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Thread Statistics | Show CCP posts - 29 post(s) |
Lassombra
World Order The Imperial Order
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Posted - 2007.08.03 18:09:00 -
[121]
Fighter sized mining drones are a must. Would be fun to watch these huge drones go to work on roids. Over all great job CCP. Capital mining drones are a must though. Hope you can fit them in with the ship.
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Dal Thrax
Multiverse Corporation The Core Collective
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Posted - 2007.08.03 18:13:00 -
[122]
Originally by: Venkul Mul 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?
You could always pool together with 4 or 5 other mining corps to run an op. In any five industrial corps at least one person is likely to have one of these caps just to have it.
Dal
Originally by: Seleene It seems to me that 'independence' is a relative term these days, determined mainly by the size and number of your guns.
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The Economist
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Posted - 2007.08.03 18:22:00 -
[123]
Balance Issue
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Makrsh
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Posted - 2007.08.03 18:32:00 -
[124]
I predict the following scenario:
-A temporary POS will be put up and the ORE cap wil just be put there, safe behind shields, to deal out gang bonuses. -A hauler will be dropping ore cans at its feet, as the hulks eat through belts. Cans will be cycled once they near their decay-time. -At mining OP end, the Industrial Core will be run once, reducing the cost in Strontium, so that the ore may be compressed. Current cost in Strontium indicates 1M ISK per 10 min cycle. Just imagine the cost Strontium will have when these beasts start consuming it! - ORE Cap ship jump out, like the glorified hauler it really is.
Wouldn't it all just be easier to give regular manufacturing arrays the ability to run the BPs and produce compressed ore? All in all, that's really the only perk this ship has to offer.
It's too safe... Make us want to put the ship in the belts! Give it Capital Strip Miner modules!
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Genarus
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Posted - 2007.08.03 18:41:00 -
[125]
For those who didn't notice... it did not say anything about it mining but it being that of a pure industrial ship only being able to use tractor beams, gang mining modules, and a clone vat, the drone bay wouldn't go past 5km3 because they didn't say anything about mining drones specialized for that ship to mine. It is nothing more than a can scooper/ore compacter/clone vat/Assembly ship. Unless there is additional things they will say about it, It is pretty much a command ship with no guns on it except for what ever drones it has on it. So its nothing much but a mobile assembly array/ore compacter.
This really isn't what i had in mind for a mining ship but is something to look for in the 1st production ship.
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Arkady Sadik
Gradient Electus Matari
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Posted - 2007.08.03 19:24:00 -
[126]
I like this. I like it a lot. Thanks for thinking of miners! :-)
But. (You knew there was a "but", right?)
Mining ops usually are not well defended, because every pilot not in a mining ship (and be it a battleship with 8 Miner IIs - that's more effective than the medium barge) reduces yield, and unless you expect problems, you want to maximize yield. The defense of 95% of the mining ops in low/nosec is being able to warp out as soon as a scout detects hostile forces close by. This capital ship makes this impossible due to the deployment mode.
Which means that you have the option of having a 1b+ cap ship in a belt, virtually defenseless, for the benefit of not having 1-2 industrials collect the ore and haul it over to the cap ship that's sitting in a POS. So, unless you are in one of the 5% mining ops that do have a defense fleet around, you will not be able to use the majority of the nifty tools of this capital. :-(
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Bagehi
Caldari
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Posted - 2007.08.03 20:09:00 -
[127]
Why put up a POS? It has the ability to sit 200km off a belt mining operation and pull cans in as they fill. The big question of whether or not they will be forced to sit in POSs is how long is the cycle time for the industrial core module? If it is 10 minutes, these will sit at POSs. If the industrial core also does some form of reinforced mode, it is possible they will venture out from POSs... but not too likely if the cycle time is 10 minutes. Perhaps if the industrial core's "special bonuses" were special enough and only effective within a 200km radius (to match with the tractor beam), then these beasts might be found in the belts. But, again, the cycle time needs to be short enough that it only needs to worry about a hunting fleet and not the threat of a fleet slowly forming to kill it (10 minutes would be enough time to assemble everything and the kitchen sink to throw at it).
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Imperator Jora'h
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Posted - 2007.08.03 20:18:00 -
[128]
Originally by: Bagehi Why put up a POS? It has the ability to sit 200km off a belt mining operation and pull cans in as they fill. The big question of whether or not they will be forced to sit in POSs is how long is the cycle time for the industrial core module? If it is 10 minutes, these will sit at POSs. If the industrial core also does some form of reinforced mode, it is possible they will venture out from POSs... but not too likely if the cycle time is 10 minutes. Perhaps if the industrial core's "special bonuses" were special enough and only effective within a 200km radius (to match with the tractor beam), then these beasts might be found in the belts. But, again, the cycle time needs to be short enough that it only needs to worry about a hunting fleet and not the threat of a fleet slowly forming to kill it (10 minutes would be enough time to assemble everything and the kitchen sink to throw at it).
I cannot see why these things would ever be risked in a belt unless they had some amazingly juicy bonuses they could only add while there. Even then not so sure.
Even if the ship costs a "mere" 1 billion ISK it'll be a big, fat target waiting to be ganked. Sounds like it'll cost a lot more though.
It is cool what CCP is trying here and a long time coming but nevertheless I only see this being useful in remote and largely safe 0.0 space. In low sec, if that thing is stuck for any amount of time via its version of the siege module, it'll just die. Neat to be able to clone jump the miners in. Where do the guards come from?
I really am excited for a capital ORE ship but as it stands this looks like it'll just be another handout for those with 0.0 space firmly under their control. For everyone else I cannot see risking it considering its benefits.
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emepror
Gallente The Holy Hand Grenades of Antioch
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Posted - 2007.08.03 20:37:00 -
[129]
THANK YOU SO MUCH WOOT CAPITAL MINING VESSEL WOOT WOOT WOOT YAY
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Satsuki Kakuri
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Posted - 2007.08.03 20:38:00 -
[130]
so are these cap tractor beams going to be able to pull back the asteroids that have floated off grid? =)
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musgrattio
Convergent Firmus Ixion
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Posted - 2007.08.03 21:35:00 -
[131]
Oh please guys. Yes, 0.0 miners get the most out of this ship... First off, you don't have to use the SMA for hulks. You could use it for BCs/HACs if you got attacked. Attacking this thing is like attacking a carrier, just not with fighters. Also, what's wrong with aligning this thing out when you get in belt? You can pull cans for a long ways, and warp out just as fast as the hulks. Basically this is a capital class super-industrial, and if you have no use for it then don't buy one. This makes me as excited as CCP fixing the deimos. Than you CCP :) Now just fix desynch/lag.............
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Dr Bernard
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Posted - 2007.08.03 21:36:00 -
[132]
Is the compressed ore limited to being stored only in the cap ship ? or can it be moved out to regular haulers ?
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Borgholio
Minmatar Quantum Industries Interstellar Alcohol Conglomerate
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Posted - 2007.08.03 22:40:00 -
[133]
Edited by: Borgholio on 03/08/2007 22:40:52 Regarding the Industrial Core, it's pretty clear how it works except in terms of compressing ore. I have two questions about that.
1. You say that blueprints are needed for the ore compression process. Is it one blueprint per ore type (Arkonor, Ochre, Ice, etc...), or one blueprint that handles all ice ore and one that handles all normal ore? Will the blueprints be easily (and inexpensively) available on the market or will they be somewhat rare and costly?
2. How will the actual ore compression process work? Does the ship load ore from a jetcan into the cargo hold and simply compress it there? If so, that sounds rather tedious. Carriers have a 3km3 cargo hold meaning you'd have to drag ore out of a jetcan and compress it 9 times in a row just for one can. Or will this ship have a large enough cargo / corp hangar bay to handle a full jetcan in a single pass? ----------------------------------- You will be assimilated...bunghole! |
Inevitability
Caldari Caldari Provisions
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Posted - 2007.08.03 23:05:00 -
[134]
Will it give an additional bonus to the reduction in cycle time, not including mindlinks? ***Please Contact In-Game For Winning Bids***
Now Taking Freighter Service Contracts |
KluTch
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Posted - 2007.08.03 23:34:00 -
[135]
Edited by: KluTch on 03/08/2007 23:39:23 Edited by: KluTch on 03/08/2007 23:36:23 I'm a bit worried with the Maintence Array being so large. 2.5million from the pictures, thats 2 battleships and lots of cruisers etc. A carrier only has 500k. I can understand Barges size, and the need for this Larger bay. But I fear that by giving it the ability to hold more then a Carrier, Cost as much as a Carrier, and have a clone bay, will give it the ability to be used for small gangs to jump into systems and give them a small base of operations with in the system with little risk of getting there.
I think it should have somewhere around 100-200k for maintenance bay, and instead of decreasing size of barges, give the ship a bonus to reduce the size of those ships when in the bay. This way it prevents the ship from being used as a cheap "mother ship". Also prevents the ship from have the ability to jam 10 haulers in it, and transports almost freighter size cargo back and forth. I think the ship should try its best not to remove freighters in the game all together, where they only are used in empire.
Instead it should be focused strictly on mining aspects as to avoid it off setting other balance issues in game.
This is how i imagine it.
Carriers - Support for Fleet Combat. Provides Ships/Mods/Ammo Etc
Dreads - Front Line Support. Does damage and lots of it.
New Cap Ship - Mining Support. Provides Mining abilities and on site mineral compression?
Freighter - CAPITAL TRANSPORT! Is this ship worthless now? It is a capital ship isn't it? Maybe instead of giving this new ship insane amounts of transport ability's just give the freighter a Mod that lets it jump and some small modifications for it.
Mothership - A little bit of everything.
If you ask me, Providing this mining ship with a clone bay, and 2.5 million ship maintenance bay. Then why don't Carriers Have this? You say its meant for a small group to jump into dangerous 0.0 system, mine and leave. Well what is the Carrier for?
.........
To jump into a dangerous 0.0 system and FIGHT.
I think the devs need to think about the stats on this ship very carefully, and not step on other ships roles. or make modifications to other ships as well.
This new ship so far looks like it just does to damn much. I think yes we need a mining capital ship, but not this one. ItĘs a good start. But I imagine something like this.
Carrier Jumps into system Provides ability for players to clone jump in get into ships and change mods and everything.
Mining Capital Jumps in, and setups up. It has small maintenance bay most dedicated for barges *see above* should have a bonus to barges/exhumers. Give this a Clone Bay too... Carrier and Mining Ship has 5 clones each or so. This gives a place the "combat" fighters to jump to, then mining pilots jump to mining ship and get there mining gear.
As miners Mine they drop cans full of ore. That is then dragged in via mining capital and compressed.
Freighter, then jumps in, grabs compressed minerals and jumps out with da goods. Or once Mining Capital is Full it can jump out. Perhaps after 1 hour with a gang it reaches "near" full cargo, and is require to dump to a freighter or drop off in station or pos or whatever.
Carrier is there to combat rats, and protect the gang.
Hell , I know i'm getting a Bit off topic here but, I would like to see this as almost a "temporary" pos setup.
Where the mining ship is the "core" of it. Maybe even setting up a small shield, that allows the miners/freighters to go in for cover IF something does happen.
If a gang of enemies come into the system. The miners would move into the shield and drop there mining ships into the bay, where they then could "jump" clone out, or grab ships from the carrier to combat enemy's while the mining ship is stuck there. If they donĘt have combat ships they could just stay in the shield for protection and wait the battle out. Basically the Mining Ship will be stuck there for at up to 10 minutes.
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KluTch
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Posted - 2007.08.03 23:34:00 -
[136]
The shield might only be up when the mod is on to prevent exploits. The Carrier then would have the ability to transfer shields and cap to the mining ship. If it becomes under attack. The support pilots when the obviously attack the attackers and give the mining barge time to jump out. Or wait it out.
Meh just my 2 centsą I got a little bit on a pedistool there haha.
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johnrogers
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Posted - 2007.08.04 00:52:00 -
[137]
Nag Nag Nag Please stop Nagging. I'm just thankful ccp decided to hear miners out and make them a capital ship. They addressed the issue without making it just a super micro mining ship(Thank You). Just as the dev said the ship is to get more miners into 0.0 space.
It is perfect for a serious and well organized mining corp to make the jump from crowded empire to spread out 0.0 space. Organization will be the key to using these ships effectively. I love the whole idea of finding a nice system and setting up a pos to mine.
People Nag that its not for care-bears and just large alliance this is B.S. Alliances will benefit because they will have every thing organized and you can do the same thing. Like someone said earlier partner with other mining corp and maybe a pvp corp for protection. Better yet with all the isk you can make from the rarer ores contract an experienced pvp corps to protect the system until you strip it.
How will we make it to the system? Send out a freighter with what ever you need like cheap barges escorted by they pvp corps or you corps combat pilots. Cyno cap into system throw up pos. Let hulk pilots clone in and go to town. Pirates come in let pvp player add to there killboard. New kind of Merc Corps
And those crying its a cheap mothership go buy one. If the ship turns out to be of any real value you know the prices will skyrocket in a week. Or ccp will nerf the thing to death. Much props for the person who gets the first kill.
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MrJordanIOI
Minmatar The Lantern Mining Corporation
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Posted - 2007.08.04 00:54:00 -
[138]
Originally by: Sakura Nihil Needs to lose the clonebay tbh, and then comes the question of risk...
If you are going to allow them to assign mining drones to people, they're going to just sit at a POS while others mine happily away - if that's the case, make them lose the jumpdrive. Alternatively, if they have to be deployed in a belt as they couldn't assign mining drones, then let them keep their jumpdrive - they need to be vulnerable in some way.
Its not me wanting to gank one, its the fact that if you want to mine in 0.0, even in supposedly alliance "secured" 0.0, if someone has the ability to run through that territory and find you they should be able to attack. Probably having this fall of deaf ears though, everything lately seems to be "invulnerable" if you have POSes or Sovereignty .
Why lose the clonebay ?
This is the very feature that will give *any* nomadic corp various means of infiltrating alliance's space and if not fight them, eat their precious ore.
IOI
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KluTch
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Posted - 2007.08.04 01:28:00 -
[139]
Originally by: johnrogers Nag Nag Nag Please stop Nagging. I'm just thankful ccp decided to hear miners out and make them a capital ship. They addressed the issue without making it just a super micro mining ship(Thank You). Just as the dev said the ship is to get more miners into 0.0 space.
It is perfect for a serious and well organized mining corp to make the jump from crowded empire to spread out 0.0 space. Organization will be the key to using these ships effectively. I love the whole idea of finding a nice system and setting up a pos to mine.
People Nag that its not for care-bears and just large alliance this is B.S. Alliances will benefit because they will have every thing organized and you can do the same thing. Like someone said earlier partner with other mining corp and maybe a pvp corp for protection. Better yet with all the isk you can make from the rarer ores contract an experienced pvp corps to protect the system until you strip it.
How will we make it to the system? Send out a freighter with what ever you need like cheap barges escorted by they pvp corps or you corps combat pilots. Cyno cap into system throw up pos. Let hulk pilots clone in and go to town. Pirates come in let pvp player add to there killboard. New kind of Merc Corps
And those crying its a cheap mothership go buy one. If the ship turns out to be of any real value you know the prices will skyrocket in a week. Or ccp will nerf the thing to death. Much props for the person who gets the first kill.
its obviously not perfect is CCP is looking for input on this forum. And assuming that if its has problems, it will get nerfed is stupid and puting things into a game with out balancing them first causes major damage to the overall game play. You dont just add something and see what happens when 100k people's game is at risk.
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THEGREAT LOBO
Infestation.
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Posted - 2007.08.04 02:14:00 -
[140]
Nice. great idea for all the miners out there, can't wait to see them in use.(in a low sec near me)
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Arkady Sadik
Gradient Electus Matari
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Posted - 2007.08.04 03:37:00 -
[141]
Improvement suggestion:
Make only ore compression dependent on being in the special deployed mode, and the cargo and survey scan range bonuses inherent ship bonuses.
Reasoning:
No one will put a 1b defenseless capital ship into a belt and deliberately make it unable to flee if hostiles get close. Also, the scan range bonuses are nice additions, but not that great to be worth spending ISK on strontium for that.
Hence, people will use the deployed mode for compression only anyways.
Making the scan range bonuses available without the deployed mode allows for the capital to be used in a belt, aligned, and thus relatively (but not totally) safe. Otherwise, it will be totally safe inside a POS.
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johnrogers
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Posted - 2007.08.04 03:52:00 -
[142]
Yeah Klutch but no matter how much they test it someone will find something they don't like. There will be multiple threads about every thing that is wrong simply because it doesn't do what that person wants it to do. Or someone will find an exploit for the ship and ppl will nag.
I'm just saying I'm glad ccp is considering making a new industrial ship that they didn't have to make. I'll take it and find out the best way to use it. From what has been said so far I think it will be a great addition to any serious mining corp.
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Jonny Miami
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Posted - 2007.08.04 05:06:00 -
[143]
Edited by: Jonny Miami on 04/08/2007 05:11:26
Originally by: CCP Chronotis Some quick answers,
Will there be mining fighters?
No, but not ruling out their introduction in a future patch.
can this ship use normal stargates or is it limited to low sec?
It is a capital ship so is limited to low sec (0.0 - 0.4) and has to use a jump drive and a gang mate with a cynosural field to move between systems.
Capital tractors? Does that mean we get med and large ones too? And will other caps be able to fit capital tractors?
Not in this patch, and only the ORE capital ship can fit the capital tractor beam.
Can it fit mining lasers ? Does it get the bonus to number of drones, when combined with a very small drone bay would preclude use of fighters.
It cannot fit mining lasers, It will have a drone bay with the intention of being able to store and use some heavy drones for eg for some defence but will definitely not use fighters.
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.
The names are being changed of course.
Could we get the stats before it is released on TQ
When we arrive at the release candidate after final balancing is completed following feedback here. The ship will be added to the market so you will be able to view its stats fully then on sisi.
will the ship maint array be able to fit more than only 2 hulks? 4 would be nice for a good mining op!
The volumes of the mining barges and exhumers have been reduced by 50,000m3 and provisionally we are looking at 3-4 hulks worth of ship maintenance bay.
I have a concern over the fact it will cost as much as a Carrier yet have a Clone Bay
In all honesty, we have not seen much use (if any) of this function on moms and titans, as its application is fairly limited (perhaps a good reason to look at it again in the future and give it a two way functionality). In terms of the goal of this ship, which is nomad mining operations and logistical support. It suits that role perfectly allowing someone to scout out a nice quiet system, pop a cyno, jump the ORE cap ship in, rest of the gang jump clone in and board the hulks and start mining whilst the ORE cap most likely sets up a small starbase. The goal is very much to empower small gangs to operate in unsafe areas of space where getting down into that space is dangerous for smaller gangs. The maximum number of jump clones allowed on the ship is limited to 5 currently.
The cost is still subject to balancing alongside the other stats following feedback here.
will the mining capital ship have a bonus to mining ganglinks, like the command ships do? ie. 3% increase in effectiveness of all mining ganglinks?
currently 5% per ship skill level with additional bonus when the industrial core is active.
Will the ship be able to dock?
yes.
Thank you. It's perfect.
And to all you whiners, nerfers, and all you wannabe armchair game designers, go away. Go ***** about sensor damps or cloaks or something.
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sableye
principle of motion Interstellar Alcohol Conglomerate
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Posted - 2007.08.04 05:41:00 -
[144]
Originally by: Algorithm 5 What I don't quite understand about this ship, judging from the screenshots I've seen, is why does it use Hydrogen Isotopes as jump fuel?
Beyond the fact that ORE ships typically align with Gallente technology (like with inventing hulks and so on) surely this would create a major increase in demand for those isotopes and bump up the prices to make Hydrogen Isotopes more expensive than the rest.
Here's an idea, why not make the ORE capital ship use Heavy Water as a jump fuel instead? The stuff is has a base price of like 1000 but is down to 15 isk a unit in Jita.
There's enormous stinking piles of the stuff for sale in Jita.
Because while liquid ozone has a secondary use beyond powering POS (cyno generators etc) there is no secondary market for heavy water. Unlike an extra waste product in real life, there's NOTHING you can do with the stuff.
If the ORE capital ship used Heavy Water as fuel, this might at least bring the value of the Heavy Water back up towards a reasonable pricing.
Obviously it's not going to use it in the same number of units per jump as with isotopes, but it could at least be an economically equivalent amount (based on base prices perhaps?).
also heavy water can be mined in every 0.0 region. Join The Fight With Promo Today |
Nyphur
Pillowsoft
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Posted - 2007.08.04 05:57:00 -
[145]
Edited by: Nyphur on 04/08/2007 06:00:19
Originally by: Makrsh It's too safe... Make us want to put the ship in the belts!
Agreed. This ship should be deployed in belts. Given the bonuses, that's clearly what was intended but that's not how it will be used. It'll just be a gang mod platform sitting at a POS because its only abilities that are restricted to the grid it's on are rubbish. Tractor beam range, tractor beam speed and survey/cargo scanner range are pathetic as actual bonuses. They just require no coding to implement and sound mining-related, which is probably why they were picked.
CCP need to speak to some actual miners about the ship. It's restricted to lowsec and 0.0, where the main concern for mining ops isn't yield, it's safety. If this thing is going to consume strontium clathrates, it will need to either increase yield well in excess of the strontium cost or provide additional safety compared to a carrier to be worth it. This ship needs to be made desirable for lowsec as well as areas of 0.0 without arkanor. Currently those areas are worth less per hour to mine with maxed out specialised characters and gear than level 4 missions or ratting with a 2-month old raven alt.
There are a few ways I see to rectify the situation and force people to put this ship in the belts where it belongs. Please bear with me while I list them and then go over them.
1) Remove the strontium cost and restrict the yield bonuses to grid-wide. 2) Give the ship more mining ability than a covetor in itself. or 3) Give the ship's gang's miners a major defensive advantage.
#1 is important, in my opinion. If the bonuses will work from a POS, that's how people will use it. Why risk a billion isk of equipment when you don't have to in order to get the main benefit? Also, strontium use being removed is important as it maintains profitability in lowsec. I assume this is meant to attract corps to lowsec and 0.0 and it isn't meant to be just another toy for the big boys with fields of arkanor out the back.
#2 is a terrible idea. This would promote gangs of these ships mining instead of one capital and a bunch of miner ships. I included this for completeness as it IS an idea that would cause people to deploy the ship in belts.
#3 is something I'd like to talk about in greater detail. The main downside of mining in 0.0 and lowsec is risk to the miners. As has been suggested many times, this new ship could create a shield bubble similar to a POS when it enters deployed mode. The shield could be big enough to encompass a group of miners and some asteroids or it could just be used as a safespot for miners to warp to if trouble occurs. The shield would not be invulnerable, it would be the actual ship's shield and would have the same HP as the ship. The ship might get a bonus to shields when in deployed mode, but that's a balance matter. It would basically be the same as a POS shield, the ship's shield bubble would just be its shield but extended to surround the miners, who are typically weak mining barges. Ships would need standings or passwords to get in the same as a POS is currently.
The fact that the shield bubble isn't invulnerable means that it's not a completely safe spot and it can't be used to stage military assets without risk, it just provides miners with the advantages a POS brings without the bother of using a POS. It provides enough benefit against roaming gangs to be useful, giving enough time to call in a few backup carriers and a staging area from which to cyno them in.
Right now, I look at those ship stats and I think to myself "What is my motivation for deploying one of these in a belt?" and I'm not coming up with much. It removes the need to haul to a POS but consumes strontium and risks a 1b isk ship when it doesn't need to be risked. With the current stats, it could just warp in, tractor cans, warp out and compress the ore at a POS. There needs to be a reason to deploy these in a belt for the entire duration of a mining op.
Eve-Tanking.com - We're sorry, something happened. |
Sarf
Asgard Industries Safe And Fun Environment
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Posted - 2007.08.04 06:22:00 -
[146]
a good sugestion for allowing the ore cap ship into 0.8 and lower space Idea - Sarf CEO, Director of Freighter construction. Miner of small balls of dirt. |
John Doe
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Posted - 2007.08.04 08:56:00 -
[147]
Hi
Its nice to finally see a capital ship for industrial/miners. But from the posts here on it looks like to me, the skills to us it need adjusting. This should be a 'extension' of the skill set for a mining char. So to be able to use, the char should have high level mining skills, be it in the use of exhumers, mining skill etc. With the comments here that you will only need capital ships skill (and the needed skills for that) mean the ship can be used by anyone. We will end up with the situation in reverse of BS's being used for mining (always thought that was silly). The ship needs to be used with the correct skill set, and that should be a extension of the industrial tree (much like the skills required to make tech2 stuff). So for example, the char should need exhumers lvl 5 at the least to use it, along with all the other sills required.
Of course looking at this, then the same rule should also apply to the combat capital ships as well, they should also be more turned to a combat char then just anyone with a capital ship skill.
other then that its about time.
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Victor Exima
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Posted - 2007.08.04 09:28:00 -
[148]
Here are some thoughts I come up so far reading about this new capital ship type.
As Im more of a commander than a miner I'll start with the mindlinks. The third mindlink could be for mining accuracy/precision (what ever you wanna call it). So that while using this link and extracting 100 m^3 of ore the asteroid would only lose 80m^3.
Also as the harvested ice amount is not affected by the Mining Foreman -skill, I suggest that the reduction in cycle of the Ice Harvester should be greater than the other types of miners with the second mindlink.
Now for the capital itself. As people at ORE are experts of using ore, Im sure that they have come up with a plan to use what ever isotopes can be refined from local icefields. This should solve possible imbalances in fuel awailability. I also think that there should be more icefields.
Being able to mine itself or defend the op should be one of the abilities of this capital. Being able to cover the barges under its shield or at least multiply the amount of shields of barges in the gang would be a great passive defence.
As an active defence a capital ship needs a capital weapon so it should be able to field 5 fighters or heavily bonused (in amount and damage) normal drones. EVE universe is supposed to be a harsh place to live in, so why wouldnt a capital 'barge' be ready to fight back.
For the ability to mine a new type of drone needs to be created. The 'heavy harvester drone' would be my choise. Better than a miner II but lesser than Strip Miner I, would be my quess for a good balance.
I've also come up with a vision that it could melt ice direcly into its cargo. This could be done directly or via a module.
Personally I dont like the idea of clone jumping into deep 0.0 for the next 24 hours and having only a barge. Even with the compressing that cargohold/corp hangar will be filled long before time for the next jump is up. What then? You cant park your ship and pod yourself because all of the precious implants. Sitting there doing nothing isnt fun either.
What I suggest is make the ship dockable by other ships. This way you can have more flexibility on your movement and not be tied to the size of a cargohold. If its too hard to implement, make it able to grab ships with it as it jumps for the objective.
This will also help migration out of 'safe' space as you wont have to worry about camps at the chokehold systems. Ofcourse all the alliances will be unhappy but you can never please everybody.
As for the skills Exhumer -skill is definately wrong here. If its not given the ability to mine, so seems to be the barge skill too. It's sort of industrial/ command ship mix more than a barge. As there arent any 'basic' compression ships out there there really isnt a ship skill suited to this situation.
It has a command bonus so Mining Director -skill does apply but isnt a ship skill.
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Mona X
Caldari
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Posted - 2007.08.04 09:45:00 -
[149]
Edited by: Mona X on 04/08/2007 09:47:41
Originally by: Borgholio
1. You say that blueprints are needed for the ore compression process. Is it one blueprint per ore type (Arkonor, Ochre, Ice, etc...), or one blueprint that handles all ice ore and one that handles all normal ore? Will the blueprints be easily (and inexpensively) available on the market or will they be somewhat rare and costly?
http://dl.eve-files.com/media/0708/ore.jpg
Originally by: KluTch
I'm a bit worried with the Maintence Array being so large. blah blah
So many words, so much waste. Read this
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Venkul Mul
Gallente
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Posted - 2007.08.04 10:33:00 -
[150]
Edited by: Venkul Mul on 04/08/2007 10:33:37
Originally by: Dal Thrax
Originally by: Venkul Mul 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?
You could always pool together with 4 or 5 other mining corps to run an op. In any five industrial corps at least one person is likely to have one of these caps just to have it.
Dal
I love this kind of suggestions. Random get togheter of 4-5 corporation in a mining operation. LOL.
Almost as good as seeking help for level 5 missions in local.
In EVE you work only with people you trust, end eve then you are wary.
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