Orakkus
Minmatar m3 Corp
|
Posted - 2011.08.25 00:07:00 -
[1]
Edited by: Orakkus on 25/08/2011 00:14:42 Edited by: Orakkus on 25/08/2011 00:09:43 There are a lot of good ideas here.. and I'd like to steal some of them for my proposal to CCP. My proposal will be based around the Rorqual/Orca/POS combination idea thought of prior to mine.. but scaled. These ships can move through Cyno and normal jumpgates (much like an Orca). These ships will have NO offensive capability in "ship-mode", not even drones. In "ship-mode" they operate like any other ship, they can be scanned down, destroyed (though they will have a fairly decent tank), etc. In "Outpost-mode", however, they become nearly unscanable (though they could be stumbled upon and a person with max probing skills might stumble upon the biggest one.. if he's lucky). In the "outpost-mode", they can use offensive weapons that have been installed as well as operate any industrial or covert modules. The fuel for each ship is a single fuel rod that is particular to that ship, and lasts exactly 30 days. After the fuel runs out, it registers as a container, and follows those same rules and loses its reduced ability to be scanned down. A new rod can only be installed at a starbase and cannot be carried to the Pioneer ship (with Sov changes, this will mean that every thirty days, the owner will have to move the ship out of that space, back into at least low-sec space).
The Pioneer series ships will come in 4 flavors: Grade D- 1 person only - max 2 ships storage - 1 module - Cargo bay capacity of 30,000m3 - 5 minutes to convert from "ship-mode" to "outpost-mode" Grade C- Up to 5 people - max 10 ships storage - 3 modules - Cargo bay capacity of 100,000m3 - 10 minutes convert. Grade B- Up to 15 people - Max 30 ships storage - 7 modules - Cargo bay capacity of 1 million m3 - 15 minutes convert. Grade A- Up to 25 People - Max 50 ships storage - 13 modules - Cargo bay capacity of 3 million m3 - 30 minutes to convert.
Modules would include processing modules, clone vats, refining modules, turrets, system scanners, recorders, and assembly modules. Skills to use the ships and it's features will be a combination of industrial and corporate skillsets.
One additional aspect, due to the cloaking type field that is generated during "Outpost-mode", Cloaks are inoperative within 100km of the structure.
I only do diplomancy because I haven't found you.. yet. |