and Technologies
3403
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Posted - 2016.07.24 00:30:45 -
[9] - Quote
It's not like current capacity is stifling play. So we need this because...?
EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"
Daichi Yamato's version of structure based decs
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Jonah Gravenstein
Machiavellian Space Bastards
26394
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Posted - 2016.07.24 00:54:41 -
[10] - Quote
Ann O'Mally wrote:Jonah Gravenstein wrote:I'll post a couple so that you get the point. Thank you , but actually, I wasn't thinking of industrials, I was thinking of cramming more loot into my frigate or cruiser so I need less cargo runs in the first place. Can't deny the capacitor charge argument, though. Ahh I misunderstood your post, my bad.
If it's collecting loot from missions and the like then taking it to a station, a cargo expanded destroyer is pretty good and extremely cheap; it's fast enough to be slippery and spacious enough to clear most mission spaces, up to a lvl 3, and anoms in one hit.
If you're trying to make a swiss army knife ship that does all of the things, don't bother, it'll do none of them well. Ships are like tools, a selection of multiple specialised tools is always better than a selection that consists of a screwdriver and an adjustable spanner.
Civilized behaviour is knowing that violence is barbaric, but paying other people to do it is business.
Nil mortifi sine lucre.
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ShahFluffers
Ice Fire Warriors Escalating Entropy
10282
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Posted - 2016.07.24 01:26:01 -
[11] - Quote
Ann O'Mally wrote:Jonah Gravenstein wrote:I'll post a couple so that you get the point. Thank you , but actually, I wasn't thinking of industrials, I was thinking of cramming more loot into my frigate or cruiser so I need less cargo runs in the first place. Can't deny the capacitor charge argument, though. I believe the point behind the current cargohold sizes is that you have to choose between loot, ammo, and everything else.
This is why there is no separate bay for ammo or cap booster charges.
Yes... the "tradeoff" concept in EVE applies even to cargo room.
How did you Veterans start?
The Mustache and Beard Thread
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Shallanna Yassavi
Imperial Academy Amarr Empire
274
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Posted - 2016.07.24 03:11:47 -
[12] - Quote
Medium Standard Container.
A signature :o
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Memphis Baas
1778
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Posted - 2016.07.24 04:00:29 -
[13] - Quote
For fewer loot runs, change the inventory view to spreadsheet (details) mode, and sort it by volume. So you can ignore all the big cheap loot, and only bother with the small profitable loot. |
Darkwing Fiftytwo
Zebra Corp Goonswarm Federation
16
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Posted - 2016.07.25 15:32:10 -
[14] - Quote
Its not the worst idea, just make an 8x ot 16x skill, and make it like 1-2% per level. Then dedicated haulers can train it and everyone else too bad. |
Gadget Helmsdottir
Gadget's Workshop
243
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Posted - 2016.07.25 20:39:18 -
[15] - Quote
Darkwing Fiftytwo wrote:Its not the worst idea, just make an 8x ot 16x skill, and make it like 1-2% per level. Then dedicated haulers can train it and everyone else too bad.
Dedicated PVPers will train this too. Those with the skill now have more cap than those without. Making it expensive to train in time means nothing, 'cause ISK is cheap (injectors). --Gadget
Work smarter, not harder. --Scrooge McDuck, an eminent old-Earth economist
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