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Valcoria Jade
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Posted - 2006.05.26 02:48:00 -
[1]
Originally by: Angus McLein Interesting Idea...but Id drop the price some. 1 bil to 15Bil isk is a lot of money. If the price stayed then corps wouldnt be able to afford the ship and keep it running. And to add to that make a large capitol size mining laser...(or did you already say that? dont remember)
I wanted to start with a high price and balance it down once I posted up some rough specs and got some feedback. Yes along with new capitol mining lasers other capitol class mods will also come with them.
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Valcoria Jade
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Posted - 2006.05.26 02:53:00 -
[2]
Originally by: Weirda weirda hate mining but have to say - those are some very great idea! like the thought of a 'centerpiece' for a huge industrial corp mining event!
would provide a very fun target to protect while everyone and their mother would be after it! 
Yes the idea was to have one or more the center of a mining op that still includes other ships such as barges or such. To balance risk vs reward they are forced to only be used in low sec and 0.0 so PvPers will have a chance to kill them. Also forcing them to anchor forces to mining op to stay and defend them instead of safe spotting and logging. Chances are during that 5 minute duration and raiding party could find them and lock them down so they can't run after the cycle. Since the ships can't defend themselves the raiding group will kill them. You want to use these ships to gain an advantage you better be ready to defend them. I can balance the anchoring duration to further balance risk vs reward as needed.
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Valcoria Jade
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Posted - 2006.05.26 03:34:00 -
[3]
Ok first off the rough idea and some rough stats on the new mods they will use. Also since they are capitol level ships they will have a host of new skills as well needed and the requirements will be high. Again I went high on the skill requirements like I did the price. All values are listed like they show in CCPs item database. Stats naturely don't factor in skills or bonuses unless noted.
Capitol Strip Miner I
Powergrid usage: 25000 MW Cpu usage: 12000 tf/ 60tf with ship bonus Activation cost: 270 Energy Optimal range: 15 km Activation time/duration: 360,00 sec Mining amount: 1080 Ore units Slot: hislot and doesn't require turret slot
Same mining rate and range as Strip Miner I. Gets boosted in other ways listed later. Requires new skills to use.
Capitol Ice Harvester I
Powergrid usage: 25000 MW Cpu usage: 12000 tf/ 60tf with ship bonus Activation cost: 890 Energy Optimal range: 10 km Activation time/duration: 1200,00 sec Mining amount: 2000 Ore units (Note that 1000 Ore units equeals 1 unit of Ice) Slot: hislot and doesn't require turret slot
Same mining rate and range as Ice Harvester I. Gets boosted in other ways listed later. Requires new skills to use.
Capitol Mining Drone I
Armorhp: 1000 (Gave them some armor due to high costs. Can balance down to 1 hp if needed) Max velocity: 300 m/s Capacity: 2400 m3 Volume: 500 m3 (Big enough BS can't use them, small enough the drone bay can't fit fighters) Optimal range: 5,000 m Activation time/duration: 120,00 sec Mining amount: 45 ore units
With new skill at level 5 for them they will mine double a normal Mining Drone I. May need to balance.
Capitol Mining Control Module I
Powergrid usage: 10000 MW Cpu usage: 12000 tf/ 60 tf with ship bonus Activation cost: 200 energy (Or may use fuel depending on balancing) Activation time/duration: 300,00 sec (May need additional balancing for risk vs reward) Bonus: 20% increased range to Capitol Strip and Ice Havesters per level. 10% reduction in Captitol Strip and Ice Havesters per level. Special: Use of module anchors ship. Can't be used in 0.5 and above. Required to be active to use Capitol Mining Drones. Slot: medslot
Say hello to the risk vs reward module. You need it to use your gear well or at all but locks you down for several minutes if things go bad. Major balancing can happen here.
Capitol Survey Scanner I
Powergrid usage: 5000 MW Cpu usage: 12000 tf/ 60 tf with ship bonus Activation cost: 120 energy Activation time/duration 60,00 sec Surveyscan range: 30 km (Same as C Strip Miner with full bonus) Slot: medslot
Needed for those times you want to make sure you don't pop a roid and since it matches the range of your lasers if it is in your survey you can strip it.
Capitol Mobile Ore Refinery I
Powergrid usage: 50000 MW Cpu usage: 12000 tf/ 60 tf with ship bonus Activation cost: 100 Strontium Clathrates (Need to balance with Cost aka reward and risk aka logistics. No free lunch here) Activation time/duration: 300,00 sec (Again balance needed same as above) Refining amount: 25000 Ore Units (1 Ore unit = 1 m3 of Ore at least I think that is what CCP is saying with this stat) Capacity: 25000 m3 (Will match the refine amount. Can only be accessed in space and only holds either ore or the minerals refined from them. Will need to be balanced to factor in the before and after refine) Slot: lowslot Special: Can only be used on the "Mothership" sized mining ship.
Capitol Mobile Ice Refinery I
Same idea as the Ore refinery but I haven't had the time to come up with the rough numbers yet. In both cases I also haven't come up with the refine yield they will have. Not sure how good or bad I will make them compared to POS, Outposts or Stations. No matter what they will need extremely high skills to get good yields.
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Valcoria Jade
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Posted - 2006.05.26 03:37:00 -
[4]
Originally by: DrSeuss
Quote: - Ships can use jump drives
Im not to sure on this one, mabey if they can only jump with an empty hold.
I am trying to balance that one out. The normal cargo hold will be smaller than a dread or worst case no bigger. Any other mods that provide storage will not be able to be access in stations and will also be limited to only carry ore or minerals. If need be could also add a hard limit that they can't jump with any cargo. In fact I really like your idea if CCP can code it fine.
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