Author |
Thread Statistics | Show CCP posts - 10 post(s) |
|

Oveur

|
Posted - 2005.01.07 10:15:00 -
[1]
Originally by: MOOstradamus FREIGHTER
- Reasoning: ULTRA HAULING
- Special Ability: JUMP DRIVE
- Skills: RACE INDUSTRIAL(5), <UNKNOWN FREIGHTER SKILL>(3) & JUMP DRIVE(3)
- Cargo: HUUUGE
- Speed: SNAIL-ESQUE
- Slots: DON'T CARE BUT ZERO COMBAT ABILITY
Of course for this to come into existance the mechanics of 'Jump Drives' needs to be established. The only thing I can come up with right now is that this must clearly involve time to setup & carry out as it is a 'super safe' way to travel & transport a large amount of stuff.
More to follow ...
Freighters when we start doing the Freighters. But you are pretty close to our ideas.
Senior Producer EVE Online
|
|
|

Oveur

|
Posted - 2005.01.07 10:16:00 -
[2]
Originally by: Malena I really like the fleet carrier suggestion would have suggested it myself if it wasn't already there so please consider this my vote for that. As a side note, I would suggest a drone transport as well, something that can tractor drones into a gangmates bay (make it gang only to avoid theft) while in space. Yes, you can kick them out of a cargo bay in a can right now, but the recipient still has to dock and put them in his bay.
Carriers are also a brand spanking new Class which is planned for this year, so TL2 indies won't do that role.
Senior Producer EVE Online
|
|
|

Oveur

|
Posted - 2005.01.07 10:17:00 -
[3]
Originally by: Mikelangelo Scavenger type industrial
Reasoning: An industrial that can be used to salvage floating space junk (Minmatar would love this one).
Special ability: +1 scavenger drone control per level Skills: Drones 5, long range targeting 5 Cargo: Somewhat on par with a Hoarder, maybe a little lower. Speed: Slightly faster than a Hoarder or the smaller minnie Indy (forget the name). Slots: 2-3 high slots (2 missile, 0 turret, 1 other), 4 mid lots, 3 lows. Armor: Maybe on par with a Mammoth.
An industrial that can defend itself against low level rats, while scouring belts, abandoned sites, debris for useful tidbits of technology which can be recycled.
I envision this thing to look like a floating trash heap, something inbetween a Jawa sand crawler, a ball of yarn and a circuit board with a banana peel on top.
Good idea when we get them Salvage drones in.
Senior Producer EVE Online
|
|
|

Oveur

|
Posted - 2005.01.07 10:21:00 -
[4]
Originally by: Seraph Demon What do I expect? I would expect industrials to live up to their name, and for dependence on stations to be slowly eliminated from the game (starbases were a good first step in this direction), so on that note:
Mobile Factory: Reasoning: build ammo/modules on-the-fly for mobile fleet engagements Special Ability: +1 factory on board per skill level, +20% to cargo size per level Penalties: 100% increase in production time for all items, 15% material inefficiency Skills: Indy 5, Industry 5 Cargo: 1K (quite small; not alot that can be built) Speed: Same-ol' indy speed, but must sit still when factories are running (can you say, easy target?) Slots: Very few slots, maybe 1 high, 1 mid, and 2 low Special Behaviour: The Mobile Factory can be used to build items whose material requirements exceed its cargo size (including ships - see ship-support platform below), by having an industrial ship with the necessary materials sidle up next to it and 'link' cargo-holds.
Mobile Refinery: Reasoning: Refining (slowly) on-the-fly to provide rescources to mobile factories, for mobile fleet engagements Special Ability: 18% reduction in refine time for one load per level, 16% reduction in refining inefficiency per level Penalties: Base refining yield is 50% so with the Mobile Refinery skill at lvl5, yield would be 90%, note that the other refining skills do not affect yield Skills: Indy 5, Refinery Efficiency 5 Cargo: Enough to carry one refinery load of any rescource in game Speed: same as above, must sit still when refining Slots: same as above
Mobile Ship Support Platform: Reasoning: Allows ships to be repaired (for tritanium cost) and refitted (slowly), to provide greater flexibility for mobile fleet engagements (getting familiar now). Special Ability: 15% reduction in repair and refit times for ships, +1 ship that can be worked on at a time Skills: Indy 5, Mechanic 5 Cargo: 3-4K Speed: same as above, must sit still to allow ships to dock with it Slots: same as above Special Behaviour: The mobile ship support platform can 'link' with the mobile factory to produce ships. For the duration of production one of the support platform's docking slots is taken up. Once the ship is completed, it is automatically assembled and then ejected away from the support platform for anyone to come and pilot.
Mobile Strategic Defense Platform: Reasoning: allows a group of ships to establish a temporary dug-in location Special Ability: 10% increase to force-field radius per level, Skills: Indy 5, Shield Management 5 Cargo: 2-3K Speed: quite slow, Slots: same as above Behaviour: The mobile strategic defense platform creates a force field (just like a starbase's force field) after anchoring itself (20 min), with 1-2M hit points, radius about 15km, and racial resistances just like those of the CTs. It does not provide any power or CPU(ie, you can't set up a real starbase with one of these mini CTs). It consumes strontium clathrates, at a rate of about 1 per 5 minutes. Once set up the pilot of the ship can eject, and it will still operate, if the shield is depleted, then it will go offline and unanchor itself so as to be ripe for the picking.
Clearly all of these put together create the opportunity for a group of willing pilots to set up a way-station for mining/scouting operations. In concert with the ability for ships to establish direct transfer of materials between them, a production platform could use the materials provided by several industrial ships and the use of a ship-support platform to provide new ships while in deep space.
This is what I expect industrial ships to be able to do.
The roles you suggest are still going to be reserved for the Starbases. The Strategic Defense Platform is far more a Carrier role, which are planned.
Senior Producer EVE Online
|
|
|

Oveur

|
Posted - 2005.01.07 10:22:00 -
[5]
Originally by: Atandros The smuggler ship actually makes no sense; if there was such a ship on the market, anyone flying it would be subject to extra suspicion and scrutiny by customs, hence defeating its purpose.
Yes, if you paint "SMUGGLER BESTOWER" on the side of it, sure. But maybe we'll skip that part, huh? 
Senior Producer EVE Online
|
|
|

Oveur

|
Posted - 2005.01.07 10:35:00 -
[6]
Originally by: Murple I was thinking of specialist haulers that recieve size bonuses for certain types of cargo. One example would be a slaver hauler that can carry a considerable amount of slaves. It would treat them as if the took up 0.1 m3 or 0.01 m3 of volume.
That would be a Freighter. It's slated to have a configurable cargo hold.
Senior Producer EVE Online
|
|
|

Oveur

|
Posted - 2005.01.07 10:36:00 -
[7]
Originally by: Istvaan Shogaatsu - More weapons. If the Caldari elite Badger doesn't have at least a turret and 2 launchers, something's wrong.
As stated earlier, the TL2 Industrials will not have any turret slots, but can have missile slots.
Senior Producer EVE Online
|
|
|

Kaemonn
Forum Moderator Interstellar Services Department

|
Posted - 2006.12.02 06:55:00 -
[8]
There is no need to necro threads
*performs perma death thread ceremony.*
*click*
forum rules | [email protected]| Eve-CCG You mean to tell me, theres a game that goes with the forums? |
|
|
|