
SpaceSlag
Gallente the united Negative Ten.
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Posted - 2009.04.01 19:58:00 -
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Originally by: CCP Chronotis
The functionality which allows us to add special cargobays to ships (such as a fuel bay, ore hold, fighter bay and so on). That functionality is not ready yet so a black ops fuel bay sits very high on our wishlist still.
If I am not mistaken, you already have that functionality. Of course to a minor degree. POS silos have a limit of 1 variant of 1 type of cargo at a single time. You cannot mix Oxygen Isotopes with Nitrogen Isotopes in the same silo. You can also assign different modification bonuses on "brand X" silo with the different control towers. (+200% space, +150% space) The same would apply to the racial black ops ship as it would the racial tower.
We have T3 ship parts already coded. Expand. The Black Ops ship could get a "fuel bay" part that is a rig the player adds to the ship. Because we already have these T3 ship modifications coded into the client to adjust the attributes of the ship, so could the fuel bay. Therefore the ship could now get an accessible fuel bay.
The coding for specialized strontium bays and regular fuel bay for POS is existing. The coding for Corp Hangar Array Bays for carriers is existing. I'm thinking the Black Ops just would not have access to theirs unless the modification was fitted.
What you get with this version rather than hard coding a silo to the ship: Scalable ship setups. Each fuel bay could reduce the ship's high slots by one and add "X" amount of space to the special bay, whereas "X" is not a percentage, but an actual integer. The least amount of high slots on a Black Ops is 7 slots, use one for a covert jump portal generator and if you have all fuel bays used, you would have 1 High slot for a cloak. -Perfect. The more buddies you can get through, the less effective your own ship is for offensive tactics.
Say each fuel bay has enough fuel for 10 recons to jump through. Your own cargo bay enough for 5 recons to jump through. If you maxed out your ship, for a 1 way trip, a max of 55 recons could jump through.
Cyno jammed POS setups realistically have medium autocannons or similar weaponry for cruiser to battleship defense. POS setups in cyno jammed systems have absolutely no reason for large guns. Therefore, a fleet of 55 recons will still be short lived versus a properly fit POS. If you blob the POS with 300 + recons, then the logistics involved in this feat would suggest you could take down a single POS and offline its modules. Besides, decent FC's know how to do this with a rag-tag group of battleships and not get a single scratch in their paint. Become a pirate without fear of death!
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