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w0rmy
Intensive CareBearz
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Posted - 2006.09.28 02:30:00 -
[31]
Originally by: Motley Spacefarer
Originally by: xeom just as long as its not allowed in high-sec.
though is ANY of the Capital ship allowed above .4 now ??
Freighters and Chribba vehicles
Originally by: Avon
Originally by: Dark Shikari
What single item is larger than a jetcan?
My ego?
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Daniel Jackson
Caldari Department of Cold Nuclear Fusion
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Posted - 2006.09.28 04:33:00 -
[32]
lol i mentioned this meny times lol, ya captial mining ship with 6 strip miners etc ___________________
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Tyranical Teabagger
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Posted - 2006.09.28 05:17:00 -
[33]
I dunno if having it be an uber strip miner is such a good idea. Just make it like a mining logistics capital ship. Tie the refinery and a stupid large cargo hold to a special mining siege module that must be active for the refinery to work and also acts as a 200x cargo expander Give it a base hold size of 750 cubic meters. 2 or 3 high slots 2 or 3 mid slots and 0 low slots. Also give it 99% reduction to gang assists modules and a gang assists module effectiveness bonus of some kind. There you go a mobile refinery that can jump to where you need it, but can't be used as an uber hauler or miner in and of itself. Oh and 0.0 only.
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Ubel Feuer
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Posted - 2006.09.28 05:40:00 -
[34]
Originally by: Gonada just say no to easy mining.
And so pvpers that get cap ships should have the same treatment? Because if you're saying that a carrier vs. a BS is fair then you need to take some time off. Miners and logistics ppl in general have **** for ships. "But you got the Hulk!" Guess what, it's not that great. There is no reason a .4 and below mining cap ship can't be added and have it be fair. Cap ships still need support; all this is doing is making alliance ops more efficient and giving us a new ship to look forward too.
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Thelastangel
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Posted - 2006.09.28 05:42:00 -
[35]
Originally by: Motley Spacefarer am I the only one that feel we need these ??
first off we got the gang assist modules but no mining ship can actually fit those and getting a PvP ship in order to mine better dont make much sense to me not to mention you need a large gang to make up (even with the time savings) for you not being in a mining ship
here is what I would like to see Dreadnaught size Capital mining ship
6 High slots 3 HP (can fit 3 strip mining lasers and 3 gang assist modules) 2 Med slots (new module fits mid slot modular refining array gives like 20-30% + refining skills but refinines in minutes) 2 low slots
base speed 50 base shields BS base armor Cruiser base hull freighter 99% reduction to stripminers 99% reduction to gang assists modules 20% bonus to mining per skill lvl
I think tht covers the basics
can we have those pls ?? Motley Spacefarer
/emote sneaks in..says "What - you mean like the Titan was supposed to be...way back when..." -- runs for the hills..
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Bael'Zhaeron
Minmatar Crabbs
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Posted - 2006.09.28 07:04:00 -
[36]
Why not implement 2 Capital Mining ships one miner and one mobile refinery. Just like you have carrier and mothership
The miner uses capital strip miners with a Extreme duration like 10 or 15 minutes cycle which yields more but if you break the cycle you loose everything like a ice miner. Dont think it should be able to tank everything but atleast have some LARGE structure and/or Shield/Armour. Should be molded from a freigther really slow to warp and to turn around with enough cargo bay for one cycle. Fitting wise you should probably have two lowslots so that you can choose between mining upgrades, stabs or expanders. Should not have bonuses for command modules you would still need the use of command ships. Should also not be able to drop cans (except loot if popped) But you need regular haulers to empty the ship just like you access the cargobay on a carrier or POS refitting station.
The mobile refinery should have a giant carbo bay for storing ORE (not minerals) ei. 100k or more. Refinery bonuses should be just like a intense refining array when you have maxed out mobile refinery skill. And just like the mining ship this one aswell should not be able to drop jet cans u need to access it with regular haulers to empty the minerals. As for refining time it should have like a hours or something close but can refine ALL ore types ei. Crystaline,sharp or just regular crokite at the sametime. None of these ships should be able to cyno jump or if they can cyno jump then not far at all like 3 or 4 Lightyears. This aswell should not have any bonuses for command modules.
This is just a rough sketch but atleast more balanced then the OP, seeing all this in one ship is what i would call a "i-win button" and should not be for a single person to be able to do all by himself. Mining in 0.0 or lowsec should need coporation not one guy in a single roid-pwn-mobile.
As for not having command modules Thoose shold be for command ships and BC ONLY not for lazy ass miners that want gang bonuses but dont want to sacrifice ore yield. If you want gang bonuses use a command ship with a guy that has command skills thats what they are there for.
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Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2006.09.28 07:14:00 -
[37]
Originally by: Bael'Zhaeron The miner uses capital strip miners with a Extreme duration like 10 or 15 minutes cycle which yields more but if you break the cycle you loose everything like a ice miner.
I'd laugh my ass off spending a 15 min cycle for 3 units of Veldspar 
But you know me, I am all for any new shipclass that can get some Veld in their cargo.
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Bael'Zhaeron
Minmatar Crabbs
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Posted - 2006.09.28 07:41:00 -
[38]
Originally by: Chribba
Originally by: Bael'Zhaeron The miner uses capital strip miners with a Extreme duration like 10 or 15 minutes cycle which yields more but if you break the cycle you loose everything like a ice miner.
I'd laugh my ass off spending a 15 min cycle for 3 units of Veldspar 
But you know me, I am all for any new shipclass that can get some Veld in their cargo.
Im sorry dont get your post ? 3 units of veldspar, where did you get that number ? If you are referring to the ice miner bit then please look again im usng the iceminer comparison for cycle time and loose of ore not the amount.
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Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2006.09.28 07:49:00 -
[39]
Originally by: Bael'Zhaeron
Originally by: Chribba
Originally by: Bael'Zhaeron The miner uses capital strip miners with a Extreme duration like 10 or 15 minutes cycle which yields more but if you break the cycle you loose everything like a ice miner.
I'd laugh my ass off spending a 15 min cycle for 3 units of Veldspar 
But you know me, I am all for any new shipclass that can get some Veld in their cargo.
Im sorry dont get your post ? 3 units of veldspar, where did you get that number ? If you are referring to the ice miner bit then please look again im usng the iceminer comparison for cycle time and loose of ore not the amount.
Right, I meant, that long cycle, then the roid pops and give you 3 units of Veld.
Some miners complain about the 3 min cycle of stripminers where they only give out a few units when the roid pops, imagine a 15 min cycle (that couldn't be turned off like ice miners) for a few units. Funny.
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Bael'Zhaeron
Minmatar Crabbs
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Posted - 2006.09.28 07:53:00 -
[40]
Thats true but seeing there is a module that you can use to scan roids to see the amount of it should maybe work in this matter ? It's not like you jump out in your dread and not checking the amount of stront in the cargo bay.
The use of capital ships require abit more planning this should also apply to mining ships if they enter the game.
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