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Thread Statistics | Show CCP posts - 11 post(s) |
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CCP Rise
C C P C C P Alliance
4468

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Posted - 2014.11.10 10:47:27 -
[1] - Quote
As promised, here is your brand new ship-moving ship - the Bowhead.
We originally expected this to be a sister ship to the Orca, but after digging into the details realized that it was really more of a freighter and by setting it up that way we could avoid heavier skill requirements that had nothing to do with its role. This means we are going to introduce a new skill: ORE Freighter, which requires ORE Industrial III and Advanced spaceship command V just like other faction freighter skills.
There isn't much else to say other than that this ship is intended for a specific niche: high-sec transport of fitted/insured ships. It may find applications in other parts of space (especially because of the reduced jump fatigue), but we aren't really worried about hitting anything outside of the high-sec application. Because we were starting from scratch here, we decided to give a little more fitting flexibility (mid slots and rig slots), meaning the base hp is set a little lower than other freighters since you can actually get the EHP higher using rigs and a DCU.
Let us know what you think.
BOWHEAD
Ore Freighter Bonus: 5% bonus to max velocity per level 5% bonus to ship maintenance array capacity per level
Role Bonus: 90% reduction in jump fatigue generation
Slot layout: 0H, 3M, 3L, 3R; 0 turrets, 0 launchers Fittings: 1350 PWG, 215 CPU Defense (shields / armor / hull) : 10000 / 11000 / 36500 Capacitor (amount / recharge) : 3900 / 235000 Mobility (max velocity / agility / mass / warp speed): 65 / .065 / 640000000 / 1.37 Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 51.5km / 45 / 3 Capacity (cargo / ship maintenance array): 4000 / 1300000 (goes up to 1.6 something with ore freighter 5) Sensor strength: 12 Signature radius: 3200
@ccp_rise
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CCP Rise
C C P C C P Alliance
4469

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Posted - 2014.11.10 11:12:02 -
[2] - Quote
John Ratcliffe wrote:Well where's the picture? Stats are obviously useful, but I want to see what it looks like.
Happy with the Mids - pop a prop mod on there for faster warp engagement. I'll be getting one for sure.
I'll actually go look for a picture for you, there must be one around here somewhere.
@ccp_rise
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CCP Lebowski
C C P C C P Alliance
296

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Posted - 2014.11.10 11:12:37 -
[3] - Quote
Whale whale whale......
CCP Lebowski | EVE Quality Assurance | Team Five-0
https://twitter.com/ccp_lebowski
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CCP Rise
C C P
4470

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Posted - 2014.11.10 11:26:18 -
[4] - Quote
I have in-game fitting window showing around 350k EHP with a DCU II, 2x reinforced bulkheads II, 3x Transverse bulkhead I
This is in the same range as tank-oriented freighters - I'm sure people using the hauler would want as much as possible but this range should be reasonable, yes?
@ccp_rise
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CCP Rise
C C P
4476

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Posted - 2014.11.10 13:30:04 -
[5] - Quote
Acquisition will work the same as freighters - there will be a NPC seeded BPO (with the same distribution as the Orca), it will be a bit cheaper than a freighter BPO, the Bowhead build materials will also be similar to other Freighters but will be be a bit lower. I would expect eventual market price to be 100 or 200 mil lower than other freighters.
It will use capital rigs.
I think it's been said other places but as far as loot - we hope to get a change ready in time for Rhea that will make SMA loot work the same as CHAs where the contents will be inside the wreck on ship death, it's still not totally clear if that will happen in time but it would be in the following release if not.
I'm not convinced about the EHP needing to be higher but I'll bring this to the rest of the team and get back to you.
@ccp_rise
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CCP Rise
C C P
4476

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Posted - 2014.11.10 13:35:40 -
[6] - Quote
Darirol wrote:why do all those industrial ships have a speed bonus?
Because travel speed is one of the most important characteristics for haulers. Capacity, gank resilience and travel speed are basically it.
@ccp_rise
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CCP Rise
C C P
4478

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Posted - 2014.11.10 13:43:53 -
[7] - Quote
Alright, we're talking about it here and think there's probably no good reason not to raise the HP some. Where do you guys think it needs to be to make say, three t2 fit BS, inefficient to gank?
@ccp_rise
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CCP Rise
C C P
4498

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Posted - 2014.11.10 16:14:59 -
[8] - Quote
Will probably give you guys updated numbers for HP and bonus change tomorrow, did want to address the jump fatigue generation thing which seems to be coming up a little bit at least.
Every 'hauler' in the game got this reduction because the fatigue change wasn't meant to hit logistics, this ship simply fits under that umbrella. It is not meant as any kind of special treatment or specific incentive to use it outside of high-sec. It's fine if that happens but I just wanted to point out that it's a role based bonus and that's all.
@ccp_rise
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CCP Rise
C C P
4557

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Posted - 2014.11.11 15:39:16 -
[9] - Quote
Alright, added quite a bit of base hp (mostly in shield, some in structure) and changed the max velocity bonus to agility. OP is updated with new numbers.
@ccp_rise
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CCP Rise
C C P
4557

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Posted - 2014.11.11 15:53:59 -
[10] - Quote
baltec1 wrote:CCP Rise wrote:Alright, added quite a bit of base hp (mostly in shield, some in structure) and changed the max velocity bonus to agility. OP is updated with new numbers. Could you run the numbers on a bulkhead fit?, I dont have any fitting tools or paper with me.
1 DCU, 2 t2 bulkhead, 3 t1 transverse, 3 t2 invuln is around 420k EHP, is that the numbers you were hoping for?
@ccp_rise
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