Monitor this thread via RSS [?]
 
Author Thread Statistics | Show CCP posts - 10 post(s)
flummox
flummox

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 19:02:00 - [1]

not sure what you mean about not having any turret slots. does that mean the current ones will come off? or just no more than the one already on? i'll assume you mean "no more then current" for now.

GateCrasher:

Reason: equipment needs to get to it's destinatation. a professional hauler is only worth it if he can deliver the stuff.

Special Ability: resistence to jamming, scrambling, webbing. not sure how to do this. maybe double or multiply based on skills the effects of onboard ECM and ECCM modules, and reduce the effectiveness of hostile ECM/ECCM/Jamming modules. for instance:
* - 50% to warp core stabilization. making a regualar 1 strength WCS into a 1.5. the WCS II's would give a 3 value.
* - -25% to hostile ECM modules
* - maybe some kind of fitting bonus

Skills: Indy 5, electronic warfare 5, maybe tie this in with the BlackOps skillset?

Cargo: less than standard indy. it's not how much you bring, it's whether you can make it or not.

Speed: Slightly faster (just because indies are slow). i don't think speed would be the focus point of this. sure, some added speed, but nothing crazy. extra slots will allow for users to make a really fast one if they want to.

Slots:
3 High slots - 1 turret, 1 missle, 1 blank
7 or 8 Midslots - you have to allow for a ton of midslots to make this an effective ECCM machine or have enought shields and such.
6, 7, or 8 lowslots - a reduced base cargo will offset this becoming a 45,000m3 behemoth. basically, a T2 indy should be able to come close to the regular indy cargo size, but at the cost of using expanders. if that is what someone wants to do with this ship. otherwise, they can properly fit the lowslots with WCS and all the rest.

This is just a crazy idea brought on by the greasy tacos i had for lunch... Neutral

there is a fine, but dissasterous line between a fart and a shart. i suggest you make sure which side you want to be on...
flummox
flummox

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:47:00 - [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.


i was just coming here to litter this thread with my ideas and saw your post. this is kinda what i was gonna do.

make the industrial ship do industrious things. like refining ore and reprocessing stuff. what about making huge modules that would go "inside" of the indy? you could have the refinery, lab, factory. they take 5000m3 or so, that way all of them can hold one. but you can only hold one at a time.

these ships would be the bigger versions. like the badger mark II (honestly? we really need more TL1 indies...) or the iteron 4+. and my other idea of the GateCrasher would be made out of the smaller hulls.

i know it's not in the format you wanted, but without just making random number up, i really don't have any hard figures for this prototype.

there is a fine, but dissasterous line between a fart and a shart. i suggest you make sure which side you want to be on...
flummox
flummox

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 21:47:00 - [3]

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.


i was just coming here to litter this thread with my ideas and saw your post. this is kinda what i was gonna do.

make the industrial ship do industrious things. like refining ore and reprocessing stuff. what about making huge modules that would go "inside" of the indy? you could have the refinery, lab, factory. they take 5000m3 or so, that way all of them can hold one. but you can only hold one at a time.

these ships would be the bigger versions. like the badger mark II (honestly? we really need more TL1 indies...) or the iteron 4+. and my other idea of the GateCrasher would be made out of the smaller hulls.

i know it's not in the format you wanted, but without just making random number up, i really don't have any hard figures for this prototype.


... bring me my cheese... i love cheese...

"The great state of Vermont will not apologize for its cheese!"
flummox
flummox

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.25 15:41:00 - [4]

Edited by: flummox on 25/01/2005 21:25:40
Edited by: flummox on 25/01/2005 15:44:14

Sleeping Dog - Caldari

This is an all out combat indy. that's right. don't wake a Sleeping Dog...

5 hi-slots - 4m/2t
4 mid-slots
3 low-slots
CPU: 375
PG: 115

base cargo: 1500m3
drone bay: 2000m3
base speed: 155m3

Shield: 3000
Armor: 1500
Structure: 1750

Scan resolution: on par with cruisers

Special Abilities

Idiot's Notes: he he... "Cruiser Skill"... lol. oopsie! i meant, indy skill. 8)
Cruiser Skill:
+5% Velocity and Agility per level; +7.5% Thermal and +10% Kinetic Shield resistances per level

TL2 Skill:
+10% Scan Resolution; +5% Missle ROF and +10% Max Velocity

Ship stuff:
max 2 drones usage at a time.



there is a fine, but dissasterous line between a fart and a shart. i suggest you make sure which side you want to be on...
flummox
flummox

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.25 15:41:00 - [5]

Edited by: flummox on 25/01/2005 21:25:40
Edited by: flummox on 25/01/2005 15:44:14

Sleeping Dog - Caldari

This is an all out combat indy. that's right. don't wake a Sleeping Dog...

5 hi-slots - 4m/2t
4 mid-slots
3 low-slots
CPU: 375
PG: 115

base cargo: 1500m3
drone bay: 2000m3
base speed: 155m3

Shield: 3000
Armor: 1500
Structure: 1750

Scan resolution: on par with cruisers

Special Abilities

Idiot's Notes: he he... "Cruiser Skill"... lol. oopsie! i meant, indy skill. 8)
Cruiser Skill:
+5% Velocity and Agility per level; +7.5% Thermal and +10% Kinetic Shield resistances per level

TL2 Skill:
+10% Scan Resolution; +5% Missle ROF and +10% Max Velocity

Ship stuff:
max 2 drones usage at a time.




... bring me my cheese... i love cheese...

"The great state of Vermont will not apologize for its cheese!"
   
 
Copyright © 2006-2025, Chribba - OMG Labs. All Rights Reserved. - perf 0,13s, ref 20250930/1213
EVE-Online™ and Eve imagery © CCP.

COPYRIGHT NOTICE
EVE Online, the EVE logo, EVE and all associated logos and designs are the intellectual property of CCP hf. All artwork, screenshots, characters, vehicles, storylines, world facts or other recognizable features of the intellectual property relating to these trademarks are likewise the intellectual property of CCP hf. EVE Online and the EVE logo are the registered trademarks of CCP hf. All rights are reserved worldwide. All other trademarks are the property of their respective owners. CCP hf. has granted permission to EVE-Search.com to use EVE Online and all associated logos and designs for promotional and information purposes on its website but does not endorse, and is not in any way affiliated with, EVE-Search.com. CCP is in no way responsible for the content on or functioning of this website, nor can it be liable for any damage arising from the use of this website.