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Kiddoomer
ScrewWork Inc.
45
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Posted - 2015.05.23 17:01:32 -
[1] - Quote
How many strip miners this ship could have ? By reading the 5 subsystem category I see 4 highslot, isn't that a little too much with the +40k ore hold ? it's seem better than any exhumer at first sight, and that's without the other things like better agility and overheat bonus for tank, but I see that this configuration would give 1 or 2 midslot only.
Seems very cool for the rest, I would fly in this ship all day long.
A survey scanner tweak and new mining methods: interactive mining
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Kiddoomer
ScrewWork Inc.
46
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Posted - 2015.05.23 20:14:23 -
[2] - Quote
Maybe a option would be to reduce the total number of low slot given in any configuration by 2 or 3, we can easily have too many of them in a bunch of configuration, reduce the ore hold to 25k + bonus per skill, and limit the number of strip miners to 2 or 3. For the rest I can't really tell, maybe 1 or 2 midslot added for the active shield one and propulsion bonused one ?
A survey scanner tweak and new mining methods: interactive mining
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Kiddoomer
ScrewWork Inc.
46
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Posted - 2015.05.24 22:02:33 -
[3] - Quote
Panty Stocking wrote:full support, +1
that is as long as the materials cost for the hull and subsystems combined are are proportional to the price of strategic cruisers, and then a shitload more. the cost just one of these should get blops teams creaming themselves for hotdrop o'clock.
and an idea for fun: cannot join fleets, rambo mining only.
You missed this :
Proletariat Industrial - Foreman Processor 3 Highslots + 1 Medslot 2% bonus to Mining Foreman Links effectiveness per level Role Bonus: GÇó Can use 3 Warfare Link modules simultaneously
Basically can become a mini-orca with this, as can other T3 have bonus to Links with a certain subsystem.
A survey scanner tweak and new mining methods: interactive mining
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Kiddoomer
ScrewWork Inc.
46
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Posted - 2015.05.25 07:40:52 -
[4] - Quote
Tiddle Jr wrote:Bonuses looks tempting but too much to begin with. I do personaly believe that we shold start from the concept similar to Tech 3 Destroyer.
3 major bonused sub modes with appropriate trade off one of another just do not make this thing a king among the kings. Hull size, hmm prob the most interesting part. Need to think about it.
I'm bad at maths, but these 3 major module could be ore/ice mining, cov ops/gas and salvager(noctis?) or booster. I wonder if a battleship would be cool, that should make a higher price tag than T3 cruiser and give to industrial player their first battleship sized vesselin the same time, this or a battlecruiser.
A survey scanner tweak and new mining methods: interactive mining
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Kiddoomer
ScrewWork Inc.
46
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Posted - 2015.05.25 16:11:40 -
[5] - Quote
There is just one thing maybe before starting to search the right numbers for the stats : Do we really need here the engineering subsystem ? Give just a bonus to capa pool/regen for the strip miner subsystem, and base capacitor stats for every other variants in the hull. And maybe add some defenses stats (shield resists) in 1 or 2 cargo subsystems, IMO I don't think this ship need to have the same number of subsystems slots than the T3 combat cruisers.
A survey scanner tweak and new mining methods: interactive mining
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Kiddoomer
ScrewWork Inc.
46
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Posted - 2015.05.25 16:42:53 -
[6] - Quote
Frostys Virpio wrote:Instead of making a whole new ship, can't we deal with the Rorqual 1st?
I think we need to see the industrial structures of nullsec first, especially the mining drill. Without that I don't see how we could see which roles the Rorqual could have to be useful.
A survey scanner tweak and new mining methods: interactive mining
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Kiddoomer
ScrewWork Inc.
49
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Posted - 2015.05.30 16:37:29 -
[7] - Quote
I've finished to modify the subsystems of the ship, I'm not a orca user so maybe the boosts bonus are too high. I wanted to make the other bonus around 80% of full efficiency of the ships mimicked. I removed both the electronic and engineering subsystems since I don't think this ship need them. There is a lot less lowslots now too.
Ore Strategic Industrial bonuses: 5% reduction in module heat damage amount taken per level
Industrial Subsystems
Proletariat Industrial - Exhumation Matrix 3 Highslots 3% bonus to Strip Miner and Ice Harvester range per level 4% reduction in Strip Miner and Ice Harvester duration per level 5% reduction in capacitor recharge rate per level Role Bonus: 25% reduction to ship max velocity
Proletariat Industrial - Covert Configuration 3 Highslots 7.5% bonus to Mining yield per level 5% reduction in Gas Cloud Harvesting duration per level 5% bonus to capacitor capacity per level Role Bonus: 100% bonus to Mining and Gas Cloud Harvesting yield 100% reduction in Cloaking Devices CPU requirement 50% reduction to ship cargo capacity GÇó Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator GÇó Cloak reactivation delay reduced to 5 seconds
Proletariat Industrial - Salvage rescue systems 5 Highslots 5% reduction in Salvager duration per level 20% bonus to tractor beam range per level 5% reduction in Tractor Beam duration per level
Proletariat Industrial - Foreman Processor 3 Highslots + 1 Medslot 2% bonus to Mining Foreman Links effectiveness per level Role Bonus: GÇó Can use 3 Warfare Link modules simultaneously
Cargo Subsystems
Proletariat Cargo - Ore Transports 1 Medslot + 2 Lowslot Cargo Capacity 300 + Ore Capacity 25'000 4% bonus to ship ore hold capacity per level 15% bonus to Survey Scanner range per level
Proletariat Cargo - Planetary Resources Transports 1 Medslot + 2 Lowslot Cargo Capacity 550 + Planetary Commodity Capacity 40,000 10% bonus to ship planetary commodity hold capacity per level
Proletariat Cargo - Ship Transports 1 Medslot + 2 Lowslot Cargo Capacity 550 + Ship Maintenance Bay Capacity 1,000,000
Proletariat Cargo - Danger zone transports 4 Medslot + 2 Lowslot Cargo Capacity 3 700 (4 625) + Fleet Hangar Capacity 45 000 (56 250) 5% bonus to fleet hangar and cargo capacity per level 4% bonus to all shield resistances per level 15% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules and Resistance Modules per level 5% Reduction in the amount of heat damage absorbed by modules per level
Propulsion Subsystems
Proletariat Propulsion GÇô Scout Mobility Optimization 2 Lowslot + 2 Medslot 2% bonus to ship cargo capacity per level 1 Highslot + 2 Medslot 10% increase to scan strength of probes per level Role Bonus: +10 bonus to Relic and Data Analyzer virus strength
Proletariat Propulsion - Fuel Catalyst 1 Medslot + 1 Lowslot 10% bonus to afterburner speed per level
Proletariat Propulsion - Chassis Optimization 2 Lowslot 5% bonus to max velocity per level
Proletariat Propulsion - Interdiction Nullifier 5% increased agility per level 5% reduction in signature radius per level Role Bonus: Immunity to non-targeted interdiction
A survey scanner tweak and new mining methods: interactive mining
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Kiddoomer
ScrewWork Inc.
49
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Posted - 2015.05.30 17:33:58 -
[8] - Quote
The only thing above that really bothers me is the cargo subsystem for ore hold. As a ore transport it's fine, but it makes this ship a better mackinaw with the exhumation matrix, knowing that the mack as a ore hold of 35k m3. I can't find a solution to that except chosing if this T3 industrial could be a solo miner or a ore transporter but not both.
A survey scanner tweak and new mining methods: interactive mining
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Kiddoomer
ScrewWork Inc.
57
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Posted - 2015.06.06 10:49:44 -
[9] - Quote
Draahk Chimera wrote:vikari wrote:I think the 5 second cloak reactivation is pushing it a little hard. I'd accept the 10 second like the SOE ships get, but having such a quick reactivation timer for what is a gas mining ship (in that configuration), and is likely to be used in someone space who is neutral or hostile to you should hold a little more risk. It's the same bonus as Venture. Witch has a frigate's agility and would cost a fraction of the money and will not loose you SP if ganked.
*Prospect, venture is the T1 mining frigate. But yes, these 5 seconds are not OP to me too.
A survey scanner tweak and new mining methods: interactive mining
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