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Thread Statistics | Show CCP posts - 2 post(s) |

Remko Marr
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Posted - 2007.09.22 23:00:00 -
[1]
Edited by: Remko Marr on 22/09/2007 23:04:40 I really wish I had enough time to look through this whole thread, but I don't, so these are just my inital thoughts on the idea.
Lately I've really fancied the idea of getting a freighter. I would only need another week or two of training for the skills, and I could really use one. The only problem is the money. There is absolutely no way I can afford paying that much for any ship. Plus, I don't need hundreds of thousands of m3s of space, just more than my indy.
Thus, I like this idea, with a few caveats.
1. The skills should be nearly the same to operate as a freighter. I think that for it's size and usefulness, the freighter is way too easy to train for (like I said, money is the main drawback for me).
2. They shouldn't have more than 100k m3 of space. If you need to haul THAT much, suck it up and buy a normal freighter.
3. They should cost somewhere around the same amount of money it would cost to buy a team of indies/transport ships. That way, you're still paying a good amount, you can just do it all with one person. Thus, maybe 150-300 mil? That way you still have to really work for it, but it's not out of reach for people that aren't rich or that aren't in huge corps.
4. Although being able to scoop from cans would be nice, I agree that it would be WAY to good for the macroers. But then again, if it can't scoop from cans that kind of defeats the purpose of a smaller freighter in mining ops. Hmm, we'll need to figure out a way around this.
5. If they don't have a turret/missle hardpoint, perhaps they should have a bonus that allows them to fit large smartbombs, but with less damage done. That way, they won't neccesarily need an escort all the time.
6. Their defenses should be just a little higher than a battleship. You want it to be hard to destroy, but not nigh impossible either.
Overall, I love the idea and I think it's high time it happened. CCP listened to us and came up with the Rorqual, so maybe they'll listen to us here too.
I also sort of like the jumpgate idea mentioned above, but I imagine it would put serious strain on the other people trying to jump around. Especially in systems like Jita. What if, next to some normal jumpgates, special gates are built specifically for these types of ships (assuming it's implemented in other ships as well)? These gates only connect to other like gates, so you can't jump from any system to any system. You can, however, jump a few systems and be close to your destination, and then travel normally the rest of the way.
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Remko Marr
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Posted - 2007.09.23 00:25:00 -
[2]
Yes, I agree. Like I said, in order for it to be feasible other ships would have to be able to use it. I've heard it proposed that t2 battleships have small jump drives. Maybe instead they could use this system. Also, transport ships and regular frieghter should use it. Skills required for it, and the more mass on the ship the longer the wait. A timer should be provided so you know how much time is left.
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Remko Marr
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Posted - 2007.09.28 00:33:00 -
[3]
Shardow just pretty much encapsulated my feelings on the matter. You go from low price for t1 indy to medium price for t2 indy that isn't THAT much better, to 1 bil for the one that's REALLY good. Why isn't there an inbetween? Like he said, if you take a trip on a highway there's all different sizes of trucks carrying things. Why isn't the same true here?
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Remko Marr
Caldari First And Only
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Posted - 2007.09.30 03:01:00 -
[4]
I took the liberty, for the sake of getting a clear picture of this idea and of keeping this topic near the front page, of modifying the stats previously posted for these ships. Since I'm Caldari, I only did the Caldari one, and I'm assuming the other ships would have stats similar to their freighter counterparts on about the same scale as this one.
Special ability for all races: 5% Bonus Cargo Capacity per [Race] Cargo Hauler skill level -95% CPU need for Tractor Beams
Skill Requirements: [Race] Cargo Hauler Level I Spaceship Command Level V [Race] Industrial Level V Spaceship Command Level III [Race] Frigate Level III Spaceship Command Level I
Price : Anywhere from 100 mil to 200 mil
Attributes:
Caldari
Special: 5% bonus to shields per level 300% higher Calibration needed for Cargohold Optimization rigs
Cargo: 125,000 m3 Mass: 120,000,000 kg Volume: 1,625,000 m3 Inertia Modifier: 0.155 Structure: 7500 Armor: 1500 Shield: 1000 Shield Recharge: 400 sec Resistances: same as the Industrial Capacity: 700 Cap Recharge: 388.88 sec Max.Targeting Range: 75 km Max.Locked Targets: 2 Scan Resolution: 50 mm Sensor Strength: 15 Signature Radius: 500 m Max.Velocity: 90 m/sec Fitting CPU: 40 Powergrid: 35 Calibration: 150 Low Slots: 2 Med Slots: 2 High Slots: 1 Upgrade Hardpoints: 1
You'll notice I upped the skills a bit. I feel like if you're going to have a really good ship like this, you'll need some high level skills. Industrial lvl5 and Spaceship Command lvl5 are required, but not advanced spaceship command. Price somewhere between a battleship and about 2x that much. This Caldari one has an extra bonus of 5% extra shields per level, and other races would have similar bonuses. Also, it takes much more Calibration to fit cargo optimization rigs, and since this ship doesn't have that much, it will keep rigs from being applied to that increase the cargo too much. Other rigs, though, will work.
I've had a bit of a change of heart on the cargo, so in keeping with the Charon's example, the Caldari one has the most cargo of any, at 125k. The Minmatar one would probably be the smallest, at about 100k. The defenses are between those of a cruiser and a battleship. I've also made just a few other modifications.
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Remko Marr
Caldari First And Only
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Posted - 2007.10.06 01:36:00 -
[5]
The other topic's ship type (Heavy Industrial) looks interesting, but it sounds a little overpowered to have a ship with a very large amount of cargo like that, plus battleship-sized weapons.
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Remko Marr
Caldari First And Only
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Posted - 2007.10.11 21:25:00 -
[6]
I'm pretty sure that all of us did mean a battleship-sized freighter, not a smaller capital. At least, that's what I meant.
And actually, I don't think this ship class should have a t2. Normal freighters don't, and since this class is simply bridging a gap between t2 indys and freighters, I think a t2 Cargo Hauler might be a bit too overpowered. It would too easily be an alternative to buying a REAL freighter, and soon real freighters would become scarce because you can still haul a crazy amount of cargo for about 1/2 to 3/4 the price.
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Remko Marr
Caldari First And Only
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Posted - 2007.10.16 01:56:00 -
[7]
Rescued from the 6th page because I refuse to let this topic die, it's too important that we at least get a comment from CCP.
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Remko Marr
Caldari First And Only
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Posted - 2007.10.17 20:37:00 -
[8]
I'm not so sure myself that they should be jump-capable. The point is to make a large cargo more accessible, and if it's only really used in low and no-sec, that kind of defeats the purpose.
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Remko Marr
Caldari First And Only
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Posted - 2007.10.27 16:25:00 -
[9]
Bump to get this out of the 3rd page.
I completely agree with that. And jet can mining is not a necessity either. You can haul ore with a big indy, and use this to transport the ore to a different system from station.
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Remko Marr
Caldari First And Only
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Posted - 2007.11.01 03:26:00 -
[10]
Bump from 4th page, there's no way this topic is going to die on my watch. I want feedback on this idea, if possible.
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Remko Marr
Caldari First And Only
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Posted - 2007.11.03 23:02:00 -
[11]
Thank you very much for not making me double post to bump this again.
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Remko Marr
Caldari First And Only
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Posted - 2007.11.10 05:11:00 -
[12]
Well, the POS topic got a dev response. And this topic actually has MORE pages...imagine that!
So, what say you CCP?
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Remko Marr
Caldari First And Only
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Posted - 2007.11.12 16:40:00 -
[13]
*sigh*
Bump from 4th page.
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Remko Marr
Caldari First And Only CODE RED ALLIANCE
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Posted - 2007.11.16 00:03:00 -
[14]
Well, hey, the POS topic ran for almost this many pages with no response, and then Abathur finally responded and said that CCP had known about the topic for a whlie and had discussed it.
Might the same be true here? I'm sure by now SOMEONE at CCP has seen this, just nobody is ready to give an official dev response yet.
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Remko Marr
Caldari First And Only CODE RED ALLIANCE
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Posted - 2007.12.02 02:45:00 -
[15]
Bump.
Ack, page 6.
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Remko Marr
Caldari First And Only
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Posted - 2008.01.25 22:12:00 -
[16]
Edited by: Remko Marr on 25/01/2008 22:12:21
Originally by: CCP CCP and EVE are growing, we're surrounded by creative opinons. But, we'd still love to hear from you. If we don't, we might put all the features on Post-its and throw darts at them, so now is the perfect time to lobby for your favorite feature request in the Features and Ideas forum.
Well, here's my lobby, CCP. We want mini-freighters! Jump Freighters aren't the solution, we need something that's cost-effective. You've seen there's tons of support for it, so please consider it!
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