
Elandra Grimm
EntroPrelatial Industria EntroPraetorian Aegis
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Posted - 2013.06.24 18:26:00 -
[1] - Quote
I guess it's not really a T1 idea, but the regular haulers have always bothered me a little in the implementation. Essentially, they're all the same, with a different skin. You always put cargo expanders in, and otherwise, they pretty much all end up looking very similar, but for the skin.
Leave a broken system alone, IMO. Since getting rid of all t he haulers would be problematic.
Someone in one of the previous topics mentioned subsystems, which IMO, would lend itself to truly configurable and distinct industrial haulers.
You can do what you like with the other subsystems, and I mean weapons, propulsion, et al. What I'm concerned with is the mechanicals, the one that gives you cargo cap and the like. Here are some ideas I had.
Collier subsystem: minimal general storage, zero ore, and but a special bay that can store ammo types only, that can be accessed while in space, like opening a can.
Security subsystem: no ore storage, no other specialized storage, relatively small general storage that self destructs on ship destruction leaving nothing in the bay as loot.
Mining subsystem: Nuff said. No general storage, or very little, and large ore/ice/gas storage
Hauler subsystem: No ore storage (I mean disallow type, ore in this bay), and good sized general storage.
And so on.
Also, to mitigate the hyper optimization, give the subsystems a x0 bonus to all hull expansion fittings in the low slots.
Additionally, you could think of making the other subsystems affect your storage, for instance, your gunnery/high slot subs might halve the bay space in favour of weapons. Or your propulsion sub might give a penalty in favour of more speed.
So, you could have fast, armed, high security haulers with small cargo, or make it medium cargo to lose the speed or guns. Etc.
I think CCP went at the Industrial ships in a lackadaisical fashion. It's like they went 'oh well, they just haul stuff, give them big bays and no slots, no one will care because everyone hates industrials'.
The framework exists to make industrials really interesting, and flexible, but I don't see how nerfing and tweaking what you have is going to get you there. IMO, you're going to have to put in something better that works and get people to pretty much stop using the old crappy stuff.
Ellie |