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Thread Statistics | Show CCP posts - 29 post(s) |
Helen Hunts
Gallente Red Dragon Mining inc W A S T E L A N D
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Posted - 2007.08.06 22:08:00 -
[211]
Edited by: Helen Hunts on 06/08/2007 22:10:20 Do remember that they are still working on the details. The Compressed Merc may end up being refined with a portion size of 1 and yielding out the normal measures. Let's not scream about fixing it until we know that it IS broken. (Then we can demand heads on platters) I'm really curious just how much I'll get out of an Intensive Refinery stuffed with compressed ore/ice.
Edit: I write up my entry and Chronotis beats me to posting.
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Mine da rocks, make more ships. Pop da rats, make more rigs. Sell da gear, make more money.
Any Questions? |
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CCP Chronotis
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Posted - 2007.08.06 22:19:00 -
[212]
Originally by: Borgholio
When compressing the ore, what's the exact procedure for that?
1. Place uncompressed ore in cargohold with the blueprints (i would have a small can with all the blueprints in myself).
2. enter industrial mode where the 4 assemblylines will become active
3. start installing manufacture jobs (rgt-click on bp is easiest in the cargohold)
4. Stagger the install and delivery so you always have enough space, once you deliver move to another hold for storage and transport until all your compression is done.
5. Exit industrial mode and start packing ships and hanger space with compressed ore for jump back home.
Provisional capacities as follows:
Cargohold = 25,000m3 Corp Hanger = 10,000m3 Ship Maintenance Bay = 600,000m3 (restricted to mining barges, exhumers, industrials and transports).
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Zigg Omelo
eXceed Inc. INVICTUS.
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Posted - 2007.08.06 23:04:00 -
[213]
What a useless incarnation it has become... 600k ship bay... fits 3 hulks/exhumer 4 mackinaws/retrievers
who wants to bring 4 of those ore caps for a mining op...
1m ship bay pls...
also how do you excpect to have a POS wiht you with that corprate hangars volume. all is tooo much prenerfed...
i wont accept this...
So, 600k and 200k / hauler, means you'll be able to have 2 hulks and a Viator. Guess what, a carrier can carry 2 hulks and a viator as well. So, 600k and 200k / hauler, means you'll be able to have 2 hulks and a Viator. Guess what, a carrier can carry 2 hulks and a viator as well. :)
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Eridicus
Deadworlds Reclamation Inc Ice Storm Allliance
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Posted - 2007.08.06 23:13:00 -
[214]
Originally by: CCP Chronotis
Originally by: Borgholio
When compressing the ore, what's the exact procedure for that?
1. Place uncompressed ore in cargohold with the blueprints (i would have a small can with all the blueprints in myself).
2. enter industrial mode where the 4 assemblylines will become active
3. start installing manufacture jobs (rgt-click on bp is easiest in the cargohold)
4. Stagger the install and delivery so you always have enough space, once you deliver move to another hold for storage and transport until all your compression is done.
5. Exit industrial mode and start packing ships and hanger space with compressed ore for jump back home.
Provisional capacities as follows:
Cargohold = 25,000m3 Corp Hanger = 10,000m3 Ship Maintenance Bay = 600,000m3 (restricted to mining barges, exhumers, industrials and transports).
So, why wouldn't I use a Carrier for this instead?
Carrier: 500k m3 of ship space. - Hulk #1: 200k m3 - Hulk #2: 200k m3 - Small POS w/ Fuel & Refining Array in Corp Hangar/Cargohold - - Carrier jumps in, sets up small POS, kicks out the hulks, people hop into them, mine mine mine. Carrier can easily warp in, tractor the cans every so often and warp back to safety while putting the chunks of ore into the refinery once there's enough. Repeat until bored, pack everything up and leave.
The Ship Maintenance Bay needs to be much larger. 4 hulks and a hauler.
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Borgholio
Minmatar Quantum Industries Interstellar Alcohol Conglomerate
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Posted - 2007.08.06 23:13:00 -
[215]
Originally by: CCP Chronotis
Originally by: Borgholio
When compressing the ore, what's the exact procedure for that?
1. Place uncompressed ore in cargohold with the blueprints (i would have a small can with all the blueprints in myself).
2. enter industrial mode where the 4 assemblylines will become active
3. start installing manufacture jobs (rgt-click on bp is easiest in the cargohold)
4. Stagger the install and delivery so you always have enough space, once you deliver move to another hold for storage and transport until all your compression is done.
5. Exit industrial mode and start packing ships and hanger space with compressed ore for jump back home.
Provisional capacities as follows:
Cargohold = 25,000m3 Corp Hanger = 10,000m3 Ship Maintenance Bay = 600,000m3 (restricted to mining barges, exhumers, industrials and transports).
Sounds simple enough. I think the last question I have is in regards to the jump range. I'll freely admit that based on the provisional cargo capacity, I'm considering using this puppy as an empire -> 0.0 logistics tool (instead of carriers the way it's done now). Any idea what the provisional jump range will be? Thanks! ----------------------------------- You will be assimilated...bunghole! |
Tonto Auri
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Posted - 2007.08.06 23:17:00 -
[216]
Originally by: CCP Chronotis
Originally by: Kilda Shepp
The way I read this is, you need 250 Compressed Mercoxit to refine a Compressed Mercoxit stack, but it will produce the same as 62,500 Mercoxit.
No, 1 compressed mercoxit is the same as 250 mercoxit in terms of refine amount and amount needed to refine 1 batch.
To refine 1 batch of mercoxit, you need 250 mercoxit which is 40*250 = 10,000m3 volume.
To refine 1 batch of compressed mercoxit, you need 1 compressed mercoxit which is 2,000m3 volume.
Both refine to the same amount of minerals.
But as I mentioned, the exact compression ratios are not finalised yet.
I think that mobile refinery producing minerals will be easier and much more understandable than such... thing... (even with output equal or worse than player-built outposts) Sure You can easily fins that tread about mobile refining devices. Sorry but this damn forum not allow to find all my posts, but only 15 last ones... -- Thanks CCP for cu<end of sig> |
Zigg Omelo
eXceed Inc. INVICTUS.
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Posted - 2007.08.06 23:23:00 -
[217]
What a useless incarnation it has become... 600k ship bay... fits 3 hulks/exhumer 4 mackinaws/retrievers
who wants to bring 4 of those ore caps for a mining op...
1m ship bay pls...
also how do you excpect to have a POS wiht you with that corprate hangars volume. all is tooo much prenerfed...
i wont accept this...
So, 600k and 200k / hauler, means you'll be able to have 2 hulks and a Viator. Guess what, a carrier can carry 2 hulks and a viator as well. :)
Right now this provide nothing a carrier doesnt in regard to capacity to act as a hive for miners...
Horrible
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Darpz
Sniggerdly Pandemic Legion
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Posted - 2007.08.07 00:23:00 -
[218]
new stats make this thing so pointless its not even funny.
i'm not a miner but in my opin.
1/5 compression will give this ship a capcity of about 1/5 of a freighter which is not enough to make it worth it. so ether give it more cargo cap or bring the compression up.
also really don't see the point of the ship with its current stats.
my ore Carrier
slotlayout 5 5 5
10k m3 cargo 50k hanger 1.5M maintence 1M m3 Ore Hanger (only unrefined Ore can be loaded into it and ship must be in minning siege mode to enable it)
Bonus: +2 Mining fighters per level (max 15 with lvl 5 ore skill 20 with Drone control Linke) 3% bonus to mining command modules 10% bonus to Mining siege mode stront use per level - cannot launch standard fighters
ship can launch mining fighters instead of fighters Minning fighters at full effectiveness each one mines the same as a base Strip miner at base skills with a 5% bonus per miner fighter skill ship can launch at max skills 20 with 5 drone control units. 100% effective on Veld-Kernite 50% effective on everything else mining fighters can NOT be remotely deployed
ship also receaves a bonus simlar to command ships for mining links.
minning siege mode boosts its tank just like with carriers, also enables the ore cargo bay to be able to accessed.
make the ship cost 4B and give it a jump range simlar to a dread.
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Elmicker
The Phoenix Rising FreeFall Securities
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Posted - 2007.08.07 00:33:00 -
[219]
Edited by: Elmicker on 07/08/2007 00:32:45
Originally by: CCP Chronotis Ship Maintenance Bay = 600,000m3 (restricted to mining barges, exhumers, industrials and transports).
Can i ask what the purpose of the restriction is? All it seems to do is limit what is one of the main uses of a jump-capable carebear ship.
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Darpz
Sniggerdly Pandemic Legion
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Posted - 2007.08.07 00:45:00 -
[220]
Originally by: Elmicker Edited by: Elmicker on 07/08/2007 00:32:45
Originally by: CCP Chronotis Ship Maintenance Bay = 600,000m3 (restricted to mining barges, exhumers, industrials and transports).
Can i ask what the purpose of the restriction is? All it seems to do is limit what is one of the main uses of a jump-capable carebear ship.
yup tbh what the community wanted was a jump capable freighter with some mining bonus. what we got was a neuterd carrier with no real logistical bonus. basically a ship people will stick at a pos for the bonus and maybe compression but tbh thats not that hot, since with jumpbridges most will just bridge a freighter to take the ops take back to the refinery. make the ship have the logistical ability of a mom with none of the offensive ability with some mining stuff thrown in charge 4-6B for it and you have a winner.
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Princess Jodi
Vendetta Underground Rule of Three
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Posted - 2007.08.07 01:08:00 -
[221]
- The ore compression is a wonderful idea. - Restricting the Ship Maint is a bad idea. - NO Refining is very good. I've stated my opinions before on this. Basically, you refine in space I don't get taxes. I don't get taxes you die and get kicked from alliance.
Now for the other proposed issues: - No 'forcefield projection'. While this would be fine for mining ops, it is open to WAY too much abuse. - Without mining Fighters, or at least normal Carrier bonuses to mining Drones, there's really no reason to be in a belt. Existing bonuses don't merit it. - If you change the Gang System (as implied) so you have to be 'on grid' to give bonuses, that is a BAD idea. Not because of this ship, but Gangs in general. You'll have to re-calculate gang bonuses after each warp. Although...you might already have to do that cuz Links shut off in warp. Could keeping them active in warp be a way to reduce lag? - The suggestion to use Heavy Water as fuel is wonderful. CCP, you will NEVER use all the Heavy Water up! There is only one use for it. And any other type of Isotope for jumping will simply increase the cost on that type unfairly. - Strond cost estimated at 1 Mill? If so, expect Strond to dramatically increase as well. Use Heavy Water too.
Now for its intended users: Its a capital ship. Jump Drive means .4 - 0.0, and since you'd be an idiot to put it in low sec that realistically means 0.0 only. Therefore its an Alliance vessel, or a raiding ninja miner.
In 0.0, I'd use it this way: Jump into a system 4-8 jumps from a refinery with virgin asteroid belts. Clone Jump the miners in and have them start mining. Something has to tank...a dangerous thing to do with the Ore Ship itself. So I'd have a carrier come with us, with a Uber-Tanked Command Ship or similar. Also a hauler. The Ore Ship puts up a small POS. Miners mine. Hauler brings ore to the POS and dumps it, Carrier jumps Compressed Ores back in its holds and in Haulers it carries. Carrier is also available for defense. In worse-case scenario, everyone warps to pos, ships are reloaded, and you jump out leaving a 100 mill small POS behind.
Note that this scenario does not use the specials of Capital Transfers and Capital Tractors. Unless I can be in a belt and MINE, there is no reason to be there.
So...please feel free to pick holes in this idea. But I just can't see it being in a belt unless you break the Gang Bonuses specifically to MAKE it be there.
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Elmicker
The Phoenix Rising FreeFall Securities
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Posted - 2007.08.07 01:37:00 -
[222]
Edited by: Elmicker on 07/08/2007 01:37:53 I absolutely agree with everything Jodi says. Especially on the concept of forcing this ship to sit in the belt with the miners to provide the bonus - absolutely stupid. It forces an expensive, vulnerable, slow-as-**** lump of lard into a risky situation. All that'll happen if the bonuses are forced to be on-grid is this ship will never be used. Its designed to sit in or (on the edge of) a POS, compressing what is brought in by the haulers to be later jumped out by a carrier and providing gang bonuses - not sitting in the belt screaming "LOOK AT ME, BIG ******* DEFENCELESS CAREBEAR RIGHT HERE!!!".
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Teragosa
Caldari The Coalition Of Buccaneers Mercenary Services
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Posted - 2007.08.07 02:59:00 -
[223]
Edited by: Teragosa on 07/08/2007 03:01:05 Edited by: Teragosa on 07/08/2007 03:00:36 Edited by: Teragosa on 07/08/2007 02:59:35 I like the way this ship is coming together. What I had thought would be good is a ship that replaces ships being used in mining ops that shouldn't be. Such as command ships and Battle Cruisers. A mobile mining op. Something that can haul all the ships needed for mining and hauling. Something that would still give bonus's but could also tank the spawn and offer some protection. This ship would then be able to pack everything up after a few hours of mining. After ore compression, it should be able to haul what 3 - 5 hulks maxed out with skills would be able to mine in a few hours. here is what I envision. Ore cap ship jumps in, players clone jump in once spawn is tanked. 3 or 4 hulks come out, and mine. Cap ship gives out bonus's to hulk pilots. Cap ship tractors jet cans into the cap ship for ore compression. The ore is stored in the corp hanger. when the op is over. all the hulks are stored, and pilots in carrier. Cap ship jumps out to a station or POS and deposits compressed ore in the hanger for refine. Rinse repeat.
Thats my dream anyway.
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Sonja engineer
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Posted - 2007.08.07 03:56:00 -
[224]
this ship isnt what us miners wanted in a capital ship we wanted a ship with like 6 strips and a huge cargo like a freaighter and a refiner in it im disapointed
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Dr Aryandi
Hematite Rose Bionic Dawn
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Posted - 2007.08.07 11:28:00 -
[225]
I'm sorry but it is sounding rather too weak at the moment - it sounded good at first but seems to be getting nerfed into uselessness.
Compression ratio:
5 to 1 isn't even slightly enough. Hulks can fill a jet can scary fast and this ship will be full itself not long after. Even compressed. As others have already said much better just refining the ore to minerals.
Assembly lines:
Have you noticed that you could fit another 'batch' into the ship by starting the assembly lines building just before coming out of industry mode? All the minerals have vanished into the assembly line and won't appear out of the other end until you re-enter industrial mode. Doesn't have to be a problem but worth thinking about.
Can assembly lines run any bpo or only the compression ones? Because being able to make ammo/etc anywhere would be very interesting.
Maint bay:
This seems very small, and also overly restricted. There are two uses for the maintenance bay - one is to store the mining ships and the second is to store the pvp defence ships needed to defend the mining op.
Cloaking
Can the ship cloak while in industry mode?
Scanning
I do like the idea someone had above that the ship can view nearby local channels while in industry mode. In fact you could make it even better than that and have it actually appear in local in nearby systems if it wants to. That would confuse people coming in and give a valuable minutes warning for everyone.
Basically when you enter industry mode a new chat channel would appear for all adjacent star systems local. When you leave industry mode they would close. You would still need scouts if you want more than 1 jump warning.
Fuel type
Please reconsider the fuel type and switch it to something like heavy water which has much lower demand atm.
Reason to be in a belt
I am still not seeing a reason to put it in the belt. Tractors and shield transfers don't cut it. We need more carrots, not a stick (changing gang bonuses would be a stick). Give people a reason to WANT it in the belt.
Some potential ideas (might not be enough on their own but they all help):
Allow it to tractor roids while in industry mode, so it can pull all the roids in the belt in around it (would tractor them slowly tho - so take a while).
Take that one step further and allow it to ingest roids. The whole asteroid would be engulfed by the ship and then fed into the compression lines. Different from mining because it could take fixed time per roid - and take quite a while - so you want to pick the roids with a lot of ore in them using the scanners while the mining barges take the slightly smaller roids.
Give it area effect shield transporters so it doesn't need to lock targets to help them.
Give it the mothership's remote ECM burst module
Ok, that's just a few ideas to kick things off.
Blueprint Research Service Available See thread for details.
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Tixed
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Posted - 2007.08.07 11:35:00 -
[226]
I have three questions to devs: 1. Compressing ore is like producing smth. So, skill Production Efficiency will affect material (ore) needed to compress batch? 2. How can you "secretly" go somewhere with capship for mining, when cyno will be seen by EVERYONE on the map? That's just beacon for gankers and hunters "go and get me". 3. What about other mining bonuses from that ship, just for being in command of gang? Like 5% mining yield for each Cap Ind Ships lvl, or smth. (like Titan bonuses).
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Kweel Nakashyn
Minmatar Aeden Tau Ceti Federation
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Posted - 2007.08.07 11:44:00 -
[227]
A quick question, is moving compressed unrefined minerals is better (m3-wise) than the "refined minerals and produced into items method" ? -=-=-
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Apertotes
Deep Core Mining Inc.
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Posted - 2007.08.07 12:28:00 -
[228]
Edited by: Apertotes on 07/08/2007 12:28:44 as i understand, this ship will be something like a command ship (or carrier) for mining. i mean, it would give high gang bonuses and be able to use gang links.
since the intruduction of mining links and mining related leadership skills, mining operations directors have moved from barges to command ships, and now they will move to this capital ship.
the problem is who will train for it. miners will have to train all the leadership and spaceship command skills. but they will already have the reprocess skills.
command pilots will have to train the industrial capital skill and all the reprocessing skills, but they will already have the leadership skills.
anyway you look at it, it is a problem. miners wont want to train all those leadership skills just for one ship, and command pilots wont want to train all those industrial skills only to compress the ore.
i hope CCP think about it and implement some sort of external compression that miners could activate by docking on the capital industrial ship.
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twit brent
Dark Centuri Inc. Firmus Ixion
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Posted - 2007.08.07 12:36:00 -
[229]
1/5th compression rate is not nearly enough. You know how fast those hulks will fill that ship?
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FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2007.08.07 13:02:00 -
[230]
The points that a lot of people on page 8 seem to be missing; are that the ORE Capital ship will be heavily pre-nerfed, and that the ship cannot be a replacement for other vessels.
As I said back on page 2/3, this ship is trying too hard to satisfy all the demands of miners. For example: you could easily drop the tractor beam/cargo scanning role from this ship and yet still have it used by miners.
Assembly Lines: I agree with one or two of the above posters. If these could be used to manufacture T1 ammunition, it would be a boon to long-term operations in hostile space. Even if the time multiplier was stupidly inefficient (2x-3x) for ammo, I bet it would still be used.
Ship hangar: This seems to much of a token gesture than anything solid. Why can't ORE Engineers convert this into a ore hangar? Put the ore into the ship's cargo hold, have the compressed ore pop out into this 600km3 one.
I still maintain that this is a ship that can do too much for too many people. It should have been two ships, or even three. A jump-capable mini-freighter (carrier hull); A mobile ore/industry ship (carrier hull); and a mining foreman vessel (tractor beams, scanners, and gang mods).
What I do the rest of the time - Vote for a Jita bypass! |
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Marie Mahro
Conflagration Mining
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Posted - 2007.08.07 13:18:00 -
[231]
Originally by: Dr Aryandi Take that one step further and allow it to ingest roids. The whole asteroid would be engulfed by the ship and then fed into the compression lines. Different from mining because it could take fixed time per roid - and take quite a while - so you want to pick the roids with a lot of ore in them using the scanners while the mining barges take the slightly smaller roids.
CCP, if you have made up your mind about the Industrial Capital ship, unmake it. Change all your ideas and base it around this one idea.
I believe that would be the future of mining, a giant barge (i.e. a capital ship) that slowly moves through the belt with a large hole at the front. The tractor beams are used to guide the roids inside the hole and internal strip miners rip the roid to pieces.
The ore is then fed through the interior of the ship towards the ore compressor, where it is compressed and stored in its ore cargo bay.
All this may take time and whilst the strip miners are active, the industrial Capital can't move. I would train the earth for a ship that cool.
Imagine the spectacle of seeing 2 or 3 of these destroying a belt. Not particularly fast, but impressive.
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Goti Evans
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Posted - 2007.08.07 14:15:00 -
[232]
just a minor Gripe but Ore Purification seems to fit the industry theam better then Ore Compression.
I do like the Idear of an Ore Bay, perhaps accessable by Frigters/Other Capitals whilst in industry mode? gives an option for longer mining ops as has rightly been said this ship will be full too dam fast.
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Backdaft
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Posted - 2007.08.07 14:26:00 -
[233]
Edited by: Backdaft on 07/08/2007 14:29:14
Originally by: CCP Chronotis
Provisional capacities as follows: Cargohold = 25,000m3 Corp Hanger = 10,000m3 Ship Maintenance Bay = 600,000m3 (restricted to mining barges, exhumers, industrials and transports).
Very nice. I've notice ppl keep complaining that it's too similar to a carrier's capabilities, but they are completely overlooking that large cargohold -and I'm assuming that's a base value before cargo expander mods. If so, then it looks like 1 repackaged BS could be fitted into it w/ max'd expanders -Very nice.
Someone mentioned the idea of starting a bunch of compression jobs just before coming out of Core mode, which is cool -but then the ship is still looking at one more deployment to get the jobs back out, albeit that could be done in a safer place. That seems fine.
I'd love to use this as a glorified freighter so I'm really hoping it has a jump range comparable to a carrier.
I like the idea of having it use Heavy Water for fuel. I recommend adjusting the size of HW down to .15, comparable to isotopes, so you can raise the amount of fuel burned. This would also help POS care-takers with limited hauler skills.
In a mining Op I really see at least one carrier coming along to support the Op for both defense and to bring along other defensive ships. So I'd recommend a small boost in the clone vat size to 6 or 8 pilots. The addition of two-way jump clone functionality would be nice, and reducing the jc delay from 24 hours down to 12 hours would help. Perhaps the easiest way to implement this two-way feature would be to offer 1/2 price on a person's next death clone purchase if he self-destructs next to a ship with an active clone bay.
I'd like to offer another suggestion: If the idea is to allow more mining ships out to the site without boosting the maint bay any larger -then have the ORE-CAp bring out repackaged exhumers and their mods in the CHA. Jettison the ships once onsite and allow other miners to use the SMA for fitout. Now add the capability for the ORECA, or optionally a POS CHA, to repackage those ships after the op.
Or, as a twist, you could instead make ship bundling/repackaging a runnable job on an ORECA assembly line. I really like this idea, because for some time now I've felt ccp has been hurting logistics by not allowing an easier method for the transportation of rigged ships. Allowing ships, even rigged ones, to be bundled/shrink-wrapped/compressed seems to be the perfect solution. A kind of temporary "Planck can" that pops when the ship-bundle is ejected into space. Such ships would still go into the maintenance bay. And this method should work even on damaged ships! And they could go into Freighters! Then an ORECA becomes invaluable in supporting POS evacuations. In this case though, it seems an appropriate requirement that the shrink-wrapped ship's cargohold be empty. Recommended ship compression would be 2 to 1 or less -and yes that should be just enough to get 1 shrink-wrapped, rigged, BS into the maintenance bay.
The only other request I have is to please, please create smaller versions of freighter cans. Let ORECA's and Freighters haul goods for many corpmates at once and still keep all the goods segregated -it will save us countless headaches.
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Iesiama Nobalte
Chinese ISK Farmers
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Posted - 2007.08.07 14:54:00 -
[234]
Ancestol vely ploud. OLE finarry give ship for happiness to famiry. Our colpolation vely small and fry onry small ship, but now have leason to fry big ship! Lucky numbel 2, 6, 8!
Jokes aside, while I'm looking forward to the ORE capship, I see a few problems with it. First of all, there doesn't seem to be any reason at all to have it actually IN the belt with the rest of the mining gang. Secondly, there doesn't seem to be any reason at all to have more than one in any given mining op.
If this is a ship that ends up sitting at a POS and only doing compression and providing gang bonuses all day long, it's going to end up being the most boring ships in the game. Give us a reason to bring not only one but a fleet of these behemoths into a belt.
Allow it to field carriers or mothership type numbers of mining drones, for example, with appropriate bonuses to them as well. Another option is a capital mining laser to be used while in industrial mode. That'd make it a viable option to field large number of these ships, as well as making them a nice target for any pirates that happen to pass by. Even the rockmunching idea is a good way to bring these ships onto the field.
Dreadnaughts need to be on the front lines to be of any use. Carriers and motherships, while being able to sit at POSes and assign fighters still need to be outside of the POS shields. In many situations, forward deployed fighters and motherships have turned the tides of battles. Heck, even freighters need to travel around to serve their purpose.
The only option I see for these ships is to have a single one of them sitting at a POS doing more or less nothing but running compression jobs.
As it is, a carrier or mothership is arguably a better ship for mining ops than this, as they can not only provide roughly the same jump-in and hauling services, but also deploy large numbers of mining drones and actually participate in the mining as well.
Post with your main or STFU |
Kvarium Ki
Legion Du Lys GoonSwarm
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Posted - 2007.08.07 15:24:00 -
[235]
Edited by: Kvarium Ki on 07/08/2007 15:29:33 I don't understand why you are making a mining ship that can not mine. At least let it fit some strip miners and let it mine something between a retreiver and a hulk. Or give it big bonuses to mining drones, 100% bonus to mining yield of drones per level, 5% bonus to mining drone navigation speed per level.
EDIT. Or make it an ice mining specialist, seriously ice mining is the most boring thing in EVE make this ship mine twice as much as the makinaw and convert the makinaw to a low end mining specialist.
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Caligulus
Caldari Eve University Ivy League
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Posted - 2007.08.07 17:58:00 -
[236]
It defenitly needs some tweaking. Another great logistical bonus would be to expedite the timers involved in anchoring and putting online towers and POS modules. If this is supposed to be a capital industrial ship, lets see it give some love to the logistics involved in 0.0 live. Like compressing POS fuels so we only need to refuel them once a damn month.
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Amateratsu
Caldari Terra Incognita Dark Matter Coalition
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Posted - 2007.08.07 18:55:00 -
[237]
No disrespect to the devs, But the provitional cargo space is laughable.
My Hulk with gang bonus's will fill that 25k cargobay in just 12 minutes.
ONE SINGLE HULK - 12 MINUTES
even compressed, 3 - 4 hulks are going to fill that cargo bay so fast you won't even have time to blink.
You'll be lucky if you get a single 5 minute industrial cycle completed before its full.
The compression ratio or cargobay needs to be drastically increased (at least 10 x)
otherwise this ship will be useless.
i can just see it now, spend a couple hours scouting out a nice quiet system, jump capital ship in, deploy hulks/miners, spend 5 minutes mining....
sorry guys your 5 minutes mining is up, cargobays are FULL,.... OH CRAP i don't have the space to repack the hulks:( have to jettison some of that ore....
what a waste of time and effort that was
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Imhothar Xarodit
Minmatar Wolverine Solutions Interstellar Alcohol Conglomerate
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Posted - 2007.08.07 19:08:00 -
[238]
Originally by: Caligulus It defenitly needs some tweaking. Another great logistical bonus would be to expedite the timers involved in anchoring and putting online towers and POS modules. If this is supposed to be a capital industrial ship, lets see it give some love to the logistics involved in 0.0 live. Like compressing POS fuels so we only need to refuel them once a damn month.
Towers ont est server already got largely increased fuel bays, so this is already solved.
And Amateratsu, I agree the cargo bay right now is ridiculous regarding the mining power of a Hulk, but you don't repackage ships in a ship maintenance bay, they go there assembled and its seperated from the normal cargo/corp hangars.
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Amateratsu
Caldari Terra Incognita Dark Matter Coalition
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Posted - 2007.08.07 19:14:00 -
[239]
Originally by: Imhothar Xarodit
Originally by: Caligulus It defenitly needs some tweaking. Another great logistical bonus would be to expedite the timers involved in anchoring and putting online towers and POS modules. If this is supposed to be a capital industrial ship, lets see it give some love to the logistics involved in 0.0 live. Like compressing POS fuels so we only need to refuel them once a damn month.
Towers ont est server already got largely increased fuel bays, so this is already solved.
And Amateratsu, I agree the cargo bay right now is ridiculous regarding the mining power of a Hulk, but you don't repackage ships in a ship maintenance bay, they go there assembled and its seperated from the normal cargo/corp hangars.
Yes im aware that the ships are placed in the ship maitenace bay assembled/seperate from the cargobay.
the last part of my post was meant as a sarcastic joke
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Czar BSS
Gallente Evolution Band of Brothers
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Posted - 2007.08.07 20:49:00 -
[240]
Edited by: Czar BSS on 07/08/2007 20:52:39 I don't see why ccp are trying to make an all in one ship here. PVP characters have options. PVP Capital pilots have 16 possible choices to work towards. This includes a path including dread/carrier/mom/titan. I understand training all four races is not likely, just saying they at LEAST have a 4 ship career path to look towards.
I would say we need a mining turret based cap ship. We need a mining fighter/drone based cap ship. We need a mining drone based gang link super cap ship. And we need a massive mining mobile station type super cap ship that handles logistics that many titans are saddled with at the moment. Hey maybe you could even give some innovative new combat capabilities back to titans and moms and let the mining/logistic caps handle it.
I not saying an ore cap isin't a good idea, I just think if you try to make it "kinda" good at 20 things it will excell at none of them.
Give miners and industrialists and "endgame" scenario and skill path to work towards too.
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