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Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
0
|
Posted - 2012.10.29 15:11:00 -
[1] - Quote
It seems a shame to train up skills like "ORE Industrial" and "Industrial Command Ships" when there is currently only one ship available for each skill, (not including the utterly redundant Primae.)
I would like to see a new ship or two available in these classes:
A semi-modular heavy hauler in the "ORE Industrial" class. A battlecruiser sized hauler with a bit more EHP than the normal haulers. Add a single sub-system slot. Into this slot you could place one of the following sub-systems: Cargo Bay - this could give the hauler say a 40k m3 cargo bay Ore Bay - this could replace the normal cargo bay with say an 60k m3 ore bay
A sub cap command and support ship ine the "Industrial Command Ships" class. Same size as the Orca but with no ore bay, a about 5k m3 cargo bay, same corp bay as the Orca and a larger maintainance bay, (maybe 800k m3, so you could fit an a BS and a few cruisers.) Allow one gank link, (low or no bonus,) and you've got a ship that you can load up and allow small fleets to swap and/or repair their ships on roams or just load up a bunch of fitted ships and drop them off in a station without having to fly them all to the location individually.
Anyone got any thoughts on this? |

Jin alPatar
Entertainment 7wenty
9
|
Posted - 2012.10.29 20:08:00 -
[2] - Quote
Hakan MacTrew wrote:It seems a shame to train up skills like "ORE Industrial" and "Industrial Command Ships" when there is currently only one ship available for each skill, (not including the utterly redundant Primae.)
I would like to see a new ship or two available in these classes:
A semi-modular heavy hauler in the "ORE Industrial" class. A battlecruiser sized hauler with a bit more EHP than the normal haulers. Add a single sub-system slot. Into this slot you could place one of the following sub-systems: Cargo Bay - this could give the hauler say a 40k m3 cargo bay Ore Bay - this could replace the normal cargo bay with say an 60k m3 ore bay
A sub cap command and support ship ine the "Industrial Command Ships" class. Same size as the Orca but with no ore bay, a about 5k m3 cargo bay, same corp bay as the Orca and a larger maintainance bay, (maybe 800k m3, so you could fit an a BS and a few cruisers.) Allow one gank link, (low or no bonus,) and you've got a ship that you can load up and allow small fleets to swap and/or repair their ships on roams or just load up a bunch of fitted ships and drop them off in a station without having to fly them all to the location individually.
Anyone got any thoughts on this?
On your 3 parts: 1. More ships for these skills. YES! I absolutely agree.
2. Modular Hauler I've seen other people recommend "T3 Haulers/Harvester" but never really liked the idea. I do like your version. I'd say the ore Bay should be larger (let's say 4x the normal cargo bay as it's limited to Ore only).
3. Sub Cap Command ship. I'd posted a similar idea. Make one or two more ships like the orca. But lose the ore bay, increase the maintenance bay, increase EHP a bit, but everything else is good (same(-ish) fittings, warefare link w/ no bonuses, etc)
+3 |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
2
|
Posted - 2012.10.30 20:34:00 -
[3] - Quote
Cheers
The modular hauler wasn't really intended as a "T3 wannabe". I was thinking literally just swapping the holds, offering a decent general cargo bay or a larger dedicated ore bay. Two ships, one hull. I dont think a massive ore bay would be balanced, it would detract too much from freighters. I also thought about adding something like a stealth module or armour module, (like the T2 haulers,) but then there would be no point to the ones in use.
As for the Sub Cap Command Ship, I thought it would be quite fitting. Given the close link between ORE and Mordu's, I dont think its a great leap to think that ORE would be willing to redevelop the Orca hull to suit military purposes as part of the payment to their Merc |

Pearl Canopus
School of Applied Knowledge Caldari State
0
|
Posted - 2012.11.05 19:48:00 -
[4] - Quote
In general I support this idea.
The ORE Industrial Skill-Path allows a huge amount of new ships or modules for different industrial activities.
In further way tech1 ships may be usable preferred to HiSec and tech2 and above with several "nice modules" for Low- and 0-sec.
A medium sized hauler is a must. To have an ore hauler would continue the started work with ore cargo bays on mining barges and exhumers. I would also like a more modular ship system, where the industrial path allows more and more modules for the same "base ship". This may touch a bit the tech3 idea.
The capacity of about 30-75m^3 is missing at the moment. There is no need for faction haulers of that size.
Noctis an Primae are still very specialized. Maybe a modular hauler can assist in dependence of builtin modules. Specialized cargo modules for ore (75,000m^3). Specialized cargo for PI. Common cargo for misc items (35,000m^3).
But maybe the InterBus will give us some larger haulers and the need of "IB Industrial" skill. These ships are unarmed and have no slots at all. But they have a larger amount of cargo capacity. It can rising by skill level of abput 10%.
The ORE Industrial Skill may allow the ORE Capital Industrial. There I see station-like mobile production for nomads. A refining-bonus could be possible. "Wastecollectors" with onboard scrapmetal processing modules...
Here I seealso modules for compressing ore or nano-stacking minerals (more minerals per m^3). So more ore or minerals may fit a common faction hauler.
There may be "Mining Super Barges" with specialized cargo- and dronebays. It should not come in concurrence with a Rorqual because the Super Barge would be a Ore-Miner/Hauler (100,000m^3) without any gang-assistance module support and without a corp-hangar.
However. Many words no sense... I support the idea of following up an ORE Industrial Path in any way.
|

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
6
|
Posted - 2012.11.06 14:43:00 -
[5] - Quote
I like a lot of those idea's, though I'll draw the line at the super-miner... even if I did have an ORE-gasm...
Anyway, at the very least, it seems we do want more depth to the industrial ship skills.
Mining and mining support are throughly covered. Mass salavaging is covered. Cokebreaking and analyzing is covered by exploration frigs. PI is supposedly covered by the Primae, but its naff. Then again, a normal hauler is fine or the job.
That leaves mid-scale hauling. I would like to see a semi-static nomad vessel that acts a a portable base. Very cool, but would need to be limited in its abilities to prevent it being over powered. I really want to be able to move larger amounts of fitted ships without the use of capitals.
Anyone got any other thoughts on the use for industrial ships? A niche not yet covered? |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
9
|
Posted - 2012.11.08 15:03:00 -
[6] - Quote
bump |

Pearl Canopus
School of Applied Knowledge Caldari State
0
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Posted - 2012.11.09 10:53:00 -
[7] - Quote
Hakan MacTrew wrote:I like a lot of those idea's, though I'll draw the line at the super-miner... When I introduce a "Super Mining Barge" I don't see more mining efficiency or revenue but much more resilience and independence in mining process for the "lone wolf lowsec/0-sec miners". Much more ore cargo or possibilities to reduce the needed cargo amount for instance by onboard ore processing (low grade). Super Barge Skills may slightly buff refining bonus or ability to use refining modules or additional drones or so on. Mining Barge Skill rise (ore) cargo, Exhumers skill rise whatever it do and the ORE industrial and Ore Capital Industrial Skills may be needed on a average level too.
Hakan MacTrew wrote:Anyway, at the very least, it seems we do want more depth to the industrial ship skills. Fully agreed. :)
Hakan MacTrew wrote:I would like to see a semi-static nomad vessel that acts a a portable base. Very cool, but would need to be limited in its abilities to prevent it being over powered. I really want to be able to move larger amounts of fitted ships without the use of capitals.
Anyone got any other thoughts on the use for industrial ships? A niche not yet covered? I support the "private capital vessels for nomadic lifestyle". :) I could fly my own POS with all my ships onboard. Modular system to build it but more like a Capital Tech3 ship than a POS.
Unfortunately I still have no closer view to the given possibilities in interacting.
But for instance the Thukkers may have redesigned ships for nomadic life futurally, though they are nomads for generations.
|

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
9
|
Posted - 2012.11.09 13:19:00 -
[8] - Quote
Pearl Canopus wrote: When I introduce a "Super Mining Barge" I don't see more mining efficiency or revenue but much more resilience and independence in mining process for the "lone wolf lowsec/0-sec miners". Much more ore cargo or possibilities to reduce the needed cargo amount for instance by onboard ore processing (low grade). Super Barge Skills may slightly buff refining bonus or ability to use refining modules or additional drones or so on. Mining Barge Skill rise (ore) cargo, Exhumers skill rise whatever it do and the ORE industrial and Ore Capital Industrial Skills may be needed on a average level too.
So, a massive Procurer then, with Rorqal bits stuck on AMD a mobile refinery...
I think that's just a hit too much autonomy. You can still use an orca, with an improved cloak, to get about and setup a ninja POS and mine what you need, refine it, send your stuff here and there, pack up and move on. Though you would really need a small group of combat pilots for backup and protection. |

Pearl Canopus
School of Applied Knowledge Caldari State
0
|
Posted - 2012.11.12 11:51:00 -
[9] - Quote
Hakan MacTrew wrote: So, a massive Procurer then, with Rorqal bits stuck on AMD a mobile refinery...
Yes, I saw a huge Procurer. An autonomous system with either compressing ore refining onboard. Maybe modular. The "super Barge" would have no gang link abilities or they will be modules, what nerf another featured modules or disable them. What could work after balancing: Modules: - ore cargo - station like refining service (10% efficiency per module * Skills) - compressing - crystal cargo - station like repair service - station like hangar - drone bay module - rig bays - station like fitting possibilities (refit modules while not using them) - common cargo - gang links - ...
The number of modules is limited, so you cannot use all of them. I really see balancing issues there. But also I see chances for further "ORE Capital Industrials". Maybe several skills are needed, which will rise special module efficiency. This also could be skills from skill path. (Mining Barge rises ore cargo, shield and hull HP, ORE Industrial rises common cargo capacity, ORE Capital Industrial Command Ship rises efficiency of ganglink-modules...) Skills may be connected but not in path. If you have a usual skill used for other profession paths, a module may have higher bonus.
For "ORE Industrial" I see a midsize ore transport ship or a ship what have ability to transport ore/minerals in a compressed way. An ORE cargo ship would have a lower common cargo amount than the racial industrials but a higher capacity for ore and minerals. Effective this may be a value of 50k m^3 common cargo. The "ORE Industrial" skill could rise the common cargo space or the "compressing" amount. (No, ore won't be really compressed by industrial ships.) |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
11
|
Posted - 2012.11.12 12:24:00 -
[10] - Quote
As I said, that's too much autonomy.
What your suggesting is basically the carebears deathstar. Mining isn't meant to be a pure solo career. It's a chain of tasks conducted as a group that makes the isk. Why have a rorqal supporting a mining gang if you can hair send out the 'mega mining death barge star'?
Plus, most of what you want, aside from being able to actually fly it and mine from it will be a achievable when the POS system gets done. You could setup a POS almost anywhere with the ability to do and look like anything, of CCP does it the way they said they want it.
As for the ORE hauler, 50k m3 is massive, more than the racial maxed out haulers. I would have said minimal cargo space and big ore hold, 500m3 and 70k m3 respectively. But then I've already suggested a modular hauler system for that. |

Pearl Canopus
School of Applied Knowledge Caldari State
0
|
Posted - 2012.11.15 13:51:00 -
[11] - Quote
Hakan MacTrew wrote:As for the ORE hauler, 50k m3 is massive, more than the racial maxed out haulers. I would have said minimal cargo space and big ore hold, 500m3 and 70k m3 respectively. But then I've already suggested a modular hauler system for that. The modular hauler got already my support several days ago. :) Maybe my "hauler suggestion" was not explained clearly enough. If a modular hauler would not be possible I could imagine the following: ORE hauler (or Interbus hauler or whoevers hauler) with a smaller amount of common cargo but the ability to carry more ore/minerals than regularily would fit to the common cargo. So ore and minerals would be carried "virtually compressed".
So far it's an ore AND mineral cargo ship. |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
15
|
Posted - 2012.11.15 16:10:00 -
[12] - Quote
Don't get me wrong, I like the idea of a ship that can 'virtually compress' minerals/ore for transport. I just don't see CCP going for it. I think they would be more likely to go for a specialised ore hauler over a hauler with a new mechanic.
A Retriever can hold 27,500m3 of ore and a Mackinaw can hold 37,500m3. I suggest a total of 70,000m3 for transport by a 'specialised hauler', regardless of its origin. A standard cargohold of 12,500m3 using a ''virtual compression' ratio of 5.6:1 would provide the 70,000m3 MODULAR DRONES
MORE ORE SHIPS |

Mohini
Boa Innovations Solar Citizens
2
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Posted - 2012.11.16 02:14:00 -
[13] - Quote
Hey, I didn't see this before i posted my thread but I completely agree with having another ship(s) using the ORE Industrial skill.
My suggestion was more focused on people using rorquals to haul when they are not specifically designed for hauling and the need for a specialized ore hauler.
I like your idea a lot. i think its important to have a small cargo bay in comparison to the Ore hold.
Heres my post if you want to take look for ideas.
https://forums.eveonline.com/default.aspx?g=posts&t=172754&find=unread |

Paikis
Vapour Holdings
260
|
Posted - 2012.11.16 02:24:00 -
[14] - Quote
Hakan MacTrew wrote:one of the following sub-systems: [i]Cargo Bay - this could give the hauler say a 40k m3 cargo bay
Posting in a stealth 'Un-nerf my Hulk' thread.
No. |

Pearl Canopus
School of Applied Knowledge Caldari State
0
|
Posted - 2012.11.16 11:53:00 -
[15] - Quote
Hakan MacTrew wrote:A Retriever can hold 27,500m3 of ore and a Mackinaw can hold 37,500m3. I suggest a total of 70,000m3 for transport by a 'specialised hauler', regardless of its origin. A standard cargohold of 12,500m3 using a ''virtual compression' ratio of 5.6:1 would provide the 70,000m3 Well, I know that's not, what you will tell me... ;) Let me take the "vitual compression" idea and push it forward. Only CCP will know, whether this way would be available for developement. Maybe yes, maybe no. :) I'd like and see advantages over a more traditional path.
I only know the Caldari Industrials Badger and Badger Mark II yet. When I take 3 ORE haulers (not even ore haulers... ;)) so I imagine following: Hauler Mk1 (ORE frigate IV, Racial Industrial I, ORE Industrial I) - 3500 m3 common cargo hold, what can store about 10000m3 ore or 7000m3 minerals Hauler Mk2 (ORE frigate IV, Racial Industrial I, ORE Industrial III) - ndustrial skilled 6000m3 common cargo hold, what can store about 24000m3 ore or 12000m3 minerals Hauler Mk3 (ORE frigate IV, Racial Industrial III, ORE Industrial V) - Industrial skilled 12k m3 common cargo hold, what can store 60k m3 ore or 24k m3 minerals
The Racial Industrial skill may rise the size of common cargo hold by usually 5%, while the ORE Industrial skill rises the "compression rate". With Racial AND ORE Industrial you may reach the 70k or 75k ore capacity. Mineral compression keeps 2:1 until there will be a skill to rise it. So a mining profession will be buffed by ore/mineral trading.
Focussing to plain ore haulers I'm completely with you. The highest level may be about 75k of specialized ore cargo bay.
Maybe a skill as "nano stacking" or "bulk materials compression" may come up, to improve load capabilities of racial haulers for more ore/mineral cargo. |

Pearl Canopus
School of Applied Knowledge Caldari State
0
|
Posted - 2012.11.16 12:15:00 -
[16] - Quote
When I read the whol thread again, I see an option, what might be instantly available...
Specialized Cargo Containers This would meet a bit of modularity, although I still support the modular idea at all.
A "standard ore container" may have a volume of 4k and a capacity of 7k ore. A container can fit every racial hauler.
An ORE hauler may have outside slots to fit the containers without the need to store them inside a cargo bay. An "Adapting" skill my be useful, because that's no "Anchoring". Then an ORE hauler would be more a tugboat. |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
18
|
Posted - 2012.11.16 13:24:00 -
[17] - Quote
You beat me to it. I was thinking of ore containers yesterday. I meant to write some stuff down but I didn't get around to it.
As it stands, it takes a lot less space to move minerals than ore. 33.3 m3 of veldspar yields up to 10 m3 of tritanium, a ratio of 3.33:1. If we could have a container that could carry ore at a ratio of 2.5:1 it would be easier to move large amounts of ore but it would still be easier to move minerals in the same space.
A giant storage container takes up 3,000 m3, but holds 3,900 m3, a ratio of 1.3:1. Ore bays seem to hold a lot more for their size than normal cargo bays. So if we could get a specialised ore container that could hold 7,500 m3 but takes up 3,000 m3, that would be awesome. Still easier to move minerals, so not over the top. Rorqal has a 40/20:1 compression ration so that's not even near.
As for a hauler that can fit container externally, (maybe have a ship specific mod for the job,) I say why not? Fit 2 or 3 low slots with specialised external storage mods and bang, multiple ore bays. Maybe have some normal external cargo pods too, as an option. Allow scan proofing to them, jobs a good'un. MODULAR DRONES
MORE ORE SHIPS |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
23
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Posted - 2012.11.18 19:45:00 -
[18] - Quote
bump MODULAR DRONES
MORE ORE SHIPS |

Beta Miner
COBRA Logistics Outer-Haven
1
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Posted - 2012.11.20 00:08:00 -
[19] - Quote
[quote=Hakan MacTrew] Cargo Bay - this could give the hauler say a 40k m3 cargo bay Ore Bay - this could replace the normal cargo bay with say an 60k m3 ore bay [quote]
You need THREE modules GǪ
Tractor Array GÇô able to slowly tow a single object (jet can/ship/pos module) in warp and through stargates (jumpbridges?). The mass of the object would be skill dependent and would not exceed the mass of the largest battleship so that there wonGÇÖt be anyone moving an orca/freighter around without spending the SP the fly it. |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
28
|
Posted - 2012.11.20 06:13:00 -
[20] - Quote
Beta Miner wrote:Hakan MacTrew wrote: Cargo Bay - this could give the hauler say a 40k m3 cargo bay Ore Bay - this could replace the normal cargo bay with say an 60k m3 ore bay
You need THREE modules GǪ Tractor Array GÇô able to slowly tow a single object (jet can/ship/pos module) in warp and through stargates (jumpbridges?). The mass of the object would be skill dependent and would not exceed the mass of the largest battleship so that there wonGÇÖt be anyone moving an orca/freighter around without spending the SP the fly it. Now this is a whole new mechanic your talking about. I deliberatly didn't want to put forward anything too radical so it would be easy to put out with the tech thats already there.
Your idea does have merit though. I have often wondered why tractor beams don't work on ships... Of course, hauling in this manner would be open to all sorts of piracy, involving bumping the container and the hauler away from each other and landing another hauler to take its place. Not bad.
Space tug... MODULAR DRONES
MORE ORE SHIPS |

serras bang
Lucien Coven
47
|
Posted - 2012.11.20 10:48:00 -
[21] - Quote
what i would like to see is a hauler ship set between the 35 - 40 k of transport ships and the 970k frieghters something that is aroun 200k m3.
the noctise could become a more specilised salvage ship with stronger bonuses and the redundants prime could be made into the starting salvage ship.
i.e the prime would stay as is with little bonuses but could fit 2/2 salvagers the noctise could go to lvl 4 of apropriaot skill and perhaps lvl 3 on tractors and salvage and become the more specilised salvage ship. this would make a prie cheap enough to be used in low/null salvaging. |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
28
|
Posted - 2012.11.20 14:46:00 -
[22] - Quote
If you want something that moves close to 200k m3, then there the Orca. To be honest though, as a specialised command vessel, you just don't expect it to have to act like a hauler. Nor should it in my opinion. A hauler capable of moving around a similar amount of cargo would be good. Bit that sort of cargo size is mainly going to be either ships, ore or minerals. Hence why I have made the suggestions I have about an ore hauler and a ship hauler.
As for the Pimae, it was a gift ship. It was designed for moving PI materials. Why I don't know as normal haulers do the job just fine... It will not see any other purpose as it is not produced by anyone. MODULAR DRONES
MORE ORE SHIPS |

Daichi Yamato
Swamp Bucket Swamp Bucket Empire
55
|
Posted - 2012.11.20 17:40:00 -
[23] - Quote
i wouldnt call the orca a specialised command ship. it is both a command ship and a hauler.
given the orcas appearance, a version truly specialised for moving ore with a vast ore bay would be interesting. |

Darenthul
SUPERIOR RESOURCES
2
|
Posted - 2012.11.20 20:04:00 -
[24] - Quote
I want to see a Mining Titan with a Doomsay Weapon style Capital Mining Laser.
But for more realistic expectations, a series of 2-3 Ore Hauling ships would suffice. Even a Drone miner would be awesome ;) |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
28
|
Posted - 2012.11.20 20:44:00 -
[25] - Quote
ORCA wrote:Role Bonus: 250% bonus to tractor beam range 100% bonus to tractor beam velocity 500% bonus to survey scanner range 99% reduction in CPU need for Gang Link modules Can use 3 gang link modules simultaneously.
Industrial Command Ship Skill Bonus: 5% bonus to cargo capacity per level 3% bonus to effectiveness of mining foreman gang links per level
VULTURE wrote:Role Bonus: 99% reduction in Warfare Link module CPU need Can use 3 Warfare Link modules simultaneously
Battlecruiser Skill Bonus: 10% bonus to Medium Hybrid Turret optimal range 5% bonus to all shield resistances per level
Command Ships Skill Bonus: 10% bonus to Medium Hybrid Turret optimal range 3% bonus to effectiveness of Siege Warfare Links per level So, identical boosting bonuses. Its called an Industrial Command Ship. Yeah, I'm going to go ahead and call it a Command Ship.
And the price tag, for a hauler is immense. Fitted for hauling, your looking at around 800 million isk, so just over half the price of a freighter. For that, you get a ship that aligns like a decrepit snail attempting to dive out of the way of an on coming train, (much like a Freighter.) On top of that, you get a fraction of the tank and a fraction of the cargo space.
Lets talk skills then. It takes less than 30 days from character creation to get into any one freighter. It takes nearly 50 days to get into an Orca.
using an Orca as a hauler just doesn't make sense with facts like that. In my eyes, the Orca should have been an ore hauler. A T2 version should have been the booster.
As for Mining Titans, already been done and a couple have been popped. Doomsday Capital Mining Laser. ORE-Deathstar then... Shoot moons with it to mine everything out of them and leave them a husk... Drone miners? Their called carriers. Stick 15 T2 Mining Drones in a Thany and you'll get a decnt output. Having said that though, a specialsed one would be pretty cool. MODULAR DRONES
MORE ORE SHIPS |

Darenthul
SUPERIOR RESOURCES
2
|
Posted - 2012.11.20 20:52:00 -
[26] - Quote
Hakan MacTrew wrote:ORCA wrote:Role Bonus: 250% bonus to tractor beam range 100% bonus to tractor beam velocity 500% bonus to survey scanner range 99% reduction in CPU need for Gang Link modules Can use 3 gang link modules simultaneously.
Industrial Command Ship Skill Bonus: 5% bonus to cargo capacity per level 3% bonus to effectiveness of mining foreman gang links per level VULTURE wrote:Role Bonus: 99% reduction in Warfare Link module CPU need Can use 3 Warfare Link modules simultaneously
Battlecruiser Skill Bonus: 10% bonus to Medium Hybrid Turret optimal range 5% bonus to all shield resistances per level
Command Ships Skill Bonus: 10% bonus to Medium Hybrid Turret optimal range 3% bonus to effectiveness of Siege Warfare Links per level So, identical boosting bonuses. Its called an Industrial Command Ship. Yeah, I'm going to go ahead and call it a Command Ship. And the price tag, for a hauler is immense. Fitted for hauling, your looking at around 800 million isk, so just over half the price of a freighter. For that, you get a ship that aligns like a decrepit snail attempting to dive out of the way of an on coming train, (much like a Freighter.) On top of that, you get a fraction of the tank and a fraction of the cargo space. Lets talk skills then. It takes less than 30 days from character creation to get into any one freighter. It takes nearly 50 days to get into an Orca. using an Orca as a hauler just doesn't make sense with facts like that. In my eyes, the Orca should have been an ore hauler. A T2 version should have been the booster. As for Mining Titans, already been done and a couple have been popped. Doomsday Capital Mining Laser. ORE-Deathstar then... Shoot moons with it to mine everything out of them and leave them a husk... Drone miners? Their called carriers. Stick 15 T2 Mining Drones in a Thany and you'll get a decnt output. Having said that though, a specialsed one would be pretty cool.
But I'm talking Drone Miners that are useable in higher sec, non-caps. |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
28
|
Posted - 2012.11.20 21:59:00 -
[27] - Quote
Darenthul wrote:But I'm talking Drone Miners that are useable in higher sec, non-caps. And as I said, a dedicated Drone based mining ship that could compete with the current barges would be cool.
If it was possible to use 10 Mining Drones on this 'drone miner', and each one had a 50% yield bonus, they would still under perform against a procurer. I'm guessing this is a good idea for another thread. MODULAR DRONES
MORE ORE SHIPS |

Daichi Yamato
Swamp Bucket Swamp Bucket Empire
55
|
Posted - 2012.11.20 22:55:00 -
[28] - Quote
i didnt say it wasnt a command ship. just not a specialised one because it has its hauling perks...
its much faster than a freighter and most of its hold cannot be scanned and nor do the contents of its holds drop when ganked, save for the cargo hold. For hauling smaller amounts its infinitely more useful than a freighter.
edit- also at current prices its half the price of a freighter
Daichi Yamato wrote:For the OP (and u paik if u want)
[Orca, Orca C2 - Hauler] Expanded Cargohold II Expanded Cargohold II
Adaptive Invulnerability Field II Adaptive Invulnerability Field II Adaptive Invulnerability Field II Prototype 100MN MicroWarpdrive I
Improved Cloaking Device II [empty high slot] [empty high slot]
Large Cargohold Optimization I Large Cargohold Optimization I Large Ancillary Current Router I
Hobgoblin II x5 Vespa EC-600 x5
This orca can haul 80 621m3 + 40 000m3 (120 621m3) of whatever u want
-plus, if u so wish, u can carry 400km3 of assembled ships (just less than half a freighter) -u can also carry 50km3 of ore if u want -it comes with a BS sized mwd for quick align times -warps almost as fast as a BS (2.7au/s) -has 91.5k ehp -comes with drones for whoring on KM's or jamming ppl trying to gank u -has secret holds that cannot be scanned by others and do not drop on destruction -can cloak
AND
-can be used as a small mobile POS for corpies -can boost friendly gangs (doesnt have to use mining gang boosts) -can be used to swap from bait ships to combat ships (the basis of ninja pvp) -can be used to support miners -costs less isk than a freighter -can be refit for 200k+ ehp fits -can re fit for more space with another cargo rig (u would need a 5% grid implant to fit the mwd though) -maybe the coolest looking hauler in the game
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Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
32
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Posted - 2012.11.25 01:41:00 -
[29] - Quote
I would still like to see a hauler with a similar cargo capability, with lower cost. Just for ore or ships. (Although the ship transporter has been mentioned as basically being a loot pinata in similar posts.)
As for scan proofing, thats on the way out. Corp hanger, ore hold and maintainance hanger will all scan and drop loot. MODULAR DRONES
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Beta Miner
COBRA Logistics Outer-Haven
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Posted - 2012.11.25 10:07:00 -
[30] - Quote
Hakan MacTrew wrote:I have often wondered why tractor beams don't work on ships... Of course, hauling in this manner would be open to all sorts of piracy, involving bumping the container and the hauler away from each other and landing another hauler to take its place. Not bad. Space tug...
IGÇÖll counter this by saying GÇôall- hauling is open to piracy.
But we donGÇÖt necessarily have to rely on conventional tractors per say. Perhaps the tug can fit a T2 tractor that can indeed pull ships around grid. But the ships real purpose would be to use the tractor to position the object, then to actually dock with a ship/jet can/pos module and tow it in warp.
The mechanics of docking wouldnGÇÖt have to be that difficult, I donGÇÖt think. CCP attaches things to the outside of other things all the time, like turrets and the subsystems on T3GÇÖs.
Also, some docking mechanic might eventually be coded pretty soon anyways as an element of the smallholding/POS revamp, so why not get extra use out of the existing code?
But whatever the mechanics would be, the tug and the cargo could be considered one object as it moves through space. That is until its ganked, the tug would blow up and the intact Dominix you where towing becomes loot. =)
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