CCP Fozzie
C C P C C P Alliance
14484
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Posted - 2016.10.04 13:39:11 -
[1] - Quote
Hey folks! This will be the specific feedback thread for the Rorqual revamp coming this November! You can check out the dev blog here for the whole context. Other feedback threads are available for the Porpoise, Orca, and the mining foreman gameplay as a whole.
Here's the current plan!
RORQUAL Capital Industrial Ship bonuses (per skill level): 5% bonus to Mining Foreman Burst Strength and Duration 3% bonus to Shield Command Burst Strength and Duration 5% reduction in fuel consumption for Industrial Core 10% bonus to drone hitpoints, damage and mining yield -10% reduction in drone ice harvesting cycle time Role bonus: 400% bonus to Remote Shield Booster optimal range 90% reduction to effective distance traveled for jump fatigue Can fit Clone Vat Bay Can fit Industrial Core Can operate Excavator Drones Can fit three Command Burst modules Can fit one Pulse Activated Nexus Invulnerability Core 50% bonus to Command Burst Area of Effect Range 5x penalty to Entosis Link cycle time 900% bonus to Survey Scanner range 200% bonus to Cargo Scanners range Slot layout: 8H (+2), 7M, 4L (+1) Fittings: 420,000 PWG (+115,000), 1200 CPU (+280) Defense (shields / armor / hull) : 90,000 / 60,000 (+30,000) / 300,000 (+50,000) Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50 Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 35 / 10 Capacitor (amount / recharge / cap per second) : 67,500 (+12,940) / 4500s (+600) / 15 (+1) Mobility (max velocity / agility / mass / align time): 60 / 0.07 (+0.02) / 800,000,000 (-380,000,000) / 77.63s (-4.16) Warp Speed: 1.5 au/s Drones (bandwidth / bay): 125 / 6000 (+5700) Targeting (max targeting range / Scan Resolution / Max Locked targets): 200km (+40) / 75 / 7 Sensor strength: 115 Magnetometric Signature radius: 11500 Base jump drive range: 5ly (+2.5) Jump drive fuel consumption: 2000 Oxygen (+500) Cargo Hold: 40,000m3 Ore Hold: 300,000m3 (+50,000) Fleet Hangar: 40,000m3 Ship Maintenance Bay: 1,000,000m3 Fuel Bay Capacity: 10,000m3
Cost: ~2.3b isk Max Yield (no Industrial Core): ~3000m3 per minute + drone travel time Max Yield (with Industrial Core): ~18400m3 per minute + drone travel time Max DPS (no Industrial Core): ~1000 dps Max DPS (with Industrial Core): ~2000 dps
Industrial Core II: Requires Industrial Reconfiguration skill level 5 Duration: 5 minutes Consumption: 1500 units of Heavy Water Enables Ore and Ice Compression Movement Effects:
- -100% Rorqual velocity
- +900% Rorqual mass
- Prevents warping, docking, jumping, cloaking, tethering
Assistance and Electronic warfare:
- 100% remote repair impedance (prevents other ships from repairing the Rorqual)
- 80% remote assistance impedance (reduces the effect of remote assistance modules like remote sensor boosters)
- 80% sensor dampener resistance
- Full ECM immunity
- +120% Scan resolution
Mining Foreman Burst Bonuses:
- +30% Mining foreman burst strength
- +200% Command burst range
Tanking and Remote Repair Bonuses:
- +140% Local shield booster repair amount
- -60% Local shield booster duration
- -75% Remote shield booster duration and cap use
- +120% Remote shield booster optimal and falloff range
Drone Damage and Mining Bonuses:
- +100% Drone damage and hitpoints
- +30% Drone MWD speed
- +500% Drone mining yield
- -80% Drone ice harvesting duration
P.A.N.I.C. Module: Requires Invulnerability Core Operation skill level 1 Duration: 5 minutes base, up to 7.5 minutes based on skills 200km range Applies to all mining and industrial ships within the same fleet, except other Rorquals Runs once and then burns out Limit of one module per ship Bonuses to all affected ships:
- +99.99% Shield Resists
- -90% Shield recharge duration (increases passive shield regen rate)
- All turret, missile, drone and smartbomb damage set to 0
- +100% Mass
- -50% velocity
- Prevents warp, cloak, jump, dock, tethering (if already tethered do not apply)
[*] -75% scan resolution
Game Designer | Team Five-0
Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie
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CCP Fozzie
C C P C C P Alliance
14486
|
Posted - 2016.10.04 17:41:20 -
[4] - Quote
Milla Goodpussy wrote:rofl the panic button is a consumable. It's not a consumable. It burns out like an overheated module and can be repaired with nanite paste, for free with a structure tether, or in a station.
Cade Windstalker wrote:Does the jump restriction on PANIC'd ships include Wormholes? Yes
Cade Windstalker wrote:What happens if a ship under PANIC is bumped out of the initial range? The effect keeps running no matter what happens with the ship ranges (just like command bursts).
Cade Windstalker wrote:[Have you considered making a mass change to ships under the effects of PANIC? Considered it, but it would lead to some odd bumping edge cases.
Cade Windstalker wrote:Are there any restrictions between a PANIC module and the Industrial Core? Does being PANIC'd block refitting from Mobile Depots or other ships? Nope and nope.
Cade Windstalker wrote:Does the PANIC module burn out at the start of the cycle or the end? I ask because if it's the start I foresee someone hitting it and immediately refitting another in via Mobile Depot. The burnout works just like the emergency hull energizer modules.
Cade Windstalker wrote:Does being PANIC'd affect mining yield? Mining remains unaffected.
Cade Windstalker wrote:What happens if a PANIC'd ship drops fleet, disconnects, ect? They'll sit there. Once started the effect lives on the affected ship and doesn't care about fleet or character status.
Game Designer | Team Five-0
Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie
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