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Clorthos
Gallente Tau Ceti Global Production Rule of Three
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Posted - 2006.10.09 20:41:00 -
[1]
There needs to be a bridge between industrial and freighter, and the current transport tech 2 ship is not it.
Along with the myriad of issues with the industrial class as it is, being paper thing, take a day and half to align without sacrificing cargo room, and the fact that whatever you are hauling if you are rigged for low sec or 0.0 you are forced to make repeted runs through potentially very hostile territory. Add the fact that the lock time for a battleship on a industrial ship is faster than it would seem possible makes the Induatrial ship pvp bait first and foremost.
The added problems are that for effective hauling in high and low sec from station to pos or from pos to pos requires you to take 50 to 100 round trips for enough material to build a freighter. OR heaven forbid moving capital ship parts from one spot to another ... the obelisk takes over 80 trips to move the parts if you have 20km3.
Let the freighter interact with pos arrays, this will eliminate a timesink that is really not needed.
For those of you thinking that this will trivialize deep space logistics, that is an opinion, but not one that I think is very valid since to get the Frieghter out there you need to often make 30+ jumps through contested pipes of travel, either an escort of large enough size of somone with big brass ones that will lose their ship sooner or later.
Having a frieghter able to hook up with a pos will not benifit Macro Miners at all and will only eliminate a time sink for the 0.0 or empire pos owners that should not be there.
If you are worried that having frieghters able to move dreads through empire then restrict them from being able to be placed inside a cargo hold packaged.
If you are saying to use a carrier for supplies deliver then fine, I would still prefer my supplies jumped in and out of my 0.0 operations in a carrier or a cargo mod fitted dread any day since it can go point to point with no gate ganks. But using a carrier to move items in 0.0 does nothing to fix the timesink of moving items 40km or even 4 au 20km3 at a time. 5 trips to move materials to an array to make a battle ship, fine that is not too bad, epand that to 170 trips to move items to the component array and the capital ship parts to the building arrays, is about 10 hours of useless work and does nothing to add to content since it is all safe jumping from pos to pos or from highsec station to pos.
Please make these changes and consider a smaller freighter type for Kali or even better a tech 2 version of the tier 4 and 5 industrial ships that will push more towards 100km3 cargo range with appropriate fittings.
The secondary skill on the transport ships should be speed and cargo mod per level, not armor reps and repper cycle time.
I am frustrated at having spent 18 hours the past 5 days moving materials within system 23k m3 at a time, using a transport ship for it.
Please learn from the everquest mistake that timesink does not equal content value.
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Ryas Nia
Minmatar Stormriders
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Posted - 2006.10.10 00:21:00 -
[2]
Simmilar suggestions can be found Here:
http://oldforums.eveonline.com/?a=topic&threadID=234417
And
http://oldforums.eveonline.com/?a=topic&threadID=398404
Ingeneral i like the basic idea of a smaller freighter. As it is there is just no middles ground, either you need lots of people making several trips in haulers, or you need a freighter with lots of protection to make 1 trip at very very high risk due to align and flight time.
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Pah Triac
Wreckless Abandon
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Posted - 2006.10.10 09:09:00 -
[3]
Edited by: Pah Triac on 10/10/2006 09:10:00 Had a nice idea on that:
http://oldforums.eveonline.com/?a=topic&threadID=389526&page=1#1
Your local friendly Ammatar Your local friendly Ammatar
*** People are stupid. They will believe anything they want to be true or fear to be true. *** |

Smart Bomb
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Posted - 2006.10.10 11:07:00 -
[4]
I think Elite Industrials needs a buff. Add at least 50% more cargo hold and lower sig raduis.
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Clorthos
Gallente Tau Ceti Global Production Rule of Three
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Posted - 2006.10.11 15:58:00 -
[5]
dev input on this subject would be nice, as far as I have looked back on the past posts there has been no real input from dev's and only support or negative comments from pvp fanboys.
I like pvp and pve as well myself but have little time if I am doing 180 hauls to a pos due to cargo room or freighters not being able to access hanger arrays at pos's. You could even force it to work by having the freighter to be near a ship maint array (30km for entire pos bubble acceess please) to access pos arrays to really prevent macrominer abuse. Either way give us more cargo room, 100km3 in an elite industrial would improve game play for lots of us out there.
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Cygnet Lythanea
Ninjitsu Heavy Industries Black Sun Alliance
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Posted - 2006.10.11 21:35:00 -
[6]
A lot of people have been side stepping this in low sec by using carriers to jump cargos around. However, I agree that there should be midrange step between Freighters and industrials. We didn't go from small cargo steamers to RO/RO super transports in one step IRL, after all.
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Clorthos
Gallente Tau Ceti Global Production Rule of Three
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Posted - 2006.10.12 15:17:00 -
[7]
Originally by: Cygnet Lythanea A However, I agree that there should be midrange step between Freighters and industrials. We didn't go from small cargo steamers to RO/RO super transports in one step IRL, after all.
It goes way beyond the midway ship between a freighter and a industrial. Freighters need to interact with a pos since everyone in 0.0 deals with them in some fashion, and not even 1/2 of them have a outpost so it is not a logistic issue for sov rights, it is a content vs timesink issue. Tier 2 Tech 2 transports, aka deep space haulers not the blockade runners, need to carry upwards of 50-100km3 when fully fitted with cargo mods to fall in line with the tech 2 idea of the better ship. If you really think that number is out of line look at the ship to ship boosts on the vexor to ishtar, caracale to the cerberus, the brutix to the asarte/eos, incursus to the ishkur/enyo. The blockade runner did a fantastic job filling the role almost perfectly to what it was designed for, getting by to the gate fast and getting to warp fast.
once again though the real complaint is the transport ship skill should be 5% cargo/speed per level not 5% rep/rep time per level, the sig radius is enough that everything, and I mean EVERYTHING is going to hit for full and pop it fast enough that if it is caught ... it is caught, trust me I have been caught stabbed armor repped and instajumping and been popped by skilled pilots.
There is a deffinate need for a midsized hauler. That would be a nice kali add, but there is an even bigger need to fix what we have and bring them into line for useablility with todays current ship and ammo stats.
Skilling up as a hauling character should not require you to go through frieghters then back through cargo fitted dreads and carriers. That alone skill progression alone should tell you there is a huge problem in game with that atm.
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