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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
|
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
MORE ORE SHIPS |

Beta Miner
COBRA Logistics Outer-Haven
1
|
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. =)
|

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
40
|
Posted - 2012.12.03 09:23:00 -
[31] - Quote
I've had a bit of a re-think on the modular hauler idea. While I would like it to follow a similar principal as T3 tech, I don't want it to be T3 itself.
So, start with a generic T1 hauler, give it a bonus to ore moving. Otherwise, put it on par with the other racial industrials. Now use this as the base for a T2 variant. Minimal fitting slots, say 2 high, 4 mid, 2 low. Give it no bays to start with, but give it 2 subsystem slots.
Subsystem - Bay 1: Generic Cargo Bay - General storage space. Nothing huge or amazing. Ore bay - Large dedicated ore bay, (hopefully it will also work for gas.) Corp Bay - Smaller than the cargo bay, but useable by corp and fleet members. Reinforced Bay - Unscanable bay. Not too big, but enough. Also adds some shield HP.
Subsystem - Bay 2: Generic Cargo Bay - General storage space. Nothing huge or amazing. Ore bay - Large dedicated ore bay, (hopefully it will also work for gas.) Interdiction Bay - Makes the vessel immune to non targeted interdiction. Battle Bay - Minimal cargo bay. Will add a couple of turret slots as well as some shield resistances.
These options would allow for several combinations, including: A generic hauler that can move more than the T1 industrials. An ore mover that can move quantities of ore than similar to the Orca. A fleet ore hauler that turns up in belt, gets filled with ore and moves it back to the station, (so mining fleets would only need 1 Orca.) A scan proof, bubble proof blockade runner, (but no cov ops cloak option, the campers will still have a chance to catch them on the other side of the gate.) A bait/battle Indy that can hold its own.
Does this seem fair and balanced? MODULAR DRONES
MORE ORE SHIPS |

Beta Miner
COBRA Logistics Outer-Haven
3
|
Posted - 2012.12.03 12:45:00 -
[32] - Quote
Hakan MacTrew wrote:Some cool ideas
It sounds pretty cool, but we have ships that do all these things. With tiericide the word of the day, the dev's aren't going to build something similar to an Orca, when we already have an Orca. Or a blockade runner, or a deep space transport, etc.
I think half our argument has been scuttled anyways by CCP Greyscale's dev post on Orca's ... if you scroll down ...
CCP Greyscale wrote: Freighters will have most of their special-case restrictions removed: they will now be able to perform cargo operations in space, including moving items into and out of containers, moving things to and from containers in space, and jettisoning items
I think that kill's half our reasons for wanting an intermediate hauler in the first place.
|

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
40
|
Posted - 2012.12.03 14:38:00 -
[33] - Quote
Having now read tomorrows patch notes, I see what you mean.
Expect to see freighters in belts surrounded by hulls with an orca looking on...
Anyone got any other idea's for specialist ships using the ORE Industrial skill? MODULAR DRONES
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Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
177
|
Posted - 2012.12.03 16:24:00 -
[34] - Quote
Beta Miner wrote:Hakan MacTrew wrote:Some cool ideas It sounds pretty cool, but we have ships that do all these things. With tiericide the word of the day, the dev's aren't going to build something similar to an Orca, when we already have an Orca. Or a blockade runner, or a deep space transport, etc. I think half our argument has been scuttled anyways by CCP Greyscale's dev post on Orca's ... if you scroll down ... CCP Greyscale wrote: Freighters will have most of their special-case restrictions removed: they will now be able to perform cargo operations in space, including moving items into and out of containers, moving things to and from containers in space, and jettisoning items
I think that kill's half our reasons for wanting an intermediate hauler in the first place. To me, this code clean up they're doing by removing "freighter exceptions" is a good thing. The fact that we now have GIANT cans/haulers for Ops (hit up the test server and jetison a 110k m3 general freight container) is an awesome side effect. Sure the can may be stolen from, but it can't otherwise be flipped.
Miners mine into a Tanked Booster Orca. Freighter pilot grabs from Orca.
There is still an argument to be made for a mini-freighter as has been pointed out in numerous threads with just the main one I know of linked here. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Beta Miner
COBRA Logistics Outer-Haven
3
|
Posted - 2012.12.03 22:05:00 -
[35] - Quote
I still think an Orca hull, with all the mining/command ship bonus's exchanged for greater ore and cargo hold capacity is a reasonable request.
And dangit! I want a space tug! |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
41
|
Posted - 2012.12.04 11:23:00 -
[36] - Quote
Beta Miner wrote:I still think an Orca hull, with all the mining/command ship bonus's exchanged for greater ore and cargo hold capacity is a reasonable request.
And dangit! I want a space tug! I guess the space tug idea will have to wait until they do something with Ring Mining.
Otherwise, I'm guessing the only thing left for the ORE Industrial skill could be a dedicated Gas Miner. MODULAR DRONES
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Kalin Dyse
Wardens of the Ethereal Gate
1
|
Posted - 2012.12.05 06:41:00 -
[37] - Quote
Pearl Canopus wrote: 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
Only one problem with those 3 tiers of Haulers. Get rid of the tier's and make 3 viable roles and then CCP might consider it.
I could see one specialized for high ore capacity with a bonus to tractor beam range. Light tank with high agility and good base speed. Basically something to zip around miners picking up their ore using speed and tractor range and then being able to get out quickly when hostiles arrive.
I see no need for a mineral transport. We already have the blockade runners and the deep space transports which can carry a large amount of minerals just fine.
|

Ttochpej
Orbital Horizons University Peregrine Nation
0
|
Posted - 2012.12.13 02:46:00 -
[38] - Quote
They could just release the Jovian Mining ships... |

Mal journ
Desertus Caterva Casoff
1
|
Posted - 2012.12.13 08:03:00 -
[39] - Quote
bump for being epic |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
56
|
Posted - 2012.12.13 08:29:00 -
[40] - Quote
It seems the idea of a modular hauler is relatively well recieved. Maybe not so much the ship transporter.
How about a dedicated gas miner?
The Venture is the only ship with a bonus to gas mining. It easily matches the output of any other ship used for gas mining with the ORE Frigate skill at 5 and it has plenty of GTFO potential. But is it tough enough to stand up to the damage waves from certain clouds and does the gas go to the ORE bay or the microscopic cargo bay? Also, it only matches other gas mining fits, it does not surpass them.
Would a cruiser sized ship with gas mining bonuses and a decent tank fill the role better? MODULAR DRONES
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Shalua Rui
Rui Freelance Mining
8993
|
Posted - 2012.12.13 09:48:00 -
[41] - Quote
Loving most of the dieas that are thrown around here! Since CCP presented the Orca, I always thought there should be more ships in this, and other indy classes.
Modular ships and dedicated ore haulers would be nice... I'd also add factory ships (ore compression) and medical cruisers (mobile clone vat bay). "Ginger forum goddess, space gypsy and stone nibbler extraordinaire!"
Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM) |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
179
|
Posted - 2012.12.13 16:31:00 -
[42] - Quote
Hakan MacTrew wrote:It seems the idea of a modular hauler is relatively well recieved. Maybe not so much the ship transporter.
How about a dedicated gas miner?
The Venture is the only ship with a bonus to gas mining. It easily matches the output of any other ship used for gas mining with the ORE Frigate skill at 5 and it has plenty of GTFO potential. But is it tough enough to stand up to the damage waves from certain clouds and does the gas go to the ORE bay or the microscopic cargo bay? Also, it only matches other gas mining fits, it does not surpass them.
Would a cruiser sized ship with gas mining bonuses and a decent tank fill the role better? I'm loving the Venture. It is not tough enough to handle the NullSec cloud bursts (from what I've heard).
Yes, all ORE bays will now accept gas - Venture, Orca, Rorqual and all the Barges/Exhumers.
IMO, a dedicated gas miner should out mine other fits. Gas might be worth more than Ore, but it also depletes very quickly. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Pearl Canopus
School of Applied Knowledge Caldari State
5
|
Posted - 2012.12.13 16:44:00 -
[43] - Quote
Kalin Dyse wrote:I see no need for a mineral transport. We already have the blockade runners and the deep space transports which can carry a large amount of minerals just fine. Well, I'm really new in business. ;)
Last time I found the cargohold rigs. So I think a dedicated mineral transport ship is'nt needed. But my Industrial (medium skilled) does'nt reach the transport capacity like a "Retriever". But with a "Retriever" I cannot load minerals in ore bay.
I also like the idea of a small, assisting ore-cargo ship.
Gas mining could be a thing for "Syndicate" as same as small blockade runners with scan shielded cargo bay for smuggling. Not only ORE may have fine ideas. :D Transporting also could be a thing for InterBus and so on.
So ORE could release an ore-cargo ship with midsized cargo bays, while InterBus releases a ship for midsized common cargo. Several skills could be needed. Standing to InterBus may be needed to purchase and so on. An InterBus Industrial skill might be bundled with a racial Industrial skill on a higher level. Also I could think about an InterBus "Transport Ship" (instead of "Industrial") skill. Newbies won't need midsized cargos early in the game theoretically. But now we have the "Venture" what provides a huge ore cargo bay compared to the "classic" mining frigates before "Retribution". So more cargo will be generated in a smaller amount of time...
At the moment I'd like to have about 50k to 75k m3 especially for minerals transport, because I have to spend a lot of time for moving the results of daily imports to the destination markets. But this is the dream of a freelancer. There might be other possibilities to solve such a problem without the need of further ship developement in this case. I'd like to see a bigger transport ship, what's no capital ship. As a freelancer I 'll have no need of freighters within the first year of playing the game.
Sorry for Off-Topic.
Summary: - Modular ore-cargo-ships: yes - Space Tugger container ships with specialized containers: yes - Midsized cargo ships: yes - more usage of the ORE-skills (or "non-racial ship command" skills): absolutely yes
 |

Pearl Canopus
School of Applied Knowledge Caldari State
5
|
Posted - 2012.12.14 11:06:00 -
[44] - Quote
Shalua Rui wrote:Loving most of the dieas that are thrown around here! Since CCP presented the Orca, I always thought there should be more ships in this, and other indy classes.
Modular ships and dedicated ore haulers would be nice... I'd also add factory ships (ore compression) and medical cruisers (mobile clone vat bay). When my idea about a huge industrial ship has called "oversized" and "too independant" I thought about those things too.
I could have a "Rorqal" with a summary of features. Why not, we could have ships which do one of the jobs an release the resulting stuff via cargo containers. A larger group of lower skilled miners may have an advantage of them.
A ship could cover one of the stations services or may have large (stationlike) modules with a much lower efficiency as a station could have.
A Tech II Rorqal ("ORE Capital Industrial" skill on level 4 or 5 and maybe an additional skill for modularity) may be a modular ship, where the owner can specify what service needs more space an has relevance over another one. If you have more modules of one kind, the efficiency is rising for that service.
So Industrials may represent a "mobile single service structure", what's no POS. "Capital Industrials" may represent a "mobile multi service mudular structure", what's also no POS.
(And, of curse, tug boats may be available in different sizes for a different count of tugged containers.)  |

Shalua Rui
Rui Freelance Mining
9089
|
Posted - 2012.12.14 11:18:00 -
[45] - Quote
Nice, exactly my train of thought.
That would give small mining gangs the tools to do more on their own without the need for a POS, NPC station or Porqual.. factory fleets, yea!  "Ginger forum goddess, space gypsy and stone nibbler extraordinaire!"
Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM) |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
64
|
Posted - 2012.12.15 19:11:00 -
[46] - Quote
Mobile factories sound very cool, but I want to see what the POS revamp brings before looking into that sort of thing. With all the talk of jump capable mobile POS's and the like, they may become a reality on their own.
I think the current list of feasable ships for ORE could be as follows
Modular hauler (Ore bay or cargo, tanked or bulk)
Dedicated Gas Miner (T1 and T2)
Modular T3 Barge - ideal for wormholes, sacrificing some cargo capacity and tank for added GTFO and being able to adapt to any extraction need.
What are peoples views on these 3 options? MODULAR DRONES
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Pearl Canopus
School of Applied Knowledge Caldari State
5
|
Posted - 2012.12.17 10:34:00 -
[47] - Quote
Hakan MacTrew wrote:Mobile factories sound very cool, but I want to see what the POS revamp brings before looking into that sort of thing. With all the talk of jump capable mobile POS's and the like, they may become a reality on their own. Well, these "mobile factories" should not have the capabilities and efficiency of POS before skills. But of course the rebalancing have to be done before.
Hakan MacTrew wrote:Modular hauler (Ore bay or cargo, tanked or bulk)
Dedicated Gas Miner (T1 and T2)
Modular T3 Barge - ideal for wormholes, sacrificing some cargo capacity and tank for added GTFO and being able to adapt to any extraction need.
What are peoples views on these 3 options? OK, back to topic. I suport these ideas anyway. Modular haulers might be as interesting as tug boats with specialized cargo containers. Maybe not both items would be needed. A modular barge it's an amazing inspiration whether they would be Industrials/Superbarges or Sub-Capitals.
I still have no idea about gas harvesters. I cannot know whether they are useful or not. But often I read about. So I just believe, they may be worthy to talk about. For me its the same with wormhole issues. I don't know enough to have an own opinion about. |

Regan Rotineque
Rl'yeh Interstellar Ltd. Lawful Insanity
47
|
Posted - 2012.12.24 19:40:00 -
[48] - Quote
This is an awesome thread!!!
I would love to see some additional ORE ships, just not certain what types or kinds would make the most sense.
I do have one idea that you all have touched on... A customizable Orca.
I used to want a mid size 200-300k m3 freighter and ppl would say get JF.....and I would say give me 7b$
The Orca is a fantastic ship, which I think if slightly modified could be an even more incredible (yet balanced)
It is really all around how the cargo holds are deployed. I think tht if we were to remove the holds entirely and the like the t3 cruisers allow for modules/sub systems to be created the Orca could be the answer many of us look for.
For example many of us want a dedicated ore hauler ie: carry MOAR rocks....and the orca does a good job, but has 400,000 m3 deployed as useless empty space to haul ships. For the budding rock crusher it is wasted.
However to the budding industrialist that 400,000 is nice as I can haul some ships to market, but would be nice if it was bigger.
My point, before I get a tl;dr is that we could come up with some alternate cargo configurations, high,med,low etc... Trade offs and balancing that would allow the Orca to be a ship that can be configured in many different ways based on the users presence/need vs some cookie cutter approach.
Dedicated ore Orca ( very little general cargo, if any at all, massive ore or mineral holds ) Dedicated cargo Orca ( larger general cargo holds, smaller if any ore or mineral bays, ship bay ) Dedicated booster ( pretty much the current configuration )
I am not sure about the battle orca configuration...sounds too much like a carrier.....but not with fighters but with BC's.
Just some thoughts, hope not too crazed sounding, Orca has been one of my favorite all purpose vessels.
Cheers and a Happy Christmas to you all
~R~ |

Pearl Canopus
School of Applied Knowledge Caldari State
6
|
Posted - 2013.01.09 14:38:00 -
[49] - Quote
ORE Capital Industrial: Needs: - Mining Frigate IV - ORE Industrial IV - ORE Capital Industrial I - Spaceship Command V
So this would be equal to racial freighters also in skill time. An ORE freighter may have an ore bay of up to 1-2 millions of m-¦.
Specialized or modular capitals may be a tech2 option with a need of more skills. In this view an Orca becomes a more Industrial than Capital Industrial touch and the great Rorqal could become one of the Tech2 Capital Industrial ships. Tech1-ships could be: - Compressing facility - Refining facility - VAT-bay facility - ... Dividing a Rorqal to its facilities. So you can have a "HiSec Rorqal" using several ships.
ORE Industrial: Needs: - Mining Frigate IV - ORE Industrial I - Spaceship Command III
If an Mackinaw has an ore bay of 35.000m-¦, a high-skill hauler should carry a lot more but not the amount of capital ships like jump freighters. Therefore the low slots an rigs may be hardly limmited in order to limit cargo extensions beside the skills. - ORE hauler Mark I (ORE Industrial II): 22.000m-¦ ore bay and 2.500m-¦ cargo bay (ore bay rises 5% per Skill level up to 27.500m-¦ = Retriever) - ORE hauler Mark II (ORE Industrial III: 30.000m-¦ ore bay (base + 3x5% skill = 34.500m-¦ ~ Mackinaw) and 3.750m-¦ cargo bay - ORE hauler Mark III (ORE Industrial V: 50.000m-¦ ore bay (base + 5x5% skill = 62.500m-¦) and 7.500m-¦ cargo bay (no rigs) Of curse you can carry ore also in Cargo bay. So far the full amount of ore cargo could be 70.000m-¦ for the Mark III with a skill time of about 40 days.
ORE hauler may have disadvantages like small capacitor, lower power and CPU as racial haulers and or missing rig-slots.
The balancing has not passed the Orca yet. The huge ore bays in Mining Barges an Exhumers should cause a much bigger ore bay of Orca and/or allow new ORE haulers.
Tech2 needs equal skills more, like racial transport ships too. Tech2 transport ships could be modular and/or more industrial touched. Specialized to wormhole transports, settling and so on.
One of the specialized ships is Noctis. This might be correct listed as a low level ORE Industrial ship.
If there are special needs for "Planetary Interaction", "Wormhole Services" and so on, the industrial ships may become more sense for that.
---
The ORE Capital Industrial Command Ship skill may be deleted and part of ORE Capital Industrial Ship skill. So an ORCA might be usable earlier in Game as a transport ship only. Mining Foreman and Mining Director will be kept to add the Industrial Command (mind link modules) options later. What's the meaning: Orca becomes available to fly earlier with a less amount of skill time. To use the full advantage of using an Orca you must have the same skills as now and therefore several days more skill time.
Modular ships or refittable bays may be a Tech2-option.
--- ORE/Mining Frigate: Needs: - Spaceship Command I - Mining Frigate I
-> Venture
Mining Frigate V will be needed for Tech2 Mining Frigate.
These ship(s) may become more specialized in gas or ice harvesting, gets a slightly bigger ore bay, a reduced damage of mining crystals and a bit more healthpoints.
----------------- The following part might be off-topic. Please do not read below this line... :) -----------------
Intaki Syndicate Frigate: Needs: - Intaki Syndicate Frigate I - Spaceship Command I
Intaki Syndicate frigates a light and fast frigates with a slightly advanced cargo. They have a speed bonus while cloaked with tech1 cloaking devices (but cannot warp cloaked). These frigates are optimized for smuggling and have "hardened cargo bays" what have resistencies against cargo scanning. The cargo bay can be saved by password like secure containers.
Tech2 frigates need skill level V and allow to warp cloaked with covops cloaking module.
Power and CPU are not optimized for weapons and shields.
Syndicate frigates could be entry level mini haulers for the first days of trading in New Eden.
Intaki Syndicate Industrial: Needs: - Intaki Syndicate frigate IV - Spaceship Command III - Intaki Syndicate Industrial I
Syndicate haulers are immune against low level cargo scanners, but have a lower amount of cargo capacity as racial industrial ships.
Tech2 haulers (Intaki Syndicate Industrial V + Intaki Syndicate Transport Ship I) are hardened haulers for high value goods. They could replace the racial blockade runner.
InterBus Industrial: Needs: - Racial Frigate IV - Spaceship Command V - InterBus Industrial I
InterBus haulers may perform as low-level freighters or tug boats. Containers can be docked and released. Using hulls what have cruiser like healthpoints hey have no slots but internal cargo capacities between 15.000m-¦ (level 1) and 100.000m-¦ (level 5). Dependent of skill level "adapting" or the InterBus Industrial skill, they can use 1 additional pair of cargo containers (780m-¦ [Large Secure Container] to 3.900m-¦ [Giant Secure Container] each). So you can collect containers in space, if you or your corp has anchored them there. The
Containers are adapted outside. There they are at the mercy of pirates. Also ninja space tug might be possible. A space tug should have a low amount of weapons and defense. A Micro-Freighter may not. I have no ideas for InterBus frigates or capitals and also not for Tech2 ones. I'd not need them, but the training multiplier could be higher than for typical Industrial skills. For instance 8x instead of 4x.
Instead of own product lines there could also be faction models for special features as higher cargo amount or unscannable cargos, etc. So Intaki Syndicate are Gallente and may use Iteron-type ships. Interbus specials were handed out in past. They almost used Gallente designs with corp colors. So they may have also Iteron type haulers. |

Eliniale
co-operative resource extraction
23
|
Posted - 2013.01.10 16:32:00 -
[50] - Quote
Liked, approved, want it. (although i'm not sure how I feel about a subcap that allows you to refit)
I was honestly thinking about an ice mining frigate earlier. Something that can maybe haul in two pieces of ice, and fit a single ice miner. It's a great way for newbies to start ice mining without making it too powerfull.
CCP can always work out ideas like balancing |

Pearl Canopus
School of Applied Knowledge Caldari State
6
|
Posted - 2013.01.11 12:41:00 -
[51] - Quote
I've the feeling to have to comment my "Orca idea" above:
I divide Orca to 3 of its core functions: 1. Large Hauler (Skill training time equal to freighter) 2. Mining Assistance (Skill training adds advanced mining skills) 3. Command ship (skill training adds special leadership and mindlink skills.)
This means: (1) You need less time to enter an Orca as a small freighter or large hauler. Mining Frigate IV, ORE Industrial V, ORE Capital Industrial I The Capital Industrial skill may rise cargo capacities. This feature would not activate the role bonusses.
(2) You need additional time to give mining boosts, using an Orca. Advanced mining skills are needed to understand the job and assist third party players. The skill Capital Industrial Command Ship could be deleted, if other skills or skill levels would be added as necessary instead. Astrogeology 5, Mining 5, Leadership 2, Mining Foreman 1, "Ressource Harvester Advanced"-certificate, Exhumer I, etc. This feature activates several role bonusses.
(3) You need the Mining Director 1 to add assistance link hardware. So this last step is only a few days away.
--- You may need additional skills like compressing, vat bay processing, ore processing "all IV" and ORE Capital Industrial IV and Advanced Spaceship Command V to enter a Rorqal. All secondary and tertiary skills may be kept.
In alternation to several special industrial ships the skill could allow modules to fit in a capital industrial chassis.
--- The Orca ore cargo bay may be doubled to about 100.000m-¦. This could be expanded by Mining Barge skill. But Mining Barge would not longer needed to enter an Orca. The common cargo bay may be rised to about 70.000m-¦. This could be expanded by ORE Capital Industrial skill. The corp hangar and ship hangar size might be correct yet or could be less.
|

Sam Korak
State War Academy Caldari State
5
|
Posted - 2013.01.15 04:31:00 -
[52] - Quote
I agree and I disagree. ORE could use a tweak to put their ships in line with racial/factional ships. The Frigate IV, Cruiser IV, Battleship V model. If you know what I mean. Noctis could be 'ripped' apart from ORE Industral skill and added some kind of a new branch of ships (Salvagers? With reprocessing plants inside? Dunno) and a new ORE Hauler could be added instead of the Noctis as a ORE Industral ship. Or even 2 sizes of them. Kinda like the current haulers work. |

Malcorian Vandsteidt
Black Dawn Rising
44
|
Posted - 2013.01.15 04:38:00 -
[53] - Quote
Why dont you just suggest a highsecable Mini carrier rather then and industrial ship? For fleet logistics and pvp, that would make more sense. |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
214
|
Posted - 2013.01.15 09:01:00 -
[54] - Quote
Malcorian Vandsteidt wrote:Why dont you just suggest a highsecable Mini carrier rather then and industrial ship? For fleet logistics and pvp, that would make more sense. Because It's been suggested so many times already and I'm not sure I agree with something of that sale.
In all honesty, I'm not 100% about the industrial sub cap I suggested now myself. It would be a loot pinata, although that's not necessarily an issue... My main goal was a compromise between refitting in space, supplying alternative ships for roams and being able to move prefitted ships enmass for warfare and exploration. A mobile base of you like. Similar in some ways to the Orca but on a bigger scale and focused on that aspect.
As for removing the Noctis from the ORE industrial skill tree and moving it to a specific scanning tree, just no. Aside from the Primae, which is both limited and redundant, its the only ship in that skill tree. The whole point of this thread is to add to it, not thin it.
An ORE industrial hauler specialising in ore transport seems both a popular idea and a balanced one.
With the addition of the ORE frigate skill and the Venture, there is also an opening for a T2 version, maybe focusing on Gas mining. As yet the only benefit to using the Venture over something like a Moa or a cane for the purpose is its ore bay and gtfo capabilities. And that only really applies when you get ORE frigate up to level 5. The other problem with the Venture is its tank. Given the bursts of damage that some gas cloud can spew out, the only way to survive it is with an MSE and a repper, which is getting on for a pretty tight fit... MODULAR DRONES
MORE ORE SHIPS |

Pearl Canopus
School of Applied Knowledge Caldari State
6
|
Posted - 2013.01.15 11:33:00 -
[55] - Quote
Sam Korak wrote:I agree and I disagree. ORE could use a tweak to put their ships in line with racial/factional ships. The Frigate IV, Cruiser IV, Battleship V model. If you know what I mean. CCP already mentioned global skill path changes. Futurally the skill path includes following: Military Path: - Racial Frigate IV -> Racial Destroyer IV -> Racial Cruiser IV -> Racial Battlecruiser IV -> Racial Battleship... and so on. Skill paths are marked to be re-worked. The Frigate IV skill will be needed to start another path as Industrial for instance.
Sam Korak wrote:Noctis could be 'ripped' apart from ORE Industral skill and added some kind of a new branch of ships (Salvagers? With reprocessing plants inside? Dunno) and a new ORE Hauler could be added instead of the Noctis as a ORE Industral ship. Or even 2 sizes of them. Kinda like the current haulers work. The Noctis is truely an industrial or civilean ship, what matches an Industrial skill path. Maybe further skills would be needed to enter a Noctis. A light and fast ore hauler should be one of the early enterable chassis. An "Industrial" skill should mean really industrial content. Industry needs ships. If you only take transport ships instead, the skill could have another name. :)
In this case I like the thread about suggesting a re-working haulers/freighters. The thread suggest to divide racial tech1 haulers to different "jobs" like fast/small transports, medium/secure transports, slow/bulk transports. This could be applied to the ORE Industrial ships in the same way.
In example: Industrial I - ORE Fasttrans: 1x Retriever max. ore cargo = 27.500m-¦ (basicly) - common cargo <=2.000m-¦ - no slots (maybe builtin small tractor beam), Drone capacity 25m-¦/15Mbps Industrial II - ORE Deadspace Chopper: ~18.000m-¦ (basicly) but midslots/lowslots for tanking, higher base HP - common cargo: <=2.000m-¦, drone capacity 25m-¦/25Mbps. Industrial III - ORE bulk hauler: 2x Mackinaw = 70.000m-¦ (finally) - common cargo <=5.000m-¦, no hislots, less mid-/lowslots, no rigs, no drones
(Capital Industrial I) Freighter I - ORE HiSec-/Fast-Freighter: 200.000m-¦ ore cargo, no common cargo (or Orca as freighter available) - no slots, no rigs (Capital Industrial III) Freighter II - ORE Bulk-Freighter: 1.000.000m-¦ ore cargo, slightly slower than racial freighters, no slots, no rigs.
But of curse there are a lot nice suggestions for more specialized or more universalized ships in "ORE Industrial" skillpath. Looking at the Venture brings up the idea for tug-boats instantly. ;) I think there are a lot of possibilities to fill the quite empty pathes AND bring up usable and reasonable ships to New Eden. |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
216
|
Posted - 2013.01.15 12:22:00 -
[56] - Quote
Pearl Canopus wrote:Sam Korak wrote:I agree and I disagree. ORE could use a tweak to put their ships in line with racial/factional ships. The Frigate IV, Cruiser IV, Battleship V model. If you know what I mean. CCP already mentioned global skill path changes. Futurally the skill path includes following: Military Path: - Racial Frigate IV -> Racial Destroyer IV -> Racial Cruiser IV -> Racial Battlecruiser IV -> Racial Battleship... and so on. Skill paths are marked to be re-worked. The Frigate IV skill will be needed to start another path as Industrial for instance. Sam Korak wrote:Noctis could be 'ripped' apart from ORE Industral skill and added some kind of a new branch of ships (Salvagers? With reprocessing plants inside? Dunno) and a new ORE Hauler could be added instead of the Noctis as a ORE Industral ship. Or even 2 sizes of them. Kinda like the current haulers work. The Noctis is truely an industrial or civilean ship, what matches an Industrial skill path. Maybe further skills would be needed to enter a Noctis. A light and fast ore hauler should be one of the early enterable chassis. An "Industrial" skill should mean really industrial content. Industry needs ships. If you only take transport ships instead, the skill could have another name. :) In this case I like the thread about suggesting a re-working haulers/freighters. The thread suggest to divide racial tech1 haulers to different "jobs" like fast/small transports, medium/secure transports, slow/bulk transports. This could be applied to the ORE Industrial ships in the same way. In example: Industrial I - ORE Fasttrans: 1x Retriever max. ore cargo = 27.500m-¦ (basicly) - common cargo <=2.000m-¦ - no slots (maybe builtin small tractor beam), Drone capacity 25m-¦/15Mbps Industrial II - ORE Deadspace Chopper: ~18.000m-¦ (basicly) but midslots/lowslots for tanking, higher base HP - common cargo: <=2.000m-¦, drone capacity 25m-¦/25Mbps. Industrial III - ORE bulk hauler: 2x Mackinaw = 70.000m-¦ (finally) - common cargo <=5.000m-¦, no hislots, less mid-/lowslots, no rigs, no drones (Capital Industrial I) Freighter I - ORE HiSec-/Fast-Freighter: 200.000m-¦ ore cargo, no common cargo (or Orca as freighter available) - no slots, no rigs (Capital Industrial III) Freighter II - ORE Bulk-Freighter: 1.000.000m-¦ ore cargo, slightly slower than racial freighters, no slots, no rigs. But of curse there are a lot nice suggestions for more specialized or more universalized ships in "ORE Industrial" skillpath. Looking at the Venture brings up the idea for tug-boats instantly. ;) I think there are a lot of possibilities to fill the quite empty pathes AND bring up usable and reasonable ships to New Eden. I've seen the idea about splitting up industrial ships into smarter roles and it does have merit. That's said, using different levels of skill to enter a higher level vessel is totally against the principles of Tieriside.
I've been thinking about a few of the suggestions about alternative industrial ships too, developed by corps like interbus and syndicate. It could be reasonable to assume that they could work together with ORE to produce these ships, perhaps as ORE hulls that have been redeveloped into T2.
The real question is how to create more industrial ships without merely copying the existing racial ones. They need to be unique. MODULAR DRONES
MORE ORE SHIPS |

Pearl Canopus
School of Applied Knowledge Caldari State
6
|
Posted - 2013.01.15 15:43:00 -
[57] - Quote
Hakan MacTrew wrote:I've been thinking about a few of the suggestions about alternative industrial ships too, developed by corps like interbus and syndicate. It could be reasonable to assume that they could work together with ORE to produce these ships, perhaps as ORE hulls that have been redeveloped into T2.
The real question is how to create more industrial ships without merely copying the existing racial ones. They need to be unique. If there came faction models, it would be ok too. Of curse. We don't need more ship family trees, what are nearly identical in usage.
This all only makes sense, if you can deliver optimized chassis for specialized transport jobs. In all other cases a faction model would be enough. I'm not familar enough with EVE fiction. So it might be, that InterBus or Syndicate are not really able to produce ships on their own.
My told things only were examples for what I mean to reach finally. And yes, this is slightly off-topic. 
|

RoAnnon
Strategic Acquisitions Group
47
|
Posted - 2013.01.15 21:07:00 -
[58] - Quote
I can get behind this idea... +1 |

Scuzzy Logic
Midnight Elites Echelon Rising
4
|
Posted - 2013.01.18 06:31:00 -
[59] - Quote
I still think ORE INDUSTRIAL should lead to a jump-freighter analog that can only carry ore. Lots of ore. |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
223
|
Posted - 2013.01.18 07:12:00 -
[60] - Quote
Scuzzy Logic wrote:I still think ORE INDUSTRIAL should lead to a jump-freighter analog that can only carry ore. Lots of ore.
Give it 2 highs. a probing bonus and/or a POS module bay and you've got yourself a WH-hauler. Cloaky jump freighter. Big no there from me. That's just one of the reasons why freighters have no fittings.
Maybe a jump freighter that can move ore only, but not one with fittings. MODULAR DRONES
MORE ORE SHIPS |

ROCK MELTER
GETCO Black Thorne Alliance
4
|
Posted - 2013.01.22 02:59:00 -
[61] - Quote
I like the idea of an Ore hauler that hauls ORE. Does not need to have a large cargo hold BUT the cargo hold could be a SPECIAL cargo hold to hold crystals. THAT hold could be HUGE to take care of alliance needs in the fields. |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
244
|
Posted - 2013.01.22 07:27:00 -
[62] - Quote
Indeed. For mining ops above 3 or 4 miners, it makes sense to have a larger hauler for the ore they are retrieving. At the moment a second Orca or a Freighter is the only alternative to a swathe of rookies in Indys. They are expensive and skill intensive. Losing one of these in a mining op gone wrong is a heavy hit, (while you can keep a mining fleet aligned, the same cannot be said for the haulers,) and while I agree that fools should not be wrapped in cotton wool, it would be good to have a cheaper and more accessible option. MODULAR DRONES
MORE ORE SHIPS |

Juan Thang
Old American Syndicate Silent Infinity
5
|
Posted - 2013.01.22 09:39:00 -
[63] - Quote
Gas miner sounds good, maybe make it a crusier class so it has a chance against sleepers :P
The modular BC hauler sounds great as well |

Psihius
Anarchist Dawn U N K N O W N
26
|
Posted - 2013.01.22 10:09:00 -
[64] - Quote
To me some ideas look like a magic rainbows wanted, but still some rational seeds are there.
Personaly me is missing these things:
- Cruisier/Battlecruisier sized gas cloud harvester. Venture is good, but it's essentially a noob ship for high-sec and some low-sec as CCP stated themselfves. I'd imagine it to be more efficient (like 15-20% better than Venture) and have a bigger ore bay (10-15k m3 at least). I'd imagine it loosing the +2 warp strengh. It definetly needs an ability for fitting at least 1 gang link like we now usually use Hurricane in the fleet of Ventures to provide bonuses.
- Medium-sized hauler in between industrials/orca and freighters. You don't need a hauler of 30-100k m3 - there is orca doing just that perfectly. Something around the capacity of the Jump Freighter would be perfect. Why not same as Orca? Because orca has it's own ninche - it can haul assembled ships, it has a fleet hangar and can be fitted acording to the task at hand (EHP more than a freighter can be acheeved). Hauler probably will not be a capital ship, meaning traiding it's EHP for other traits.
I could add some stuff about mining crystals, Rorqual being usefull only at the POS and other stuff, but I would leave that to other people, because I stopped doing professional mining long time ago. But I do logistics and gas mining in WH daily, so I know that stuff :) |

Katherine Jasmone
18
|
Posted - 2013.01.22 10:55:00 -
[65] - Quote
The issue I have with the Orca is that is an Industrial Command Ship and not an ore hauler as some have stated. Waste of time and mining bonuses by having the ship hauling (in warp no bonuses are given).
I'll illustrated this with a fleet mining op scenario (hi-sec)
Mind you that this a somewhat redundant explanation for those who actually run mining ops.
Orca + 3-5 mining barges/exhumers + dedicated "proposed" ore hauler support.
Orca roles:
- Command support - mining foreman links and appropriate modules.
- Overflow support - tractors in overflow from cans (yes, jetcan mining) for storage in ore/cargo/fleet.
- Fitting service. Mining crystal storage.
- Drone - light and/or medium. Salvage drones optional.
Mining barges/exhumers: Mining - "doing what they do best"
Proposed orehauler
- Either a reuse of the Noctis/Primae hull or new hull entirely.
- Slot config - 4-2-3 ( Can fit 4 tractors)
- Dedicated fixed capacity 50-75k m3 - cannot fit secure containers.
- BC sig and speed. No drone hold.
- Bonuses relevant to skills affect tractor range, speed (5%) and hold per level (5k per level)
At least these are my thoughts.
Yes , I am an alt. Yes, you may put a bounty on me. Yes, I am a forumwarrior/troll. Yes, I have a life. No, I am not posting with my main. Why paint a target on my back? :) |

Pearl Canopus
School of Applied Knowledge Caldari State
8
|
Posted - 2013.01.22 11:22:00 -
[66] - Quote
Psihius wrote:... - Cruisier/Battlecruisier sized gas cloud harvester. Venture is good, but it's essentially a noob ship for high-sec and some low-sec as CCP stated themselfves. I'd imagine it to be more efficient (like 15-20% better than Venture) and have a bigger ore bay (10-15k m3 at least). I'd imagine it loosing the +2 warp strengh. It definetly needs an ability for fitting at least 1 gang link like we now usually use Hurricane in the fleet of Ventures to provide bonuses.
I know about these wishes due to my study of ORE Frigate Thread. I don't know what CCP will do to establish a Tech2 ship. Many times the more specialized gas harvesting ship has been suggested there. I believe it should be possible in any way. To establish an ORE Cruiser would need a new ORE Cruiser skill and more ships in there again. :) Ealier or later... But a Tech2 frigate may match a lot of the wishes provided in past.
Psihius wrote:Medium-sized hauler in between industrials/orca and freighters. You don't need a hauler of 30-100k m3 - there is orca doing just that perfectly. Something around the capacity of the Jump Freighter would be perfect. Why not same as Orca? Because orca has it's own ninche - it can haul assembled ships, it has a fleet hangar and can be fitted acording to the task at hand (EHP more than a freighter can be acheeved). Hauler probably will not be a capital ship, meaning traiding it's EHP for other traits. The Orca is fine as a hauler. But it's a capital ship with capital skill needs. The thread suggested modular haulers (equal to Tech3 Cruisers) or more ORE industrials.
If the Orca could be entered with a lower amount of skills in order to use them as a hauler, then it will work as hauler perfectly. It's truely ok to have a high skill need to use it as a Capital Industrial Command ship. The cargo bays of the ORCA need a rebalancing after rising the ore cargo bays of mining barges and exhumers to capital sizes (for instance 275.000m³ ore bay). Instead of ORCA with at least nearly quarter or half a year of skill training a hauler would need 4 levels ORE/Mining Frigate, Industry 3 and 1 Level ORE Industrial. So you can enter the smallest and/or fastest ORE hauler as easy than a racial hauler. ORE hauler would be optimized for carrying ore (possibly minerals) as bulk.
The intention of this thread is NOT nerfing the Orca but adding new ORE Industrials with a lower amount of skill needs and maybe ORE Capital Industrials for more independant 0-sec jobs. Beginners can assist bigger hisec mining operations using an ore hauler.
|

Pearl Canopus
School of Applied Knowledge Caldari State
8
|
Posted - 2013.01.31 15:19:00 -
[67] - Quote
Bump. An interesting hauler discussion is to be found here: https://forums.eveonline.com/default.aspx?g=posts&t=172083
It's not compatible with this thread completely but provides interesting options to be discussed here too. |

Pearl Canopus
Liberavis Transport Dispatch Corporation
8
|
Posted - 2013.02.07 12:40:00 -
[68] - Quote
I'll try a summary: ORE Industrials ORE may provide additional ships, what match the ORE Industrial segment. These ships will be reachable with a lower amount of skill needs.
Faction Industrials ORE may interact with other primarily Gallente based factions as Syndicate (Zephyr) or InterBus in order to provide more specialized haulers. These ships may match several and different professions. ORE -> ore bulk hauling, matching the needs of small to large sized mining gangs (no command options) Syndicate -> Smuggling (Look at 'Zephyr' for inspirations.) InterBus -> bulk transports HiSec/LowSec
Faction Modules Maybe Syndicate or InterBus provide modules what matches a profession. Syndicate -> lowering visibility (target radius) while lowering HP and cargo capacity, hardening armor/shield while massively reducing cargo capacity for Safe-Trans (stacking penalty), hardening cargo bay against cargo scanning while reducing cargo capacity InterBus -> Cargo modules for Mid- and HiSlots -> providing highend hauler cargo capacity (stacking penalty), if all slots are filled with cargobay-modules (Iteron Mark V may reach max. 200k m-¦). Example: 'InterBus Expanded Cargohold' (low slot) -> adds cargo capacity like an 'Expanded Cargohold I' but without the velocity penalty. HP or Power/CPU might be penalized instead.
Racial Industrial Faction versions Maybe Syndicate or InterBus providing Iteron Mark I, III, V as faction versions with specialization to professions. No new ships would be needed but skins only.
---
ORE Capital Industrials ORE Capital Industrials class may be filled with more specialized industrial ships or with one chassis what may get industrial subsystems (cargo bay, ore cargo bay, ore compression system, corp hangar, ship hangar, command systems, energy systems, CPU extensions, VAT bay, WH-mining systems, mining systems, drone bay, PI-covering subsystems, etc.) comparable to Tech3 but without the skill/producing needs of Tech3 systems. The number of simultanously usable subsystems will be very limited.
Orca gets a lower entry level as hauler but a higher skill level need as industrial command ship. Rorqal becomes a Tech2 ship. Venture gets a Tech2 gas-mining twin.
Tech3 ORE industrial subsystems may be added in order to fulfill needs of 0-Sec and solo-playing freelancers.
Skill pathes will be unified to racial ones. Subsystems need specialized skills each.
|

Kathern Aurilen
19
|
Posted - 2013.02.14 22:15:00 -
[69] - Quote
Jin alPatar wrote:[quote=Hakan MacTrew]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). I wouldn't say 4x,,, I would think maybe a 1.5-2x of the normal. A 4x T2 mod would make it bigger than the orca holds. I am a chat alt, unskilled in the ways of pewpew -á:(
I named my mining frig adVenture time!! |

Kathern Aurilen
19
|
Posted - 2013.02.14 22:39:00 -
[70] - 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. I would be a lil scared to run a lone miner(even super tough in 0.0). I think people are making great strides with the venture. Its very responsive and can be in warp in 2-3 seconds and hard to stop unless they warp right on top of you.
I think the idea of a self contain refinery is too much.... MAYBE a self contained ore compression mod but I think that would have to take the place of a strip miner plus it would have to be in a deployed mode that would be pushing in Rorqual territory, but thats pretty over the top too. It would have to be BIG super slow and that's a gank magnet waiting to happen. I am a chat alt, unskilled in the ways of pewpew -á:(
I named my mining frig adVenture time!! |

Kathern Aurilen
19
|
Posted - 2013.02.14 23:02:00 -
[71] - Quote
Hakan MacTrew wrote:kes 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. They the taking the mining pre-reqs out so the orca training time to get into a orca is going down to 14.5 days in the up coming summer expansion I am a chat alt, unskilled in the ways of pewpew -á:(
I named my mining frig adVenture time!! |

Kathern Aurilen
19
|
Posted - 2013.02.14 23:20:00 -
[72] - Quote
Katherine Jasmone wrote:Proposed orehauler
- Either a reuse of the Noctis/Primae hull or new hull entirely.
- Slot config - 4-2-3 ( Can fit 4 tractors)
- Dedicated fixed capacity 50-75k m3 - cannot fit secure containers.
- BC sig and speed. No drone hold.
- Bonuses relevant to skills affect tractor range, speed (5%) and hold per level (5k per level)
At least these are my thoughts. I would much rather a new hull with JUST a dedicated ore hold(or a VERY limited 5-10k cargo hold to bring back more mining crystals). The Noc is to good at its job to go messing around with it. No saving the Primea, the holds are too small to crowbar in a 75,000m3 ore hold.
Maybe use the cheap end of the indy tree slots(iteron1 has 2 low 2 mid and 1 high)... the Orca can tractor in the can to a central location for pick up. I can see if u wanted to fit a tractor(maybe a roll bonus, not a skill bonus)
Again dedicated ore hold ONLY
I agree, its basically a indy so no drones
Bonuses I would think are better suited to ore hold sizing like other indys 50-75ooo m3 I am a chat alt, unskilled in the ways of pewpew -á:(
I named my mining frig adVenture time!! |

Kathern Aurilen
19
|
Posted - 2013.02.14 23:34:00 -
[73] - Quote
Hakan MacTrew wrote: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. I don't like the idea of scanning proof unless its a T2 Transport ship but that's the job of the racial transport ships. Most of what ORE should be making should be indy related I am a chat alt, unskilled in the ways of pewpew -á:(
I named my mining frig adVenture time!! |

Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
386
|
Posted - 2013.03.07 11:08:00 -
[74] - Quote
bump MODULAR DRONES
MORE ORE SHIPS |

Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
447
|
Posted - 2013.04.05 10:38:00 -
[75] - Quote
bump MODULAR DRONES
MORE ORE SHIPS |

Patrice Macmahon
The Lost Minmatar Legion
0
|
Posted - 2013.04.25 11:09:00 -
[76] - Quote
My Contribution: Dusting Off the Primae - Industrials with Roles
It's just the industrials, but you might get a kick out of it.
Otherwise, couple nice ideas out of here. Similar to a lot. Seems to be a consensus that an ORE specific hauler to support the barges massive cargo holds seems to be running theme.
+1 to more ships that fill the needed niche! -á"Much of this is crystallised in our philosophy, or as others call it "the Intaki Faith". We simply call it Ida - the literal translation is "to consider", and is a good description of the Intaki."-á |

Ruze
Next Stage Initiative Trans-Stellar Industries
126
|
Posted - 2013.04.26 00:57:00 -
[77] - Quote
I will add to the ops post, as I've got similar ideas of my own:
ORE Command Center - Unlike anything seen before, this is a mobile POS that can be cyno'd between systems. It has no pilot, but is 'directed' to locations like a probe would be, through a system map interface by those who have rights within the owning corporations.
This Center is smaller than a POS, but is capable of moving between systems using wormholes (not gates). It's built like an outpost, and is capable of having docked ships inside. It's able to hold a fully fit Rorqual and several smaller ships, and can include combat ships.
Through modular attachments, it's ship hold, corporate hangars, refining and reprocessing and member hangars can be expanded and customized. Hopefully, in future iterations, it can even hold incarna style interiors.
Player may deposit their ships in the ship hangar. The Command Center itself has no armaments, but it's shields are fuel based and nigh impregnable. Without fire support, though, a command center is simply a large rock waiting for enough force to break it. It does not have POS shields, but station shields, meaning it cannot protect other ships within it's range.
Unlike stations and even POS's, the capabilities of the ORE Command Center are ultimately limited by the size of the ship, as well as fuel. It requires fuel to bridge, to jump, to move in-system, and to run it's shields.
As mentioned earlier, a unique feature of the ORE Command Center is it's capability of using wormholes to move. Though it's size almost guarantees the wormhole will collapse upon it's transfer, it can bridge and stabilize the wormhole temporarily to allow other ships to move through first, though this requires a massive fuel expenditure.
Because of issues with orbits, Command Centers cannot be on the same grid as POS's (mostly to prevent uber POS's where the POS's guns protect the Command Centers' superior control mechanics). If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality.-á That 'griefer/thief' is probably more sane than you are.-á How screwed up is that? |

Aldarr Mentakk
Str8ngeBrew RAZOR Alliance
18
|
Posted - 2013.05.11 21:42:00 -
[78] - Quote
love the idea |

Rayzilla Zaraki
Tandokuno
5
|
Posted - 2013.05.11 22:35:00 -
[79] - Quote
I like this thread. I don't mine or transport much except as a means to an end, but some of these ideas are pretty cool.
To add in my own thoughts, I'd like to keep small and see some development of the Venture into a nifty little low- null- sec miner. Probably a decent combination of quick and tanky, give it a bonus to the mining lasers and gas harvesters to allow it to fill its ore hold quickly. The +2 warp core is a help, but I am not sure it is enough to keep this ship viable in the more dangerous parts of space.
A smaller, quicker version of a Noctis would be cool, too. Personally, I never really manage to fill up it's 1460 m3 cargo hold, so I'd love to see a destroyer sized version with maybe 600 to 700 m3 capacity but good speed and also viable for low- and null- sec areas.
Big ships are fun, but I think they tend to wind up just being targets for gank squads. I like the idea of small and sneaky. |

Maximus Aerelius
PROPHET OF ENIGMA
48
|
Posted - 2013.05.11 22:56:00 -
[80] - Quote
I read this as ***** Ships! I like that idea and this one!
ORE Industrials take time to train and for only afew ships it's a massive shame.
+1
PS: WH-ORE ships could work as well for, well you know, Wormholes lol My Feature\Idea:-áFast Character Switching "XP Stylee" |

Rayzilla Zaraki
Tandokuno
18
|
Posted - 2013.05.11 23:21:00 -
[81] - Quote
Maximus Aerelius wrote:I read this as ***** Ships! I like that idea and this one!
ORE Industrials take time to train and for only afew ships it's a massive shame.
+1
PS: WH-ORE ships could work as well for, well you know, Wormholes lol
Mobile brothel? If the pirates can haz them, why can't we? If nothing blew up, no one would buy your stuff. |

Mavis Tikalie
XPT Intergallactic The East India Co.
0
|
Posted - 2013.05.13 02:19:00 -
[82] - Quote
I found this section very interesting and a little bit of a laugh. Especially when I looked through all and saw no CCP member has currently commented on this thread.
First of all since Odyssey is coming out with a skill change for the Orca and Rorqual they will both use the ORE Industrial skill. This will lower the requirements for the Orca to around a mere twenty days of training. You will see a bunch more Orca's around after this patch I believe. Though because of demand the prices will probably rise till the corps start pumping out mass numbers to compensate. From what I've seen so far I believe the Rorqual will take an even longer time to train up.
Now upon the Super Barge topic. I've imagines one of these things as a T2 Variant of an Orca. But the idea that it could process ore is kinda ridiculous they might as well just make a T2 Titan and turn it into a mining barge. A ship shouldn't be a mobile factory. Okay maybe that's a little over the top but still it don't' be able to process ore. This is what I'd basically have to be; a T2 Orca with no ship maintenance bay (That needs to be renamed as well I mean they don't even repair ships!), a very small cargo bay and a large ore bay. Most likely a new mining laser would also be made or it would be fitted with around six strip miners, which would look rather awesome. I'd also say it should have no Ice mining capability. It's tractor beam and up link roles should also be removed.
Anyway that's my idea so what it would look like. Feel free to send me messages in Eve to rage at me about whatever I just said. Anyway thank's for your time. -Tali |

Maximus Aerelius
PROPHET OF ENIGMA
54
|
Posted - 2013.05.13 13:17:00 -
[83] - Quote
Rayzilla Zaraki wrote:Maximus Aerelius wrote:I read this as ***** Ships! I like that idea and this one!
ORE Industrials take time to train and for only afew ships it's a massive shame.
+1
PS: WH-ORE ships could work as well for, well you know, Wormholes lol Mobile brothel? If the pirates can haz them, why can't we?
Exactly Rayzilla, we're talking the same language! My Feature\Idea:-áFast Character Switching "XP Stylee" |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
646
|
Posted - 2013.08.01 18:53:00 -
[84] - Quote
To the top. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Trinkets friend
Rules of Acquisition Acquisition Of Empire
1076
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Posted - 2013.08.02 04:26:00 -
[85] - Quote
There is a need for a blueprint hauler. Something with a giant target on it's back. YOLO is the Carpe Diem of Gen Y http://www.localectomy.blogspot.com.au
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Sunai Karvinoinas
3
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Posted - 2013.08.02 16:45:00 -
[86] - Quote
I don't like all of the hauler redesign made by CCP currently.
But the mentioned mineral and ore hauler are available. But not at possibly best solution within the ORE skill path yet.
In all other ways here's given a lot of input. Now anybody may check the "Assembly Hall" for matching suggestions. If there's no one (can't believe that really), we should open a thread there.
I have some favourites right now.
Frigate Class 1. T2 Mining Frigate for harsh environment (maybe cruiser sized and maybe with different bonusses for each model)
2. Fast Hauler/Speed Hauler Manouverability of a logistic frigate but cargo size up to 1,000m-¦.
Industrial Class 1. Tug Boat Containers (also specialized cargo containers) could be adapted. 1 container for each skill level "ORE Industrial". Each container rises the align time and reduces the max. velocity. Warp speed might be about 2,5 AE/s. What slots could be needed, I don't know. I don't need slots for such a high-sec micro freighter.
2. Gang Assistance Each Ship/module/subsystem could provide 1 special gang support, like - Fleet Hangar - Maintenance Bay (incl. T3 subsystem maintenance) - Repair Service - Fuel Service - Ore Compression - Clone Vat Bay - ...
3. T1-/T2-Subsystems for Industrial Capabilities mentioned above. Subsystems could provide all the abilities needed for special goals in industrial beeing without creating the target plate at their butt. So far this was one of the first suggestions in this thread.
4. Factional Modules to customize a freighter for special abilities (ie. smuggling). - Armor Module -> Armored Money Car (+ Armor, +scan defense, -Speed, --capacity) - Signal Dispenser -> ++scan defense, --velocity (maybe the module can fake cargo informations)
5. Micro Freighter Industrial sized, slow bulk transporter, with a huge amount of cargo up to 200k m-¦. No slots.
Capital Industrial Class 1. Ship Hauler (Mini-Carrier) Ship can carry fitted ships up to cruiser or BC size. Call it flying fleet/gang/corp hangar. Hangar capacity might be enough for 3 common BC or a lot of Hulks... ;) Ships has nearly no slots but a drone bandwidth for at least 5 heavy drones (125Mbps) flying around. No drone expansion rigs possible. The drone bay capacity could be much larger (200m-¦) in order to assist gang operations in some kind. Size and manouverability could be comparable to Orca.
2. Capital Exhumer for advanced solo mining Big drone bay and bandwidth. 2 capital minedrill beam. Ability to use jump drives. Huge armor and shield. Size and manouverability could be comparable to Orca.
3. Ore Freighter Capital ore cargo hold but only smart common cargo bay. Might reach about 2,000,000m-¦ of ore. Fully comparable to racial freighters (no slots, low speed and manouverability)
There were some more real good ideas in past. Some of them might be gone with the industrial overhaul of CCP. Of curse, there won't come all of the suggestions but it would be great if any. - this is an unskilled forum char |

Xeator
Nasranite Watch OLD MAN GANG
4
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Posted - 2013.10.03 06:13:00 -
[87] - Quote
Yes, more ORE ships!
Dunno if something could also be done to make lowsec mining more appealing? Some ship geared more towards holding its own against the odd gankers, but not withstanding a gang of pvpers? |

Matthew Charbonneaux
Coalescent Dynamics
0
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Posted - 2013.10.03 06:41:00 -
[88] - Quote
I had an idea for a carrier type thing of similar description, but it got shot down. I fully support a ship like this... no jump drive, but some Orca/carrier abilities... something that could work as a flag ship, or support, or just a ship transport. |
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