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Kitel Sohn
Kitel Sohn

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Posted - 2005.01.06 21:02:00 - [31]

TUG

- Reasoning: sometimes you just need to haul or push massive stuff around
- Special Ability: Can grapple and move jet cans, and ships. Including warping with them
-Skills: Tug I (doesnt exist), Industry 5, and Industrial 5, +1 can/ship per level of Tug
- Cargo: Very little
- Speed: Slow
- Slots: 2M, 2L, no High
- minimal shields, high armor and structure.
Kitel Sohn
Kitel Sohn

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Posted - 2005.01.06 21:02:00 - [32]

TUG

- Reasoning: sometimes you just need to haul or push massive stuff around
- Special Ability: Can grapple and move jet cans, and ships. Including warping with them
-Skills: Tug I (doesnt exist), Industry 5, and Industrial 5, +1 can/ship per level of Tug
- Cargo: Very little
- Speed: Slow
- Slots: 2M, 2L, no High
- minimal shields, high armor and structure.
Joshua Foiritain
Joshua Foiritain

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Posted - 2005.01.06 21:14:00 - [33]

Originally by: Elrathias
seriously? indy 5? isnt that a bit too much to be reasonable? i mean, msot people arent gonna put off ~50 days just to be able to have "resistance" to customs scannings. i mean, its a rank 4 skill goddammit.

i kno that almost everyone worth their salt uses iteron MK v's, but there are also people who are just doing agnetmissions that arent going to spend that much training time on indy 5 just for the hell of it.

an alternative is making a speedy frigate version with like 600m3 cargo or so that just takes frig 5 or so.

Some of us do, and it would be worth it since you could make a lot of money.

Apart from that, wont those 100km3 haulers make normal indys and lvl 4 courier missions kind of pointless?
One of those could solo those missions even easier, and upping it so all mission runners would require one of those giant haulers would screw over those who dont have one...

I also hope they will require Indy lvl 5, id be pretty damn upset if i wasted 40 days training something i wont have any use for... Confused
---------------------------

[Coreli Corporation Mainframe]
Joshua Foiritain
Joshua Foiritain
Gallente
Coreli Corporation
Corelum Syndicate

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Posted - 2005.01.06 21:14:00 - [34]

Originally by: Elrathias
seriously? indy 5? isnt that a bit too much to be reasonable? i mean, msot people arent gonna put off ~50 days just to be able to have "resistance" to customs scannings. i mean, its a rank 4 skill goddammit.

i kno that almost everyone worth their salt uses iteron MK v's, but there are also people who are just doing agnetmissions that arent going to spend that much training time on indy 5 just for the hell of it.

an alternative is making a speedy frigate version with like 600m3 cargo or so that just takes frig 5 or so.

Some of us do, and it would be worth it since you could make a lot of money.

Apart from that, wont those 100km3 haulers make normal indys and lvl 4 courier missions kind of pointless?
One of those could solo those missions even easier, and upping it so all mission runners would require one of those giant haulers would screw over those who dont have one...

I also hope they will require Indy lvl 5, id be pretty damn upset if i wasted 40 days training something i wont have any use for... Confused
-----

[Coreli Corporation Mainframe]
Seraph Demon
Seraph Demon

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Posted - 2005.01.06 21:22:00 - [35]

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.
Seraph Demon
Seraph Demon
Minmatar

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Posted - 2005.01.06 21:22:00 - [36]

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.
Atandros
Atandros

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Posted - 2005.01.06 21:25:00 - [37]

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.
Atandros
Atandros
Gallente
Tabula Rasa Systems
The Star Fraction

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Posted - 2005.01.06 21:25:00 - [38]

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.
-------

Sun! Sex! Sin! Death and destruction!
Cheim
Cheim

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Posted - 2005.01.06 21:29:00 - [39]

Blockade Runner
- Reasoning: Dangerous hauling
- Special ability: +1 warp core stability and 5% reduced signature radius per level
- Skills: Industrial 5, Electronics 5
- Cargo: Badgerish
- Speed: Slightly faster than base ship
- Slots: Few lowslots, possibly rookie ship-like layout

Courier
- Reasoning: Fast interstellar transport
- Special ability: High warp speed (12 au/s? 15?); 10% reduced capacitor need for warping and 5% reduced MWD capacitor penalty per level
- Skills: Industrial 5, Warp Drive Operation 5
- Cargo: Similar to base ship
- Speed: Ditto
- Slots: Ditto
- HP: Significantly better shields/armor than base ship
- Other: Enough powergrid for 10MN MWD

Ferry
- Reasoning: Fast turnaround for insystem hauling
- Special ability: 5% bonus to agility and inertia per level
- Skills: Industrial 5, Evasive Maneuvering 5
- Cargo: Similar to base ship
- Speed: Slower than base ship
- Slots: More lowslots than base ship
Cheim
Cheim

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Posted - 2005.01.06 21:29:00 - [40]

Blockade Runner
- Reasoning: Dangerous hauling
- Special ability: +1 warp core stability and 5% reduced signature radius per level
- Skills: Industrial 5, Electronics 5
- Cargo: Badgerish
- Speed: Slightly faster than base ship
- Slots: Few lowslots, possibly rookie ship-like layout

Courier
- Reasoning: Fast interstellar transport
- Special ability: High warp speed (12 au/s? 15?); 10% reduced capacitor need for warping and 5% reduced MWD capacitor penalty per level
- Skills: Industrial 5, Warp Drive Operation 5
- Cargo: Similar to base ship
- Speed: Ditto
- Slots: Ditto
- HP: Significantly better shields/armor than base ship
- Other: Enough powergrid for 10MN MWD

Ferry
- Reasoning: Fast turnaround for insystem hauling
- Special ability: 5% bonus to agility and inertia per level
- Skills: Industrial 5, Evasive Maneuvering 5
- Cargo: Similar to base ship
- Speed: Slower than base ship
- Slots: More lowslots than base ship
Face Lifter
Face Lifter

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Posted - 2005.01.06 21:35:00 - [41]

Heavy Industrial ships:
- 30% more base cargo
- 3rd ship bonus: 5% more cargo
- 4th ship bonus: 5% to agility
- same low slot loadout as t1 version, but extra med slot
- agility and size of battleship, requires 100mn AB
- same base speed
- 20% more hp with t2 resistances
- enough grid to fit 100mn AB
- Skills: Heavy Industrial lvl 1, requires race Industrial V, Space Ship Command V

Overview: The main purpose is to have a ship that can carry about twice as much as t1 indy and also an indy that is tougher to kill. The cost of t2 ships will justify such benefits.

Smuggling: please don't create "smuggler" ships. That's silly, because if everyone knows what a smuggler ship looks like, then it kinda defeats the purpose. And if Customs people are programmed to ignore "smuggler" ships, it just makes them look stupid.

I think the proper approach to smuggling would be thru introduction of special "containers", much like regular and secure cans, perhaps "smuggler cans". These would have some special ability of being invisible to cargo scanners, thus everything inside them also being invisible. Skill suggestions:

- Smuggler Agent Skill: allows player to put +1 "zero sig can" in ship cargo per level. Prereq: Sig Analysis 5

- Minicontainer Hiding Skill: allows player to access "mini zero sig can", with 50 cargo space. Reduces the risk of detection by 4% per level (for mini-cans only). Prereq: Smuggler Agent lvl 1.

- Medium Container Hiding Skill: use of "zero sig cans" with 250 cargo. Reduces the risk of detection by 4% per level (for medium cans only). Prereq: Minicontainer Hiding lvl 3

- Large Container Hiding Skill: use of "zero sig cans" with 1250 cargo. Reduces the risk of detection by 4% per level (for large cans only). Prereq: Medium Container Hiding lvl 3

the smuggler containers or "zero signature containers" would have inherent property of 21% detection rate.
So with skills that reduces to:
lvl 1 = 17%
lvl 2 = 13%
lvl 3 = 9%
lvl 4 = 5%
lvl 5 = 1%

this is for every can, so with 5 cans in cargo, risk is 5 times greater. And Customs scan at every gate.
Face Lifter
Face Lifter

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Posted - 2005.01.06 21:35:00 - [42]

Heavy Industrial ships:
- 30% more base cargo
- 3rd ship bonus: 5% more cargo
- 4th ship bonus: 5% to agility
- same low slot loadout as t1 version, but extra med slot
- agility and size of battleship, requires 100mn AB
- same base speed
- 20% more hp with t2 resistances
- enough grid to fit 100mn AB
- Skills: Heavy Industrial lvl 1, requires race Industrial V, Space Ship Command V

Overview: The main purpose is to have a ship that can carry about twice as much as t1 indy and also an indy that is tougher to kill. The cost of t2 ships will justify such benefits.

Smuggling: please don't create "smuggler" ships. That's silly, because if everyone knows what a smuggler ship looks like, then it kinda defeats the purpose. And if Customs people are programmed to ignore "smuggler" ships, it just makes them look stupid.

I think the proper approach to smuggling would be thru introduction of special "containers", much like regular and secure cans, perhaps "smuggler cans". These would have some special ability of being invisible to cargo scanners, thus everything inside them also being invisible. Skill suggestions:

- Smuggler Agent Skill: allows player to put +1 "zero sig can" in ship cargo per level. Prereq: Sig Analysis 5

- Minicontainer Hiding Skill: allows player to access "mini zero sig can", with 50 cargo space. Reduces the risk of detection by 4% per level (for mini-cans only). Prereq: Smuggler Agent lvl 1.

- Medium Container Hiding Skill: use of "zero sig cans" with 250 cargo. Reduces the risk of detection by 4% per level (for medium cans only). Prereq: Minicontainer Hiding lvl 3

- Large Container Hiding Skill: use of "zero sig cans" with 1250 cargo. Reduces the risk of detection by 4% per level (for large cans only). Prereq: Medium Container Hiding lvl 3

the smuggler containers or "zero signature containers" would have inherent property of 21% detection rate.
So with skills that reduces to:
lvl 1 = 17%
lvl 2 = 13%
lvl 3 = 9%
lvl 4 = 5%
lvl 5 = 1%

this is for every can, so with 5 cans in cargo, risk is 5 times greater. And Customs scan at every gate.
Neurotic Cat
Neurotic Cat

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Posted - 2005.01.06 21:42:00 - [43]


Various Special abilities that might make advanced indies fun:

1 - Drone resupply in deep space. Can transfer drones to carriers without needing to dock.

2 - Increased Cargo Scanning range - help identify good loot cans for the hunting party. Also doubles as a nice Q-Ship ability.

3 - Increased Mineral Scannnng range - help support mining operations.

4 - Ability to pack more of a certain type of cargo (ore, shuttles, drones, or ammo?)

5 - Smuggling - stealth compartments, etc

6 - Extra Armor. Make an "Assault Indy". Lots of armor, and damage resistance. Less cargo, no real offensive capability. Use it to crash gates, etc.

7 - Cloaking? Might be fun. I bet the Jove Indys have cloaking devices.

8 - System Scanning/Electronics platform. A probe launching and safe spot busting platform. Faster probe deployment or increase scanning range. Sort of the AWACS of deep space.














Neurotic Cat
Neurotic Cat
Gallente
Sharks With Frickin' Laser Beams
Mercenary Coalition

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Posted - 2005.01.06 21:42:00 - [44]


Various Special abilities that might make advanced indies fun:

1 - Drone resupply in deep space. Can transfer drones to carriers without needing to dock.

2 - Increased Cargo Scanning range - help identify good loot cans for the hunting party. Also doubles as a nice Q-Ship ability.

3 - Increased Mineral Scannnng range - help support mining operations.

4 - Ability to pack more of a certain type of cargo (ore, shuttles, drones, or ammo?)

5 - Smuggling - stealth compartments, etc

6 - Extra Armor. Make an "Assault Indy". Lots of armor, and damage resistance. Less cargo, no real offensive capability. Use it to crash gates, etc.

7 - Cloaking? Might be fun. I bet the Jove Indys have cloaking devices.

8 - System Scanning/Electronics platform. A probe launching and safe spot busting platform. Faster probe deployment or increase scanning range. Sort of the AWACS of deep space.














flummox
flummox

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Posted - 2005.01.06 21:47:00 - [45]

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

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Posted - 2005.01.06 21:47:00 - [46]

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!"
Na'Axin
Na'Axin

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Posted - 2005.01.06 22:11:00 - [47]

Edited by: Na'Axin on 06/01/2005 22:11:27
Originally by: Seraph Demon

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.



oooh, I think some pirates would like one of those.... set it up in amarr/yulai/new caldari/etc.. near a gate and shoot everybody that comes through

it's a nice idea to slowly start eliminating station needs, but very exploitable

(\_/)
(O.o)
(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination.
Na'Axin
Na'Axin
Eve University
Ivy League

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Posted - 2005.01.06 22:11:00 - [48]

Edited by: Na'Axin on 06/01/2005 22:11:27
Originally by: Seraph Demon

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.



oooh, I think some pirates would like one of those.... set it up in amarr/yulai/new caldari/etc.. near a gate and shoot everybody that comes through

it's a nice idea to slowly start eliminating station needs, but very exploitable
Istvaan Shogaatsu
Istvaan Shogaatsu

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 22:19:00 - [49]

- Lock-on time that can be described as 'remotely functional enough to defend itself with' - a normal industrial takes like, 30 seconds to lock on to a frigate, in that time it is dead. There's no reason for this to be happening, an industrial should lock quickly.

- More weapons. If the Caldari elite Badger doesn't have at least a turret and 2 launchers, something's wrong.



Istvaan Shogaatsu
Istvaan Shogaatsu
Guiding Hand Social Club

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 22:19:00 - [50]

- Lock-on time that can be described as 'remotely functional enough to defend itself with' - a normal industrial takes like, 30 seconds to lock on to a frigate, in that time it is dead. There's no reason for this to be happening, an industrial should lock quickly.

- More weapons. If the Caldari elite Badger doesn't have at least a turret and 2 launchers, something's wrong.



Murple
Murple

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Posted - 2005.01.06 22:48:00 - [51]

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.

Gotta love my city-sized roid vacuum cleaner!
Murple
Murple
Amarr
Celestial Janissaries

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 22:48:00 - [52]

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.
RollinDutchMasters
RollinDutchMasters

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:05:00 - [53]

Edited by: RollinDutchMasters on 06/01/2005 23:09:41
Heavy Cargo Transport
-Special Ability: Warp to within (15-2.5*(Skill Lvl))k of object. Cannot warp to bookmarks.
-Skills: Warp Drive Operation 5, Targeting 5
-Cargo: 20k
-Speed: 80 m/s, High Mass (~25m kg)
-Slots: 2 High, 0 Medium, 7 Low
-HP: Similar to Tech1 Indy

Express Courier
-Special Ability: Warp to within (15-2.5*(Skill Lvl))k of object. Cannot warp to bookmarks.
-Skills: Acceleration Control 5
-Cargo: 5k
-Speed: 450 m/s, Low Mass (~5m kg)
-Slots: 1 High, 0 Medium, 1 Low
-HP: Similar To Tech1 Indy

Blockade Runner
-Special Ability: +1 Warp Core Strength per Skill Lvl. 10% Velocity per Lvl. Cannot warp to bookmarks.
-Skills: High Speed Menuvering 5
-Cargo: 2k
-Speed: 600 m/s
-Slots: 1 High, 2 Medium, 2 Low
-HP: Roughly Double Tech1 Indy
Originally by: Sochin
CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
RollinDutchMasters
RollinDutchMasters
Gallente
Ordinance Delivery Services

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:05:00 - [54]

Edited by: RollinDutchMasters on 06/01/2005 23:09:41
Heavy Cargo Transport
-Special Ability: Warp to within (15-2.5*(Skill Lvl))k of object. Cannot warp to bookmarks.
-Skills: Warp Drive Operation 5, Targeting 5
-Cargo: 20k
-Speed: 80 m/s, High Mass (~25m kg)
-Slots: 2 High, 0 Medium, 7 Low
-HP: Similar to Tech1 Indy

Express Courier
-Special Ability: Warp to within (15-2.5*(Skill Lvl))k of object. Cannot warp to bookmarks.
-Skills: Acceleration Control 5
-Cargo: 5k
-Speed: 450 m/s, Low Mass (~5m kg)
-Slots: 1 High, 0 Medium, 1 Low
-HP: Similar To Tech1 Indy

Blockade Runner
-Special Ability: +1 Warp Core Strength per Skill Lvl. 10% Velocity per Lvl. Cannot warp to bookmarks.
-Skills: High Speed Menuvering 5
-Cargo: 2k
-Speed: 600 m/s
-Slots: 1 High, 2 Medium, 2 Low
-HP: Roughly Double Tech1 Indy
Kretta Daisul
Kretta Daisul

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:21:00 - [55]

Edited by: Kretta Daisul on 06/01/2005 23:22:49
Originally by: Oveur
The reason for the TL2 indies aren't like huge versions of the current ones is that this will be filled by the new Freighter ship class (as in new models, horns, front and tail lights with the fluffy dice and Type-R sticker for those extra 2m/s). They will have cargoholds closer to and above 100K M3 (and thats just the TL1 version)


SOOooo ... Tech II indies are basically the uber non-factory modded versions of our current vessels. And unfortunately your 'smuggler' ship would have to have the same old skin than the ship it was based on, or stick out like a sore thumb, or have some other role besides its clandestine one that Concorde would consider legit.

Freighters are the Kings of the Space Lanes, but still Tech I (at least at their introduction). Hell, now I'm more excited about Freighters than elite Industrials!

That being said, I'll take a ***** at this, since this is -very- similar to a 'friend' of mine's post in another thread Wink.


Packet
- Reasoning: Cuz the mail, small goods, gear, etc. has to go through, and you don't always commit -warships- to moving regular supplies down regular routes.
- Special Ability: Higher warp multiplier when initiated by AP.
- Skills: Courier, Indy 5, Navigation 5 prereq.
- Cargo: 75% that of a standard indy.
- Speed: Faster than an indy
- Slots: Similar to an indy of its race.

Flute
- Reasoning: Sturdy, reliable, and easy to rig (fit) indy, and relatively cheap (for an elite indy) to build/replace.
- Special ability: Improved fitting bonuses.
- Skills: Indy 5, Engineering 5 Engineering 5 prereq.
- Cargo: Standard indy.
- Speed: Standard indy.
- Slots: Additional low and midslot for its race.

Personnel Transport *Like to see these as tech1 actually*
- Reasoning: Gotta carry colonists, tourists, VIP's, and refuggees in something right? What, you wanna throw them in the cold hold? You beast!
- Special Ability: Secondary 'cargo bays' that only accepts 'passenger' trade goods, but can carry quite a few, depending on the transport. This needs supply and demand added for bulk passengers (Flow for Tourists: High Population Centers to Resort systems for Tourists. Empire to Empire VIP's (label each passenger type with its empire or race, ie. Amarr VIP's.). Many other possibilities. Liner Skill adds +10% (round down to nearest whole number) more passengers of each class the ship can carry per level.
- Skills: (if Tech 1: Industrial 3, Liner)
- Skills: (if Tech 2: Industrial 5, Social 5, Liner)
- Cargo: 10% of a standard indy.
- Passengers: 1000 middle class (Tourists and lower). 10 high class (VIP's, CEO's, Ambassadors, etc.).
- Speed: A little faster than an indy.
- Slots: Similar to indies of its race BUT=>

New modules:

High Class Passenger Module Takes a midslot, adds 5 more High Class passengers to capacity.

Middle Class Passenger Module Takes a lowslot, adds 100 more Middle Class passengers to capacity.

These can be added to regular indies but require Liner skill to fit and make active, allowing regular indies to dabble in speculative passenger services.





"An Eye for an Eye ... is necessary when dealing with cybernetics, unless you want to look like a borged out freak." - Kretta Daisul
Kretta Daisul
Kretta Daisul
Viziam

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:21:00 - [56]

Edited by: Kretta Daisul on 06/01/2005 23:22:49
Originally by: Oveur
The reason for the TL2 indies aren't like huge versions of the current ones is that this will be filled by the new Freighter ship class (as in new models, horns, front and tail lights with the fluffy dice and Type-R sticker for those extra 2m/s). They will have cargoholds closer to and above 100K M3 (and thats just the TL1 version)


SOOooo ... Tech II indies are basically the uber non-factory modded versions of our current vessels. And unfortunately your 'smuggler' ship would have to have the same old skin than the ship it was based on, or stick out like a sore thumb, or have some other role besides its clandestine one that Concorde would consider legit.

Freighters are the Kings of the Space Lanes, but still Tech I (at least at their introduction). Hell, now I'm more excited about Freighters than elite Industrials!

That being said, I'll take a ***** at this, since this is -very- similar to a 'friend' of mine's post in another thread Wink.


Packet
- Reasoning: Cuz the mail, small goods, gear, etc. has to go through, and you don't always commit -warships- to moving regular supplies down regular routes.
- Special Ability: Higher warp multiplier when initiated by AP.
- Skills: Courier, Indy 5, Navigation 5 prereq.
- Cargo: 75% that of a standard indy.
- Speed: Faster than an indy
- Slots: Similar to an indy of its race.

Flute
- Reasoning: Sturdy, reliable, and easy to rig (fit) indy, and relatively cheap (for an elite indy) to build/replace.
- Special ability: Improved fitting bonuses.
- Skills: Indy 5, Engineering 5 Engineering 5 prereq.
- Cargo: Standard indy.
- Speed: Standard indy.
- Slots: Additional low and midslot for its race.

Personnel Transport *Like to see these as tech1 actually*
- Reasoning: Gotta carry colonists, tourists, VIP's, and refuggees in something right? What, you wanna throw them in the cold hold? You beast!
- Special Ability: Secondary 'cargo bays' that only accepts 'passenger' trade goods, but can carry quite a few, depending on the transport. This needs supply and demand added for bulk passengers (Flow for Tourists: High Population Centers to Resort systems for Tourists. Empire to Empire VIP's (label each passenger type with its empire or race, ie. Amarr VIP's.). Many other possibilities. Liner Skill adds +10% (round down to nearest whole number) more passengers of each class the ship can carry per level.
- Skills: (if Tech 1: Industrial 3, Liner)
- Skills: (if Tech 2: Industrial 5, Social 5, Liner)
- Cargo: 10% of a standard indy.
- Passengers: 1000 middle class (Tourists and lower). 10 high class (VIP's, CEO's, Ambassadors, etc.).
- Speed: A little faster than an indy.
- Slots: Similar to indies of its race BUT=>

New modules:

High Class Passenger Module Takes a midslot, adds 5 more High Class passengers to capacity.

Middle Class Passenger Module Takes a lowslot, adds 100 more Middle Class passengers to capacity.

These can be added to regular indies but require Liner skill to fit and make active, allowing regular indies to dabble in speculative passenger services.





"An Eye for an Eye ... is necessary when dealing with cybernetics, unless you want to look like a borged out freak." - Kretta Daisul
Duke Karas
Duke Karas

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Posted - 2005.01.06 23:41:00 - [57]

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.

Very HappyVery HappyVery Happy
Duke Karas
Duke Karas

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:41:00 - [58]

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.

Very HappyVery HappyVery Happy
Duke Karas
Duke Karas

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:46:00 - [59]

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.

Wink












Duke Karas
Duke Karas

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2005.01.06 23:46:00 - [60]

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.

Wink












   
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