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Thread Statistics | Show CCP posts - 2 post(s) |
Dark Barron
Amarr Raddick Explorations
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Posted - 2007.01.31 11:37:00 -
[121]
How about keeping it simple.
A mining class freighter.
Keep them same as they are now with a drone bay for super sized mining drones mining fighters if you will. Just enough room for 5 giant mining drones and 5 heavies for defence. To stop the macro miners in empire is easy. have a different type of mining drone for each type of ore. and leave out veld and scord. as for a jump drive why not. but only jump about in low sec and then have to gate normaly in high sec.
Just a thought.
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Ford Hakata
Hakata Industries Xelas Alliance
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Posted - 2007.01.31 14:23:00 -
[122]
Edited by: Ford Hakata on 31/01/2007 14:23:23 I have to agree that a capital mining ship sounds a bit backwards. Instead, I'd rather see something that can replace the Carrier-as-a-glorified-hauler and at the same time function as a base for corporate mining operations in systems where one doesn't have access to a POS+refinery or a station. Also, I'd like to see the role of the miner/industrialist become a more integral part of corporation or alliance warfare, so in addition to fulfill a logistics role I think this capital ship should be able to be usefule in strategic or even tactical warfare.
So lets propose some rough thoughts...
Module: Capital Shield Bubble Description: Converts the ship shield into a bubble, allowing other ships in gang, corporation or alliance to take refuge in it. The bubble will "expel" hostile ships entering it, keeping then at range much like the shield bubble of a POS tower. The bubbe functions as the ship's own bubble, and will collapse when damage to it reaches to the point where the ship recieves armor damage (modified by the Tactical Shield Manipulation skill). In addition, the shield bubble requires Strontium Chlathrates to function, and consumes 100 Strontium Chlathrates per module cycle. Strontium use can be reduced by 10/level of the "Capital Shield Bubble Operation" skill. The shield bubble functions otherwise as a normal shield with regard to damage resistances, shield boosters, remote shield repairers and such. Friendly ships inside the bubble can't be targeted and cannot target ships outside the bubble. To activate the module, the ship has to go into "reinforced mode" yielding the same effects to ECM, warp and propulsion as the Siege Module I gives. Shield bubble radius is 5000m, plus a 100% bonus range per level of the "Capital Shield Bubble Manipulation" skill. Activation time/duration is 600s. Requirements: 200,000 CPU, 30,000 PG, "Capital Shield Bubble Operation" level 1. High slot.
Ship: ORE "Leviathan" Capital Transport Ship Cargo bay 400,000m¦. Drone bay 500m¦. Ship hangar 250,000m¦. Shield/Armor resistances as a Nidhoggur. 99% reduction in CPU need for the Capital Shield Bubble module. 99% reduction in CPU use for Mining gang modules. 10% bonus in efficiency of mining gang modules per level of Capital Ships skill. 10% bonus in cargo space and ship hangar capacity per level of Transport Ships. 5 High slots, 6 mid slots 4 low slots. 99% reduction in CPU use for Clone Vat Bay. Description: The ORE "Leviathan" Capital Transport Ship is intended to be used for logistics operations in increasingly hostile space. Requirements: Capital Ships I, Jump Drive Operation I, Transport Ships I.
There you go. This ought to change the game a little! --
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Angelic Resolution
Arcanum Defence Forces
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Posted - 2007.01.31 16:57:00 -
[123]
More or less what I proposed here. Good additions :)
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Caletha
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Posted - 2007.01.31 17:16:00 -
[124]
Originally by: Ford Hakata Edited by: Ford Hakata on 31/01/2007 14:33:33Module: Capital Shield Bubble Generator
That would give gate camps a whole different meaning... Cyno the ship in on a gate camp, activate the bubble, boom gate is clear and your fleet can jump in... Turn off the bubble the moment the ship jumps out, and your fleet is ready for business...
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Menthal
Gallente
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Posted - 2007.01.31 19:34:00 -
[125]
before handing out new toys, let us just fix the things that are ingame now that well aren't working properly
such as: -) roids too small -) mining lasers don't stop if roid is gone (just isn't fair) -) what about the mining foreman drone coordination module -) what about mining specific rigs -) what about some skills to improve mining and not necesarily yield skills, more like range and crystal optimization skills -) how about giving the mining barges some loving? bit more cpu sure wouldn't hurt
if these are done then let's talk about new ships for the miner/industrialist, as these things are needed more then a new ship that most likely won't be of any practical use without those skills and items mentioned above ;-)
just a thought tho..
pretty yellow beams
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Ford Hakata
Hakata Industries Xelas Alliance
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Posted - 2007.02.01 00:06:00 -
[126]
Originally by: Caletha
Originally by: Ford Hakata Module: Capital Shield Bubble Generator
That would give gate camps a whole different meaning... Cyno the ship in on a gate camp, activate the bubble, boom gate is clear and your fleet can jump in... Turn off the bubble the moment the ship jumps out, and your fleet is ready for business...
Well, countermeasures would still be easy... Make sure you use a large warp bubble, and spread out your ships evenly at 25-30 km from gate (to make sure the hostile cyno pilot has a smaller chance of setting up the field close to the gate, and that as few ships as possible will be affected by an offensive use of the shield bubble), plus keep a cyno pilot handy in the system since if someone should try this trick, that person would be stuck for 10 minutes in the same spot - for easy picking by a friendly capital ship. And keep some long range NOS/Neuts close by to remove any chance of the bubble ship jumping out...
Man, that would be an interesting battle! (And one where even those under-appreciated logistics ships would be crucial for success!)
Oh well. One can dream. --
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Valia Deluri
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Posted - 2007.02.01 01:33:00 -
[127]
UM how did all of you miss that the last CCP moderator posted "Ship(s)"? When you look into that place where you dare not look. You'll find me there, staring back at you! |
JForce
N.W.A Soldiers of the Forgotten Abyss
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Posted - 2007.02.02 03:46:00 -
[128]
Originally by: Valia Deluri UM how did all of you miss that the last CCP moderator posted "Ship(s)"?
watchu talkin bout willis.
The simplest way to figure this out is to ask yourself:
What is the single worst thing about 0.0 mining?
It is NOT the refinery percentage at a POS.
It IS the inability to transport large volumes of ore.
Fix that, and I will encourage my fiance to have your babies. |
1Of9
Gallente Artificial Horizons YouWhat
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Posted - 2007.02.03 04:05:00 -
[129]
Originally by: JForce
Originally by: Valia Deluri UM how did all of you miss that the last CCP moderator posted "Ship(s)"?
watchu talkin bout willis.
The simplest way to figure this out is to ask yourself:
What is the single worst thing about 0.0 mining?
It is NOT the refinery percentage at a POS.
It IS the inability to transport large volumes of ore.
Fix that, and I will encourage my fiance to have your babies.
100% agree. Most 0.0 is never mined. Even if you deploy a POS in the middle of nowhere, and you mine for days, how the heck are you going to move the mins or ore ? 20m trit, 10m pyer .. now, how many hauling suicide trips does this require ? too many ... that's why no one mine in the middle of nowhere
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TheFirstInquisitor
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Posted - 2007.02.03 12:11:00 -
[130]
Originally by: JForce
Fix that, and I will encourage my fiance to have your babies.
/me flicks BoB Eve modifier switch number 49.
Fixed... Pass the whipped cream please.
Note to all, What I say may be infact of a more humorous tone than comes accross. |
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Deacon Hasp
Hunters Agency Firmus Ixion
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Posted - 2007.02.04 01:06:00 -
[131]
/me daydreams about the possibilities.
now the question do i train one of my hulk toons adv spaceship 5, jump skills and cap ship skills or do I train my mining director toon refining eff 5, barge 5, exhumers 5 and all the good cap ship skills. Or maybe I train both to hedge my bets... you can always use another hulk pilot or a carrier pilot
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Moon Dogg
Gallente Feral Tendency Ratel Alliance
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Posted - 2007.02.08 14:36:00 -
[132]
Originally by: Deacon Hasp /me daydreams about the possibilities.
now the question do i train one of my hulk toons adv spaceship 5, jump skills and cap ship skills or do I train my mining director toon refining eff 5, barge 5, exhumers 5 and all the good cap ship skills. Or maybe I train both to hedge my bets... you can always use another hulk pilot or a carrier pilot
Well, I think you're right - never too many carrier pilots in an alliance! I've started training the basics to get myself into cap ships, just in case. I finish Advanced Spaceship Command 4 in 1.75 days. Getting to 5 will take 24d, 15h (ugh)! I am at Exhumer 4 right now, so I will probably get that up to 5 as well (taking exactly as long at Adv. Spaceship Command 5). I already have some of the Jumpdrive skills trained.
That is my main account, but I mine with a number of people, and it will make sense for each of use to take a turn in the ORE cap ship, if it truly ends up being mostly a platform for support and bonus delivery.
*********************************** "My God, it's full of roids..." |
Kal'Thuris
Ars Caelestis Curse Alliance
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Posted - 2007.02.08 15:06:00 -
[133]
Ugh.. I laugh at everyone that is asking for BIGGER mining ships.. Guys.. Hulks can mine insane ammounts of minerals.. The problem in low-sec is refining! POS refining sucks.. both based on time to refine, and losses of refine.. If it was a 75% max refine but only takes 20 min, AWESOME, or 90% max refine but takes 3 hours, That would be fine.. I could decide how much my time is worth.
While I read some of the posts about a carrier/freighter going into seige mode with shiled generators, I think of how crazy it would be.. (I could see them being used in warfare as portable safe spots, etc)
I'm still really hoping that the new capital ship is a task specific ship. Freighter class ship that can either scoop ore from space/POS hanger array, etc. Allow us to move INSANE ammounts of ORE around low-sec.
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Valia Deluri
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Posted - 2007.02.12 18:01:00 -
[134]
I was talking about the possibility of more than one new ship :P
I agree I just want a 0.0 freighter and I will be happy.
No good mining or even refining 10 mil veldspar if you can't move it to any place useful.
When you look into that place where you dare not look. You'll find me there, staring back at you! |
Moon Dogg
Gallente Feral Tendency Ratel Alliance
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Posted - 2007.02.13 14:35:00 -
[135]
Was there ever a hint at when we might see a ship? I can wait, since I won't be cap-ship capable for another 90 days
*********************************** "My God, it's full of roids..." |
Mij Ornah
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Posted - 2007.02.14 23:35:00 -
[136]
You are all thinking too small.
Nyx sized ship with the following abilities:
Ability to dock and transport up to 6 hulks and mackinaws.
Able to accept a clone vat (for jump clones) and the same refinery and factory modules used in stations.
The ability to fit gang link modules
The ability to assign fighters to ore ships only.
The ability to fit remote capital armor reppers.
It's a go anywhere elite mining and manufacturing mother ship.
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Halada
Caldari STK Scientific INVICTUS.
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Posted - 2007.02.14 23:58:00 -
[137]
Just make it as sexy as the Nyx, and spawn me one before anyone else to further develop my guide of course, NOT for personal enjoyment, and it'll all be good.
Click on my sig to read it ! |
Moon Dogg
Gallente Feral Tendency Ratel Alliance
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Posted - 2007.02.15 13:53:00 -
[138]
LOL - sure Halada, sure....
By the way, nice guide. Always meant to post a thanks, but never seemed to get around to it.
*********************************** "My God, it's full of roids..." |
Cheyenne Shadowborn
Caldari Citizens of E.A.R.T.H. E.A.R.T.H. Federation
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Posted - 2007.02.15 17:40:00 -
[139]
Originally by: Abathur We can't please everyone
Don't you worry, its okay if you please me. Capital mining ship if you don't mind, somewhat affordable and one which doesn't require a gazillion of level V skills to take for a spin. That'd do just fine for the moment thank you very much kind sir
p.s. and while you're at it, make it SYMMETRIC, mkay? --
[21:54:01] BaroteToo > cheyenne shadowborn is an ore theiving dead puke if I catch him |
Orrin Danestarr
Minmatar Merchants Trade Consortium NxT LeveL
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Posted - 2007.02.15 20:54:00 -
[140]
Originally by: Cheyenne Shadowborn
Originally by: Abathur We can't please everyone
Don't you worry, its okay if you please me. Capital mining ship if you don't mind, somewhat affordable and one which doesn't require a gazillion of level V skills to take for a spin. That'd do just fine for the moment thank you very much kind sir i second that, please symmetry on these ship designs.
p.s. and while you're at it, make it SYMMETRIC, mkay?
"Imagination is the key that unlocks the door." - ME |
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Horatio Nately
Caldari Finis Lumen
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Posted - 2007.02.16 02:45:00 -
[141]
somewhere macrominers everywhere are rejoicing. --------------------------------------- My Usual Feedback: Pro BoB post = omg you suck up stfu. Anti BoB Post = omg add more tinfoil.
Maybe its just my own opinion? |
Effei Gloom
Minmatar eXceed Inc. INVICTUS.
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Posted - 2007.02.16 04:22:00 -
[142]
my view of ORE cap ship
skills req:
Cap ship I Exhumer IV (is not a T2 ship) Ore Capital Mining Ships I
slots:
2-4 high slots (no turrets or launchers) 4-7 med 4-7 low
shield: 5K armor: 5K Hull: 150K
99% cpu reduction for gang mods 99% cpu red for mobil refinery moduls 99% cpu red for mobil factory moduls
Ore cap ship skill bonus: -90% (-95%) time reduction of mobile refinery module and mobile factory modul cycling time per lvl.
i see this ship as a mobil refinery and factory at some time, no real defence, but jump ability
stats:
1. Ore scoop hangar 30,000 m3 (big enough to scoop one full jettison - cant jettision again - ) 2. Mineral Hangar 150,000 m3 (big enough for temporary storage or low mins or long term storage or rares) 3.
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Orrin Danestarr
Minmatar Merchants Trade Consortium NxT LeveL
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Posted - 2007.02.16 14:27:00 -
[143]
Honestly, the best way for this to work and not screw the allainces out of their cut and still require stations to refine is to have them semi refine the ore into an alloy, like a dark ochre alloy, or a veldspar alloy. Make it so that it the alloys take up 1m3 per batch (and it has to be a whole batch).
Symmetry please and the ship has to have a decent size cargo bay, at least 100k plus at least room for 2 covetors and jumpdrive capability. "Imagination is the key that unlocks the door." - ME |
Lrrp
Minmatar Gallente Mercantile Exchange
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Posted - 2007.02.17 01:45:00 -
[144]
While I too can have wet dreams over new mining/hauler class vessels, has anyone given a thought on how the price will be affected by the ability to haul vast amounts of mins out of 0.0 space? Hint....look at price of Zydrine since the exploration roid fields were introduced.
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wapacz
Ars Caelestis Curse Alliance
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Posted - 2007.02.17 02:14:00 -
[145]
Originally by: Lrrp While I too can have wet dreams over new mining/hauler class vessels, has anyone given a thought on how the price will be affected by the ability to haul vast amounts of mins out of 0.0 space? Hint....look at price of Zydrine since the exploration roid fields were introduced.
Pretty sure the zyd prices are becuase of the drone regions. The mega prices should have been effected just as much if it was the hidden belts.
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BigWhale
Gallente
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Posted - 2007.02.17 17:31:00 -
[146]
What we need is a bigger hauler. That is all we need. Something between freighter and max expanded Iteron V.
100.000 cubic meters would do just fine.
Our hangar array currently holds about 500.000 m^3 of ore. That's from two mining ops and there are only two miners that mine. I can't imagine what happens with bigger corps.
Our nearest outpost is more than 5 jumps away and we're taxed there.
So, we're refining in POS refinery. Because of tax 25% loss turns into 15% loss. Instead of all that jumping, we're mining.
Yes, all we need as a bigger hauler that can pick up ore from cans and POS hangar array.
Mining carriers? Capital miners? Might be fun, but still, where will we put all that ore? :)
Onboard refinery? Could be useful, but I'm not in the rush of refining at the field.
"Half-refining" and "compressing ore"? Unnecessary complications...
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Deacon Hasp
Hunters Agency Firmus Ixion
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Posted - 2007.02.17 21:18:00 -
[147]
Originally by: BigWhale
Our hangar array currently holds about 500.000 m^3 of ore. That's from two mining ops and there are only two miners that mine. I can't imagine what happens with bigger corps.
Mining carriers? Capital miners? Might be fun, but still, where will we put all that ore? :)
medium and large ship assembly arrays have 20mil m3 storage
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Elenit
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Posted - 2007.02.18 11:14:00 -
[148]
Edited by: Elenit on 18/02/2007 11:22:09
Originally by: Ford Hakata Edited by: Ford Hakata on 31/01/2007 14:33:33 ...in addition to fulfill a logistics role I think this capital ship should be able to be useful in strategic or even tactical warfare.
Module: Capital Shield Bubble Generator Description: Converts the ship shield into a bubble, allowing other ships in gang, corporation or alliance to take refuge in it. The bubble will "expel" hostile ships entering it, keeping then at range much like the shield bubble of a POS tower. The bubble functions as the ship's own shield, and will collapse when damage to the shield reaches to the point where the ship recieves armor damage (modified by the Tactical Shield Manipulation skill). In addition, the shield bubble requires Strontium Chlathrates to function, and consumes 100 per module cycle. Strontium use can be reduced by 10/level of the "Capital Shield Bubble Operation" skill. The bubble functions otherwise as a normal shield with regard to damage resistances, shield boosters, remote shield repairers and such. Friendly ships inside the bubble can't be targeted and cannot target ships outside the bubble. Ships outside the bubble can target the capital ship using the module. To activate the module, the ship has to go into "reinforced mode" yielding the same effects to ECM, warp and propulsion as the Siege Module I gives. Shield bubble radius is 5000m, plus a 100% bonus range per level of the "Capital Shield Bubble Manipulation" skill. Activation time/duration is 600s. Requirements: 200,000 CPU, 30,000 PG, "Capital Shield Bubble Operation" level 1. High slot.
Ship: ORE "Leviathan" Capital Transport Ship Cargo bay 400,000m¦. Drone bay 500m¦. Ship hangar 250,000m¦. Shield/Armor stats as a Nidhoggur. 99% reduction in CPU need for the Capital Shield Bubble module. 99% reduction in CPU use for Mining gang modules. 10% bonus in efficiency of mining gang modules per level of Capital Ships skill. 10% bonus in cargo space and ship hangar capacity per level of Transport Ships. 5 High slots, 6 mid slots 4 low slots. 99% reduction in CPU use for Clone Vat Bay. Description: The ORE "Leviathan" Capital Transport Ship is intended to be used for logistics operations in increasingly hostile space, both functioning as a temporary safe haven for other ships and as a tool to effectly transport large amounts of cargo in a convenient way. Requirements: Capital Ships I, Jump Drive Operation I, Transport Ships I.
Some very good suggestions here. The only thing I'd like to see for a specific ORE Industrial ship is manufacturing ability. Mobile manufacturing in distant space/belts with a decent lvl of efficiency would be very very handy.
I like the size of the ship array/corp hanger space being dependant on skills - something missing in the current cap ships. If you want to make it a little more interesting or harder - introduce a new skill for it. That way, like the professions and specialisations, it's something you need to develop and work on.
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Elenit
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Posted - 2007.02.18 11:41:00 -
[149]
I find myself generally favouring the micro-specialisation roles the more I think about them. Where you can focus on something (such as the ORE Industrial ship) and then specialise on supporting skills to enhance and develop (or extend it's role) by learning more/different skills.
With this in mind with the ORE Industrial (and call me a radical) I'd like to see more lvl 4 dependancies on skills (made up example: needing <racial> Battleship 4 rather than 5 for Capital Ships). Then giving a Capital ship bonus for each lvl of Battleship you have (normalised to lvl 4). This would mean that having BS 5 (rather than 4) actually gives you a bonus. You can choose to get that extra lvl and exploit the BS bonus on the ship or not.
An example borrowed from the racial interdictors - you get a bonus on the flycatcher for each lvl of destroyers you have - yet you need lvl 5 destroyers to fly the ship. The end result is that everybody that flies them has the same bonus (yet for diff weapon types).
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Valia Deluri
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Posted - 2007.02.20 21:25:00 -
[150]
Seems someone already knew about the capital mining ship ?......
http://www.winterblink.com/wda/index.php?i=15
When you look into that place where you dare not look. You'll find me there, staring back at you! |
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