Pages: 1 [2] 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 .. 22 :: one page |
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Author |
Thread Statistics | Show CCP posts - 29 post(s) |
Smakko
Ad Astra Vexillum Brutally Clever Empire
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Posted - 2007.08.03 01:59:00 -
[31]
Woot!
Originally by: NSA DAKILLA bruce the cream of noobs
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Paddlefoot Aeon
Neogen Industries Sparta Alliance
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Posted - 2007.08.03 01:59:00 -
[32]
From the blog:
# The Laser Optimization link will have the ice harvesting and gas cloud harvesting duration bonus added. # The Ice Harvesting link will be changed to provide a bonus to the capacitor need of mining lasers, ice harvesters and gas cloud harvesters.
I fully agree that there should be separate modules for Ice Harvesting and regular mineral mining, but to put in a module that decreases the cap cost of ice harvesters is a little weak. They consume next to no cap, and even if they did, their cycle time is so long that running a tank on a mackinaw should be easier than running a tank on a hulk (CAP wise).
That being said, I suggest you change the name of the "Ice Harvesting" link, because it will now effect all mining, not just ice harvesting, and there is a large potential for misunderstandings.
I would rather see desync eliminated before new content is added, but I guess we cannot stop the forward march of progress. -----------------------------------------------
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Montaire
Lacedaemon. Sparta Alliance
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Posted - 2007.08.03 02:03:00 -
[33]
Originally by: Paddlefoot Aeon I would rather see desync eliminated before new content is added, but I guess we cannot stop the forward march of progress.
The bughunting team and the team that writes network code probably have little to do with new ships.
A new ship is mostly all about balance and artwork.
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Nyphur
Pillowsoft
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Posted - 2007.08.03 02:41:00 -
[34]
Originally by: Caiman Graystock
Quote: hope you will continue to press for changes and new features as you have always done in the relevant forums.
^I liked this comment,
Maybe a dev could take note of this thread;
http://oldforums.eveonline.com/?a=topic&threadID=520085 Fix tactical shield manipulation 5!
Doubt it. I've been pushing to get a handful of T2 modules fixed since march and they haven't responded or fixed the modules in question. They HAVE fixed two modules out of my list, so I know they're aware of the problem.
Eve-Tanking.com - We're sorry, something happened. |
Selene Fenestre
Corpus PCG The State
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Posted - 2007.08.03 02:44:00 -
[35]
Well now I know what to put on my Christmas list for Santa to bring |
Niccolado Starwalker
Shadow Templars
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Posted - 2007.08.03 02:55:00 -
[36]
Originally by: CCP Wrangler If you're a miner, you're getting a new toy. And you guys said we didn't love you. Chronotis posts about the new capital ship for miners, and changes associated with the release of that ship in The Miners' Cause. Happy reading!
Do you have any pictures of this new beauty for the bears??
Originally by: Splagada you're on eve-o, just go for blunt insults and random crap, please!
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Zalgar VII
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Posted - 2007.08.03 03:00:00 -
[37]
Not bad at all. Finally some love for us miners.
P.S, Hey Razer.
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Ionia
Advanced Manufacturing
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Posted - 2007.08.03 04:51:00 -
[38]
!
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General StarScream
Gallente Enheduanni
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Posted - 2007.08.03 05:15:00 -
[39]
I aint a miner, but nice one ,
i bet this made alot of people happy, both pirates and miners
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General StarScream
Gallente Enheduanni
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Posted - 2007.08.03 05:32:00 -
[40]
Yarrr 200km range on tractor??
uber salvge ship of doom anyone?
while the fighter miner drones mine in the belts in the system and warp back and forth to you, while you salvage tha lvl5 missions from safe range
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Julius Romanus
Free Space Development Cartel
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Posted - 2007.08.03 06:21:00 -
[41]
I'm not a miner, but that looks pretty cool to me.
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Hugh Ruka
Caldari Free Traders
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Posted - 2007.08.03 06:47:00 -
[42]
NICE !!!
Finaly something to convince me to train for a capital ship.
Could we get the stats before it is released on TQ ? I guess it will be available on SiSi for testing, but very few folks will manage the skills to do so.
Is it possible to make it refine instead of compressing ? Generaly the refined minerals are smaller than ore, so it would accomplish the same goal while removing an annoying middle step.
Also I hope it will get at least some usefull defenses. 0.0 rats are pathetic atm, but there are still players to count with.
Originally by: JP Beauregard The experience with Exodus playtesting has scarred me for life. Those were bug-reports, not feature requests, you numbskulls....
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Aelicitia
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Posted - 2007.08.03 06:48:00 -
[43]
Holy crap, some people are not realizing what this ship truly is.
It is the only capital ship to have a clone vat bay. A module that used to be restricted to supercapitals only. It also comes with a ship bay, a hangar bay, jumpdrives and an extended drone bay.
It is, essentially, a mini-mothership. In fact, in some ways it is better than a mothership, at 1/20th of the cost.
Motherships and Titans are used as combat ships, which is sadly a far cry from what they were supposed to be.
The ORE capital, if combined with certain starbase modules, will offer the industrial backbone to build & create a fleet. That is a TRUE mothership.
Imagine an ORE capital that carries a mix of combat and mining vessels, along with a medium control tower, refining array, manufacturing array, basic gun placements, silos, and some basic fuel to get the starbase running. Once you find a nice system with ice, the ORE capital can deploy a small refining outpost. A fleet of mining barges can mine and compact a massive amount of minerals to be refined at a time. Once the silos are full of ore, tear down the refining array and launch the building array. Build yourself a fleet of ships + modules, and have your pilots clone jump into the ships. Once you are done conducting raids and terrorizing the neighborhood, tear everything down, pack it up, and move on your merry way.
All throughout history, pirates, outlaws, and resistance fighters have been known to commandeer industry vessels and use them as combat platforms. (ex. using old oil tankers as aircraft carriers) The ORE capital could not become a more perfect choice for such a much needed ship in EVE.
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Auron Shadowbane
Teeth Of The Hydra R i s e
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Posted - 2007.08.03 06:49:00 -
[44]
today isnt april 4, is it?
if all that is true and mineral compressions isnt pre-nerfed to hell and back I'll love it.
any information on it's defensive capabilities? will it be in line with covetor & friends (paper tank) or more similar to hulk (the HAC barge \o/) ?
so will it fit capital repairs? and will the ship maint array be able to fit more than only 2 hulks? 4 would be nice for a good mining op!
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nardaq
Infinity Enterprises
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Posted - 2007.08.03 06:52:00 -
[45]
* Inherent bonuses to the range of survey and cargo scanners allowing it to survey asteroid belts at a glance from its position
I see only more numbers that way. nothing more nothing less, what's the point its only making the job harder to find the rock with xxx ore in it.
that scanner needs IMHO!!!! a improvement _______________________________________________
whining to CCP, whining to CCP,whining to CCP, Yarrrr!!111 until EVE is working proper =] will it? |
William Hamilton
Caldari THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.08.03 06:55:00 -
[46]
^Read again, they're changing survey scanners
Originally by: Paddlefoot Aeon From the blog:
# The Laser Optimization link will have the ice harvesting and gas cloud harvesting duration bonus added. # The Ice Harvesting link will be changed to provide a bonus to the capacitor need of mining lasers, ice harvesters and gas cloud harvesters.
I fully agree that there should be separate modules for Ice Harvesting and regular mineral mining, but to put in a module that decreases the cap cost of ice harvesters is a little weak. They consume next to no cap, and even if they did, their cycle time is so long that running a tank on a mackinaw should be easier than running a tank on a hulk (CAP wise).
That being said, I suggest you change the name of the "Ice Harvesting" link, because it will now effect all mining, not just ice harvesting, and there is a large potential for misunderstandings.
I would rather see desync eliminated before new content is added, but I guess we cannot stop the forward march of progress.
Read again, it's a cap reduction to all miners
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Venkul Mul
Gallente
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Posted - 2007.08.03 06:57:00 -
[47]
Very nice toy, but useful only for the big corporations and the alliances, that will mount mining ops with 20+ miners and 10+ bs/carrier as defence.
There is no hope for a command hulk capable of using 1 mining link, for the use of small corporations that mine with a group of 4-5 players?
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Mortania
Minmatar Carbide Industries R i s e
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Posted - 2007.08.03 07:02:00 -
[48]
First off, great news, now...
It's such an old idea, I honestly can't remember who originally suggested it, but:
ACTIVE MINING!
Make mining something that has some sort of active component to it. Something that wouldn't be simple for a macro program to emulate. (stupid 3 second idea: a game of dig dug that I have to play to drill to the best ore. Or one where I have to keep my cursor through a series of hoops or challenges to keep my laser active and mining)
I hope more variety in mining mods comes out as well. Remember back in the day when you finally got those CU Vapors to drop? it was awesome! then t2 miners came out and we've all had the same thing ever since. Heck when they changed all the miners to have the same cycle and usage time things became pretty linear. I'd love to see a return to a variety of mods that do different things well.
There are so many ideas we can pluck just from the guns/mods/pvp/trading/invention portions of the game that it's not funny. Charges: how about something that improves mining for a short while (no not crystals, which are more like, well, crystals (lasers), but charges like cap boosters. Range Increasing Mods/that use more energy or reduce yield Components: as from salvage, that allow for small special drops that are scattered around the universe which can be traded and yield "special drops" like officer loot. Exploration: for belts (yes, yes hidden belts)
All of this requires that mining stop being so linear and boring and of trivial player challenge. ---
Destroying asteroids one at a time, to make the universe safer. |
General StarScream
Gallente Enheduanni
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Posted - 2007.08.03 07:11:00 -
[49]
Ye lol should be some mining boosters out there.
ore *****
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Jarden
Gallente The Galactic Empire
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Posted - 2007.08.03 07:13:00 -
[50]
Originally by: nardaq * Inherent bonuses to the range of survey and cargo scanners allowing it to survey asteroid belts at a glance from its position
I see only more numbers that way. nothing more nothing less, what's the point its only making the job harder to find the rock with xxx ore in it.
that scanner needs IMHO!!!! a improvement
The survey scanner UI has been cleaned up so users will be quickly able to see which asteroids are desired and information can be passed to your gang via gang broadcasts, directing them to the juiciest æroids.
You have read the whole devblog?
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James Duar
Merch Industrial We Are Nice Guys
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Posted - 2007.08.03 07:14:00 -
[51]
What's the skillset for this ship going to be like?
Will it require Exhumers 5 as it once seemed, or only Mining Barge 5 etc.
---
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Wizzkidy
Demonic Retribution Pure.
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Posted - 2007.08.03 07:22:00 -
[52]
Sounds good. Please give us the skills it will need so I can start training my industrial char up.
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Drachenlord
Amarr Port Royal Independent Kontractors Imperial Republic Of the North
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Posted - 2007.08.03 07:25:00 -
[53]
Edited by: Drachenlord on 03/08/2007 07:25:02 http://img522.imageshack.us/img522/7264/caporeshipuz3.jpg
And
http://go-dl1.eve-files.com/media/corp/N-A-S/miningfighterge8.jpg -----
While the Enemies of the Emperor still draw breath there can be no peace |
Hohne
Antares Fleet Yards SMASH Alliance
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Posted - 2007.08.03 07:36:00 -
[54]
Originally by: James Duar What's the skillset for this ship going to be like?
Will it require Exhumers 5 as it once seemed, or only Mining Barge 5 etc.
Exhumers is a T2 skill. No T1 ship has ever required a T2 skill, so it was only the wishful thinkers that wanted this. It'll require plain old Mining Barge V + some other skills.
TBH I'm thinking at the penalty of being stuck for 10 minutes (or more) in a belt, these things will just sit @ POS's giving out bonuses, only jumping in at the end to 'maybe' fire one cycle to collect and compress...
Dreads are something that we accept a 10 minute risk for. As you more or less must use them to avoid losses of other ships,.... Will miners accept that same vunerability for what seems like not alot of gain?
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Verite Rendition
Caldari AUS Corporation CORE.
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Posted - 2007.08.03 07:41:00 -
[55]
Originally by: Drachenlord Edited by: Drachenlord on 03/08/2007 07:25:02 http://img522.imageshack.us/img522/7264/caporeshipuz3.jpg
And
http://go-dl1.eve-files.com/media/corp/N-A-S/miningfighterge8.jpg
Mining... fighter? Be still, my heart. ---- AUS Corp Lead Megalomanic |
Elissen
Amarr Serenity Inc
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Posted - 2007.08.03 07:51:00 -
[56]
Sweet! And finally another ship class to add to the Jumpplanner ---- Weeks of programming can save you hours of planning. Jumpplanner v2.0 - Routeplanner for all jumpcapable ships! |
FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2007.08.03 08:02:00 -
[57]
Chronotis, I hope we can assume several things about this capital ship:
- Restricted to 0.4 and below - When the Industrial Core is inactive, the ship is pretty useless (from a mining perspective) - Its Ore Compression feature is heavily nerfed; it will not replace the 'Miner > Can > Hauler > POS/Outpost > FreighterToEmpire' chain entirely. - Its Shield/Armour/Structure and resists are below that of a combat carrier; after all, this is a T1 industrial ship. Let is tank 2-3 Battleship rats with T2/Officer mods - fine, but nothing beyond that.
As a miner (I know the shame), I can see this is indeed a good thing for industrialists. However, I get the feeling that you've just produced a ship that can do all the things on the list of 'miner's wants'; rather than pick and choose and make sacrifices. In this case, two ships really would have been better than one; a ore-compressing jump-capable carrier/transport; and a gang bonus providing survey/logistics (tractor beam) ship. What this devblog seems to imply, is that this uber-mining ship is capable of almost solo-operation (jump capable, hauler, mining fighters, ore compression); even scarier is the clone vat and extensive hangar - it doesn't take a genius to see that it can ferry a bunch of hulks and pilots out into space.
I bet a good amount of ISK that in six months we start seeing 0.0 macro miners/farmers using this sort of ship, fitted with a cloak, and positioned 200km off the belt.
Quite simply, unless the limits I stated at the start of my post are heard, this ship is too powerful.
What I do the rest of the time - Vote for a Jita bypass! |
Lord Nighthawk
Oser's Shipping and Manufacturing Inc. Endless Horizon
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Posted - 2007.08.03 08:08:00 -
[58]
Mining barge 5 and Capital ships 4 the only ships pre-reqs? Please tell me your joking, right? No way should someone who can't even fly a Hulk be able to fly this. Add Exhumers 3 at minimum, although I'd say lvl 5 would be A LOT more appropriate.
A brand new character that is a specialized Miner((rough Eve mon skill plan Est.)) only needs 172Days and change to fly the quintessential mining ship in the game?!?!? Albeit not all that well, but still, that doesn't sit well with me.. at all.
Now add Exhumers 5 and Astrogeology 5, it becomes a slightly more reasonable 228days and change. Still seems to short,
Why do I have this feeling Marco miners will be all over this.
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Per Bastet
Amarr B.O.O.M
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Posted - 2007.08.03 08:08:00 -
[59]
Holy Mother of Bast.
*starts planning*
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Borgholio
Minmatar Quantum Industries Interstellar Alcohol Conglomerate
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Posted - 2007.08.03 08:19:00 -
[60]
Can we get any official word on whether or not this is considered a supercap? The blog says it'll cost the same as a carrier (which is good!), but it will also be able to use a clone vat. So in other words, will this ship be able to dock or will it be stuck in space like Motherships and Titans?
Also, there are no mention of the "mining fighters" in the dev blog. Can we get some info on those too? As for the rest of the stats (cargo room, etc...) I know those will probably be tweaked before release, but can you give us a general idea of what to expect? ----------------------------------- You will be assimilated...bunghole! |
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