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

Duke Karas
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Posted - 2005.01.06 23:41:00 -
[1]
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.
These are great ideas.
I second all of them.
  
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Duke Karas
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Posted - 2005.01.06 23:41:00 -
[2]
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.
These are great ideas.
I second all of them.
  
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Duke Karas
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Posted - 2005.01.06 23:46:00 -
[3]
Originally by: Neurotic Cat
5 - Smuggling - stealth compartments, etc
For smuggling, create a module that makes it difficult for customs (and players) to know what you are carrying. The module should decrease max cargo size by 50% or something.
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Duke Karas
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Posted - 2005.01.06 23:46:00 -
[4]
Originally by: Neurotic Cat
5 - Smuggling - stealth compartments, etc
For smuggling, create a module that makes it difficult for customs (and players) to know what you are carrying. The module should decrease max cargo size by 50% or something.
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