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Teugif Sahdasson
Amarr
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Posted - 2006.11.17 14:49:00 -
[1]
Freighter - single function platform for hauling. How about, as per virtually any human built platform, Freighters assume a few additional roles and become a flexible platform for deep space operations?
Suggestions welcome... but to start the ball rolling;
1) Deep Space Deployment Bay. NOT a mod, so no slots required, but a fixed structural enhancement that permits the launching and anchoring of Outpost Components (individually) and Partially Configured POSs (ie - with pre-anchored hangars, ship maintenence, harvesters, silos etc) leaving only weapons and EW defences, to be deployed on site. Cost to the Freighter would be in reduced cargo capacity and the Bay would not be removable.
2) Deep Space Collection Facility. Again NOT a Mod (as above). A similarly built-in Bay that allows the loading of ores from GSC or Haulers in space. Massive deep space mining ops will load ores directly into the facility which are then transferred into the (reduced capacity) cargo bay over time. (ie - the Collection Facility acts as a coupling array from the Hauler/GSC to the Freighter Caro hold.) Maybe there could be a Salvage/Archaeology application also.
3) Deep Space Refinery. As above - NOT a Mod. Another Bay that can be built into a Freighter only if that freighter already has a Collection Facility. The cost is further reduced cargo capacity, but the hold would carry minerals refined directly from the Collection Facility. The refinery should be similar in efficiency to POS refining array but may refine diverse ores if appropriate skills/enchancements are possesed by the freighter pilot to multi-task the refining process. This would leave POS refineries largely redundant, but still an option though Moon Mining and Reactors and other existing POS functions can easily still justify their deployment. The increased risk to mined ore and minerals would add a little spice to the 'carebear profession' that maybe it needs.
Freighters are so beautiful and offer such massive potential as a platform for all sorts of operations it would be great to see them used more widely. The support required for such operations would really encourage gang work and corp/alliance collaboration.
Post loads of ideas here and see if we can make it happen.
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Imechal Ravpeim
Amarr International Multi-Player Consortium Interstellar Alcohol Conglomerate
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Posted - 2006.11.17 14:51:00 -
[2]
Mobile POSes?
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Forumite
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Posted - 2006.11.17 16:58:00 -
[3]
I would gladly accept a mobile refinery platform with an extremely low efficiency, perhaps 15-20%, simply for the convenience.
A mobile refinery just makes too much sense. You know full well some enterprising person would take the POS refinery module, slap some engines and generators on it, and fly it around.
Hell you could even make the mobile refinery burn fuel as it is used, so that such a mining operation must be continually resupplied and guarded.
When a few pulses from my Hulk mining barge's lasers will fill most industrial haulers, a new solution needs to be found.
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Tac Ginaz
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Posted - 2006.11.17 19:04:00 -
[4]
Edited by: Tac Ginaz on 17/11/2006 19:04:45 I - Allow freighters to have a feature to allow ships to 'dock' on it.
-Freighter would need a module or 'ship implant' installed. Make it a capital ship hangar bay so as to use an existing game item. The more hangar bays installed the smaller the cargo capacity of the freighter.
-The # of ships would be based on the base MASS of the ship that is docking (aka it would ignore modules/cargo loaded on it to keep it simple). Aka a freighter could have 100 players in frigates docked or a couple of haulers.
II -Introduce 'tech 2' freighters that have the ability to jump to other systems without using the jump gates. Like carriers and dreadnaughts do. The downside is these tech 2 freighters have highly inefficient 'jump' drives and thus consume three times the fuel a military capital ship would.
III - Forbid freighters from docking on NPC facilities. Yep, big change! This makes the freighter a true team ship. You will need Haulers to unload the ship.
IV - Freighters can only warp to a location by appearing 50km away from it. Cannot use INSTAs. This increases the interaction between hauler/freighter.
This would allow freighters to serve as mobile player-carriers, as true commercial ships and as excellent mining bases.
While many would think this would make industrial hauler ships obsolete I think it makes the haulers even more useful since a freighter
All these changes of course, require the freighter to LOSE a significant amount of its defenses. hull/armor/shields should not exceed 10k each.
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Teugif Sahdasson
Amarr
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Posted - 2006.11.17 22:39:00 -
[5]
YES! That's what I was hoping for.. nice ideas. I love the concept of a Mining Platform with a Ship Maintenence/Hangar Facility that is configured only to accept Barges and Industrials - or at least no ship that can use Ammo. It ought not compromise the role of the Carriers tho imho.
Keep em coming...
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Maya Rkell
Forsaken Empire
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Posted - 2006.11.17 22:47:00 -
[6]
Edited by: Maya Rkell on 17/11/2006 22:47:03
Originally by: Forumite I would gladly accept a mobile refinery platform with an extremely low efficiency, perhaps 15-20%, simply for the convenience.
A mobile refinery just makes too much sense. You know full well some enterprising person would take the POS refinery module, slap some engines and generators on it, and fly it around.
Hell you could even make the mobile refinery burn fuel as it is used, so that such a mining operation must be continually resupplied and guarded.
When a few pulses from my Hulk mining barge's lasers will fill most industrial haulers, a new solution needs to be found.
Yep, that's precisely what a mining support capital should be. Carrier hull, of course.
//Maya |

Reggie Stoneloader
eXceed Inc. Ascendant Frontier
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Posted - 2006.11.18 02:18:00 -
[7]
Why a carrier hull? I'd rather see a freighter hull. You train racial industrial to V to fly T2 haulers and freighters, so having it on that skill tree, rather than requiring another level of racial frigate, four levels of cruiser and five levels of battleship to unlock an industrial ship class seems less intuitive to me.
I think rigs for freighters is brilliant, permanently transforming them into some specialized contraption would be a really terrific game feature. -------------- Civis Ascendant Sum |

Teugif Sahdasson
Amarr
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Posted - 2006.11.18 10:12:00 -
[8]
In terms of skills I'd agree with Industrial rather than Capital skill tree. It would be preferable to keep the skill trees separate, rather than multi-tasking Cap ships skills.
Transport Ships to lvl IV ought to be a minimum to fly these ships. Hull Upgrades lvl V and Anchoring to lvl 3 also for DSDB (Deployment Bay). Salvage to lvl 5 for DSCF (Collection Facility) with one further skill. Mobile Refinery for to lvl 3 for DSR (Refinery).
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