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Kellaen
Gallente Terrulian Exo Arcologies
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Posted - 2007.01.11 03:55:00 -
[1]
Originally by: Oveur And talking about capital ships, the rumour is that ORE have one in the works. Unofficial sources state that it's not a miner per se, but is something every industrialist wants to have in his backyard.
Thoughts? I see a mobile refiner type role perhalps..
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Vincent Almasy
Gallente The Underground
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Posted - 2007.01.11 04:03:00 -
[2]
what is the rela point in a mobile refinery? it would have to be more gimped then a POS refinery which takes 1-3hrs at 75%. I would look more into a capital miner but even that is iffy
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JForce
N.W.A
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Posted - 2007.01.11 04:03:00 -
[3]
My speculation:
- Gives gang bonuses, can run multiple gang mods - Can refine of course - Large cargo bay, I'm talking freighter size. And can dock with a damn pos
There are some things I can't decide on tho. Ability to tank rats? Can scoop from cans? Built in tractor beams? |

Anatolius
Amarr PIE Inc.
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Posted - 2007.01.11 08:11:00 -
[4]
Originally by: Vincent Almasy it would have to be more gimped then a POS refinery which takes 1-3hrs at 75%.
Why?
Originally by: Vincent Almasy I would look more into a capital miner but even that is iffy
By God, I hope not. Barges are damaging enough to asteroids. 
My thoughts are along the lines of JForce's. I'm envisioning something with huge cargo space, with the ability to transfer ore from barge to the mining capital. Gang modules for mining would make sense.
I'd envision it having less space than a freighter (else, why buy a freighter?) but with far, far more than your garden variety industrial. That alone would make it fairly useful, even if it failed to include mobile refining, or had 'gimped' mobile refining.
"If God be for us, whom can be against us?" |

HatePeace LoveWar
Amarr FATAL REVELATIONS FATAL Alliance
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Posted - 2007.01.11 11:55:00 -
[5]
1/3'rd cargo size of a freighter and can cyno. pretty pretty please.
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Shameless Avenger
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Posted - 2007.01.11 13:28:00 -
[6]
A vessel capable of scooping the whole roid! |

Orrin Danestarr
Minmatar Merchants Trade Consortium New Eden Conglomerate
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Posted - 2007.01.11 14:32:00 -
[7]
I foresee this:
A Cargo bay hangar with about 100km of space.
A corporate hangar bay with 10km of space.
A refinery bay with 25km of spacce.
Refining ability similar to a medium intense refinery.
Ship maintenance bay of 500km.
Its own jump drive. "Imagination is the key that unlocks the door." - ME |

Alexi Borizkova
Caldari New Age Solutions
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Posted - 2007.01.11 14:50:00 -
[8]
I just want to see an end to the madness of using carriers as glorified haulers due to the jump drive. Just admit people want and need jump driving haulers and slap one in.
The capital ORE is perfect. i like deploying gigantic mining containers, and being able to haul them too.
I've always been partial to pre-processing on a ship as well. (Basically just cut out some of the dross, change the ore to half m3 voume).
i just hate seeing war ships used for industry.... the mining apoc was replaced by the t1 and t2 barges for the most part, let's see the hauling carriers go that way as well.
As for other things industrial but not mining capitals could do:
Eat ore and produce pre-fitted combat ships in two sizes (frig and cruiser) that can't go through stargates, die after a specified amount of usage, and could be "cooked up" as local defenses, and better allow you to "feed off the enemy" by using the ore in their temporarily held territory to bolster local defenses, pair up with a mothership or titan, and keep people from flying back thirty jumps for a replacement ship when something simple and sub par on hand will do.
Some logistics capitals might be fun as well. As is, a carrier can easily carry a tower that candeploy it's nifty bubble... why not cut out hte middle man and allow a capital that can deploy, start eating fuel, and deploy a POS style forcefield, but have better built in resources (like a deployed expanding maintenence array and hangar array) to basically set up a froward base of operations in, say, an hour that has the functionality of a 1 1/2 hour setup POS and be torn down much quicker.
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hired goon
Infinite Improbability Inc Dusk and Dawn
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Posted - 2007.01.11 14:56:00 -
[9]
Oveur made his aversion to a capital mining-ship very clear at the fanfest.
Well maybe not very clear, but he made a strange face and I saw it crumple. And then he immediately suggested a mobile refinery.
MAKE OF IT WHAT YOU WILL. GOONSTRODAMUS HAS SPOKED! -omg-
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Sales Merchant
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Posted - 2007.01.11 16:28:00 -
[10]
It will most likely be a capital mobile refining ship, probably a very short refine cycle for reduced efficiency and yield.
Gangs with one could mine and refine in a belt with no need to return to any pos or station, no haulage either..a freelancers dream! I assume when its time to go home to empire it could just jump out with all the yummy minerals in its belly!
Oooh my carebear meter is rising!
     
_______
Irony (i+ro+ny) [ahy-ruh-nee]
Originally by: Ginger Magician ...this was not a fight it was simply a pathetic gank.
_______ |

Halada
Caldari STK Scientific
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Posted - 2007.01.11 16:37:00 -
[11]
If the mobile refinery doesn't give as good of a yield than a station before skills, there is no freakin' sense in wasting all that mineral, especially in 0.0, to save yourself the trouble for hauling. There is no such excuse.
However if on top of the refinery you give me huge cargo and a jump drive plus the ability to dock at a POS, I'll be happy :)
I wouldn't mind having huge skill requirements either, such as Exhumer 5, Mining Director 5, Mining Foreman 5, etc etc... just make it hard for the macro miners to get it :D
The best mining guide in the galaxy |

Alexi Borizkova
Caldari New Age Solutions
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Posted - 2007.01.11 16:52:00 -
[12]
Originally by: Halada I wouldn't mind having huge skill requirements either, such as Exhumer 5, Mining Director 5, Mining Foreman 5, etc etc... just make it hard for the macro miners to get it :D
Or give them reasonable requirements, and restrict the juciest benefits to low/no sec. Some trash about the empire groups not wanting competition for refining, and wanting to get that ever so sweet 5+% refining tax.
Then, I personally welcome the macrominers to enter low and no-sec. We'll find them, you and me and all the goodly players of eve, and they won't be suffered to live.
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Vincent Almasy
Gallente The Underground
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Posted - 2007.01.11 17:01:00 -
[13]
Originally by: Anatolius
Originally by: Vincent Almasy it would have to be more gimped then a POS refinery which takes 1-3hrs at 75%.
Why?
This is because they would not be able to replace the POS refinery that has atleast one hour and at best 75% refine rate not at that rate with would be more then a hour for maybe 50% do you think anyone would buy it? RPly it would even be like this as a POS refinery stays still and working only on this wold a mobile one would be moving and jumping around meaning less energy for refining.
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Domalais
Equilibrium LLC United Confederation of Corporations
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Posted - 2007.01.11 18:30:00 -
[14]
Edited by: Domalais on 11/01/2007 18:29:10
Originally by: Vincent Almasy
This is because they would not be able to replace the POS refinery that has atleast one hour and at best 75% refine rate not at that rate with would be more then a hour for maybe 50% do you think anyone would buy it? RPly it would even be like this as a POS refinery stays still and working only on this wold a mobile one would be moving and jumping around meaning less energy for refining.
I agree with you in part, and from a realism point of view, realistically a refining structure should/would be better than something mobile.
However, from a balance point of view, things are very different.
- A POS has formidable defenses - far beyond that of any capital ship. The ORE cap ship is likely to be extremely vulnerable.
- A POS provides many more services than the Ore cap ship is likely to. IMHO, the jack-of-all-trades POS should be inferior to a specific-purpose ship.
- The ORE ship is a ship and therefore will require a pilot to operate. This means more players in the mining gang, and the ship should have sufficient advantages to outweigh the loss of an additional miner.
- POSes require at max anchoring level 3. A capital refiner will likely require massive skills and should have benefits reflecting that.
- The capital refiner will likely be much more expensive than a fully fit POS, and available in fewer locations and smaller supply.
I see two options for balancing this ship:
- A capital refiner which requires no fuel to refine and is thus less expensive than a POS in terms of operating costs, but far more expensive in initial investment. Such a ship should have refining abilities equal to or slightly less than a large intensive ref.
OR:
- A ship which requires fuel to run the refining process. This ship should have a 100% mineral yield for refine if the pilot has maxed skills (processing 5) and should be vastly better than a POS refinery in all ways.
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Vincent Almasy
Gallente The Underground
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Posted - 2007.01.11 20:34:00 -
[15]
I would say 50% refining would be good on it and able to refine a smaller volume but be able to refine in lets say 20-30minutes compared to 1-3hrs. This would make a POS better in the longer run but for stealth mining this would be better as it refines on the spot meaning more room to have all the mineral in then the massive ore itself. I would say fuel should be part of it, mining drones able and strickly mining gang warfare mod s allowed and they get a boost for being on that ship.
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Quutar
Caldari Auraxian Irregulars
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Posted - 2007.01.11 21:08:00 -
[16]
what I would like to see (no idea about skills, maybe exhumer 5?) Capitol sized ship along the lines of an industrial carrier. Has to cyno around, etc.
normal carrier tank (think thanatos, about that many slots, no resistance or tanking bonus)
bonuses 50% bonus to tractor beam range per level 99% cpu reduction in warfare links can fit one warfare link per level ??? 3% bonus to mining link effectiveness per level 50% bonus to capitol armor (maybe also shield) repping range per level 99% cpu reduction to mobile refinery module and mobile factor modules
40,000 m3 cargo space 200,000 m3 corp hanger array space 500,000 m3 ship maint hanger (can hold two hulk/covetors or 20 retievers)
mobile refinery module (high slot) takes stront (or other fuel) to use 5 minute cycle time, 50% effeciency... 50,000 m3 capacity
mobile factory module (high slot) "rapid" versions of the normal pos style building arrays small ship, medium ship (this does mining barge and industrials... right???), drone, equipment, component, and amunition. all are "advanced" and can make tech 1 or 2 each factory has a 10x build speed each factory has a single "slot" to build with bpo has to be in the ship's corp hanger costs stront to use, ship can't move or logout while building (if you log out ship stays right there)
Not finding research slots in Empire Space? Try Quutar Research Services. |

Vincent Almasy
Gallente The Underground
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Posted - 2007.01.11 21:56:00 -
[17]
Originally by: Quutar
mobile factory module (high slot) "rapid" versions of the normal pos style building arrays small ship, medium ship (this does mining barge and industrials... right???), drone, equipment, component, and amunition. all are "advanced" and can make tech 1 or 2 each factory has a 10x build speed each factory has a single "slot" to build with bpo has to be in the ship's corp hanger costs stront to use, ship can't move or logout while building (if you log out ship stays right there)
I was right ebhind you up untill this point right here, industrical ships are not ment to be at all building anything but just transport. ORE is just for mining, building is another class in itself. Also just double the refine time, 5mins seems kinda short.
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Quutar
Caldari Auraxian Irregulars
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Posted - 2007.01.11 22:10:00 -
[18]
Originally by: Vincent Almasy
Originally by: Quutar
mobile factory module (high slot) "rapid" versions of the normal pos style building arrays small ship, medium ship (this does mining barge and industrials... right???), drone, equipment, component, and amunition. all are "advanced" and can make tech 1 or 2 each factory has a 10x build speed each factory has a single "slot" to build with bpo has to be in the ship's corp hanger costs stront to use, ship can't move or logout while building (if you log out ship stays right there)
I was right ebhind you up untill this point right here, industrical ships are not ment to be at all building anything but just transport. ORE is just for mining, building is another class in itself. Also just double the refine time, 5mins seems kinda short.
I originally only thought refining... but the dev said it would be an industrial ship... not industrial as they are named in the game , hauling... but a true industrial ship as in the way the word means... he did not say refining ship, but industrial... so that is why my guess was on the building. There is a mobile refinery and mobile factory skill in the game... so was guessing both.
I did not include a large ship assembly, since they would not have room for it in the ship main bay. But for all I know the ore cap might be a super tanker, and have enuf room for battleships in the ship maint array.
Not finding research slots in Empire Space? Try Quutar Research Services. |

Jimius
Pandoras Mining Covanant Prime Orbital Systems
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Posted - 2007.01.11 22:55:00 -
[19]
I think that the ship would be more like a huge anchorable jetcan which can run gang mods (effectively replacing the command ship for mining bonusses) and probly has some gimmick aboard. Maybe something like you only need to be 25km in range to drop ore into the ship's hangar. The ship itself would act as a support platform. when it's full, it jump drives away to the nearest station and drops off the ore, after unanchoring itself of course, like a dread's siege mode. mobile reffinng is gonna be suck if it takes 3-4 hrs with only 75% yield. It should get near perfect yield with the proper skills in a very short time, otherwise why put it on at all? I'm sure CCP has some nice ideas about it. Too bad they're not saying much...
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Vincent Almasy
Gallente The Underground
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Posted - 2007.01.11 23:09:00 -
[20]
where did you see a dev talking about there and please show me where he tlak if a true industrial ship
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Quutar
Caldari Auraxian Irregulars
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Posted - 2007.01.11 23:32:00 -
[21]
here
DaReaper: Any idea on if there will ever be a capitol minining ship introduced? Or when the systems wide belts that was promised in exodus will be making an apperence? *omghax0r WINS the race! Oveur: Capital Mining Ships, yes, we want a m*********** industrial ship like in aliens Oveur: what it'll do exactly, we'll shed light on at a later date, but probably "industrial" would be more correct than "mining", but still not like a industrial as in hauler LeMonde: We have considered adding a neverending Veldspar roid in Amarr for Chribba's dreadnought. Oveur: Yeah, that too Oveur: just so people can see it, you know, as a landmark tuxford: heretics Oveur: "so this is what blasphemy on epic scales looks like, huh?"
Not finding research slots in Empire Space? Try Quutar Research Services. |

Elmicker
Unscoped Myriad Alliance
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Posted - 2007.01.12 01:09:00 -
[22]
Big tank. Gang mods. Big cargo. Jump Drive. Big Drone bay.
Basically a carrier, with no fighters and a bonus to mining links and a much bigger cargo/hangar space.
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Sara Finn
Amarr Order of the Blessed Sisters of Amarr
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Posted - 2007.01.12 01:15:00 -
[23]
First I want to say thank you to CCP for any industrial content they put in the game, and thanks for the last hit-point increase, it really helped out the T1 barges huge.
But now the rant part: I really, really f-ing hate the ORE ships. They are uninspired in both form (graphics) and function (no mods and crap shields/armour). I was hoping for a change when the T2's got released but was very dispointed that all CCP did was give them new skins, T2 resists and make them better miners *yawn*.
To get back to the point of this thread, instead of ORE ships, I would love to see racial capital miners. Each ship basically the same (think the differences between the races for the Freighters) but ofcourse with different hulls for each.
-- About the size of a Freighter. -- Can use Stargates just like Freighters, but also has a Jump Drive (for use in both Empire and the Outer Rim). -- Able to create a Jump Portal for gang mates to jump as well. -- Freighter hit-points, no weapons or Strip Miners allowed, can use warfare link mods like a Fleet Command Ship (up to 3). -- 'Moderate' drone bay size (like a BC, not a Gallente one). -- Cargo size 50k m3. -- 2 optional 'builds' (like Mothership). 1 - Extra big cargo bay, expanding base to 150k m3 OR 2 - Refining bay, which is not as good as a large POS array, but possibly better than the small (which is useless). The ship must enter a 'seige' state to refine where it cannot move or jump for approximatley 5 to 15 minutes per cycle (not a random number, just can't decide if 15 minutes is too long). -- Build determined on being manufactured and it cannot be changed.
But what I'd really like to see are Racial mining ships (Please, Please, Please):
-- Each one a little bigger than a cruiser (and a Covetor) in size. -- All are T1, but priced higher than a Covetor, lower than a Battleship. -- They can use Strip Miners & Ice Miners, and have more overall mod slots than Covetor (racially biased ofcourse, Caldari having more mids; Amarr with more lows). -- All have drone bays the same as the Covetor (unless noted). -- All have better tanks than the Covetor (some better than others) but the 'usual' T1 resists.
Racial differences:
-- Caldari - The Ultimate Stealth Miner: 3 High slots, able to mount the Covert Ops cloak and 2 Strippers. Sure it mines less, but can mine basically anywhere. The usual cloak penalties apply (i.e., no mining while cloaked). -- Gallente - The Ultimate Drone Miner: 2 Strippers with Drone mining bonuses and a large drone bay (125 m3) or expandable drone bay (like Ishtar). Best miner with maxed skills (due to drone bonuses). Best offense due to being able to have Heavy Drones + Mining Drones. Weakest tank. -- Minmatar - Stealth with a Difference: Bonuses consist of Signature Radius decrease (it uses Solar Power!). When skills are maxed, the Signature is that of a small frigate. Fast for a miner and manuverable, good for hit-and-run tactics. Mines the same as the Covetor. -- Amarr - The Ulitmate Tank-Miner: Just like Covetor, but much, much better looking (ofcourse) and with a butt-load of low slots. Able to tank until the Rapture and beyond. Mines the same as a Covetor.
These ships would add not only some flavour to the flavourless ORE ships, but by adding 8 new mining ships that would make me and the other miners extremely happy for years and years. |

Reiisa
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Posted - 2007.01.12 02:29:00 -
[24]
Capital tractor beam so I can fulfill my dream of dragging the entire asteroid straight to the station!
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Ultimate Poison
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Posted - 2007.01.12 07:30:00 -
[25]
Edited by: Ultimate Poison on 12/01/2007 07:30:33 Edited by: Ultimate Poison on 12/01/2007 07:27:22 I'd hate to see a capital ship with refinery capability and/or jumpdrives. It would have very little use, since most 0.0 environments have a refinery station in the near neighbourhood.
If you were want to implement such a refining ship, some alliances are going to have a big hit in income, since many of them use the refinery yield to pay for the fuel of the POS that creates souvereignity. So CCP, make it possible for alliances to tax such ships.
Another thing is if you used jumpdrives, I think is the risk of being catched is too little vs the rewards. It would enable small groups of people to act like locusts. Jump in, mine the s.hit out of a belt, and jump back with refined ore.
I'd love to see a capital ship that has a large ore bay. Its primary function is to crunch ore into small volume and thus make it easier to haul. There have been several threads in the suggestion-forum for this.
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Niu
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Posted - 2007.01.12 10:47:00 -
[26]
Oh, I doubt the chance for them to be caught is small. If such a ship were indeed to have a useful refinery then I am positive that in the event it is running it'll be the same as the cloaking module and the cyno generator.
Jumpdrive & Refinery don't -both- work. And be sure to cut the engine to zero like cyno generation.
And there you go... vulnerable .. but useful. Not only that, it also makes for a tactical target to go after with a small group of people.
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Kal'Thuris
Ars Caelestis Imperium Alliance
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Posted - 2007.01.12 12:52:00 -
[27]
Edited by: Kal''Thuris on 12/01/2007 12:48:45 Moving factory.. sounds a bit overboard..
Capital mining lasers.. while cool, I doubt that we'll see them..
My guess, a modified freighter with Jumpdrive or the ability to scoop minerals / ore. I also hope that whatever the ship is, it can take items from a corp hanger array at a pos with a LARGE cargo hold.. (doesn't have to be freighter big, but big enough to ferry a large mining op of ore)
I'm not sure I'm for a mobile refinery mounted to a ship. It would have to have at least the same refine as a POS refinery array, with possibly less time to refine for me to consider it..
Either way, it sounds cool.. Time to train exhumer 5?
EDIT: Whoo Hoo! I'm no longer an !
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Sovelis
Inversion Imperial Republic Of the North
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Posted - 2007.01.12 20:37:00 -
[28]
And it's gonna have a real tricked out paint job and a kick ass stereo.
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Artmedis Valben
Gallente Lobster of Babel
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Posted - 2007.01.13 12:36:00 -
[29]
Edited by: Artmedis Valben on 13/01/2007 12:35:12 Industrial capital ship. Has the function of a Carrier/Command ship. Has a mobile refinery and a mobile factory. With maxed out skills (i.e., mobile refinery level 5, refing level 5, refinery efficincy level 5, individual ore processing at level 5) it should reach between 90-100% refining and no tax. Making it potentially on par with a station you are taxed at. Each ore should have to be refined individually in some sort of siege mode (5 minutes per ore type). Same with mobile factory. Maxed out skills = near perfect build of those items that can fit in a carrier of its size, but immobilized for the duration of the build. Needs to have Blueprints for items to be built. So building ships in hostile territory is going to be very risky. Only one production line. Needs both very good industrial skills and capital ship skills to fly as well as leadership skills to reach its potential. Definately can use 3 gang link modules with a 3% bonus per level to Mining foreman link modules. Probably has a jump drive. Has little defensive capabilities (except a lot of hit points) an no offensive capabilities. Cannot fit any turrets/launchers (but possibly a strip or two), can probably fit a long range tractor beam. And can definately drag from cans into cargo bay.
At the beginning only a small carrier, but perhaps later a larger version (Mothership) with a clone vat bay.
BPO will cost 15 billion (available only at ORE stations in Outer Ring). ___________________________________________ Selling PERFECT PRINTS of almost all seeded BPOs. Lobster of Babel currently holds 641 of the 649 Tech 1 BPOs seeded. |

Gallavantum
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Posted - 2007.01.13 20:42:00 -
[30]
A few predictions/ideas about this ship:
- Build cost similar to freighter
- BPO cost 2-4 bils.
- It will actually need capital cargo bay to build! (2nd capital ship to need this component)
- In all ways the ship itself will be very similar to a freighter but with 10%-50% of the cargo hold, ability to refine, and the ability to scoop and jettison (and interact with POS). Maybe a much smaller cargohold in exchange for the ability to refine instantly.
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Mr Hermid
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Posted - 2007.01.13 22:05:00 -
[31]
Originally by: Quutar what I would like to see (no idea about skills, maybe exhumer 5?) Capitol sized ship along the lines of an industrial carrier. Has to cyno around, etc.
normal carrier tank (think thanatos, about that many slots, no resistance or tanking bonus)
bonuses 50% bonus to tractor beam range per level 99% cpu reduction in warfare links can fit one warfare link per level ??? 3% bonus to mining link effectiveness per level 50% bonus to capitol armor (maybe also shield) repping range per level 99% cpu reduction to mobile refinery module and mobile factor modules
40,000 m3 cargo space 200,000 m3 corp hanger array space 500,000 m3 ship maint hanger (can hold two hulk/covetors or 20 retievers)
mobile refinery module (high slot) takes stront (or other fuel) to use 5 minute cycle time, 50% effeciency... 50,000 m3 capacity
mobile factory module (high slot) "rapid" versions of the normal pos style building arrays small ship, medium ship (this does mining barge and industrials... right???), drone, equipment, component, and amunition. all are "advanced" and can make tech 1 or 2 each factory has a 10x build speed each factory has a single "slot" to build with bpo has to be in the ship's corp hanger costs stront to use, ship can't move or logout while building (if you log out ship stays right there)
I like the setup idea... maybe add a 5% effeciency per lvl as well.
Also the ship should be able to be achored in space, while remaining active ect. Other then that, you mite aswell as use a medium POS to mine from
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Daedalus Maxwell
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Posted - 2007.01.14 02:53:00 -
[32]
Not sure if this link will show up but worth a try:
http://www.evegames.hostingbig.com/eve/data/
from there if you go to freighters and then look at the test science vessel you'll see under the info icon it says it researches and manufactures stuff in space. Mind you this is from the old database :)
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Dafydd Merc
Caldari White Nova Industries Interstellar Starbase Syndicate
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Posted - 2007.01.14 10:23:00 -
[33]
To everyone comparing this ship to a POS refinery - any region worth it's salt... er, ore rather, has readily available refinery services in the form of a Minmatar outpost. DOWNGRADING to POS level refinery services in a capital ship will make this a floating homage to uselessness. By the same token, alliances which support Minmatar outposts would generally depend on the refinery taxes at said outposts, and being able to refine in a ship with equivalent efficiency is going to remove a lot of that income.
So, where does that leave us? Well, some people have said they don't see a capital mining laser coming. I'd have to disagree as this is the only way to have a ship which improves on the Hulk and doesn't step on the refinery outposts toes. There could be a couple models for this - capital mining laser perfectly strikes veldspar moon wrecking for all the ore it contains. Please wait while the 20 minute cycle finishes. Or maybe a doomsday like miner, spams all roids nearby for 100m3 of ore... then wait for the 20 minute cycle to finish. I guarantee, there will be a downside to capital mining, and it will be better than a hulk, but only marginally so. The rest of the benefit from the ship comes in other services it provides.
Likely comparable to a carrier designed for mining (ie: support vessel). It will tank, it will provide gang bonuses, there will be a small ship maintenance array to reload drones, refit your ship, nab a new ship if you were popped, etc, and most important of all, it will have a very sizable cargohold. 100,000m3 doesn't cut it chaps, large scale 0.0 ops I take part in produce that multiple times over in an hour - can't have your tank jumping off every 20 minutes to empty it's hold. Now, 500,000m3, that might be a start. Maybe a freighter surpassing 1 million m3 that will ONLY store ore? That'll be useful. Oh, and for the jump drive - I bet it jumps shorter than a dreadnought.
As a corpmate said earlier this week, let's all think "Nostromo class" tug/freighter. Linky for the Alien-impaired.
Can't wait to see what comes out, I'm sure we'll find some way to use it in which it was never meant for :)
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Cheopis
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Posted - 2007.01.14 12:20:00 -
[34]
If they are making a lot of highsec ice disappear, I hope that these capital mining ships will be capable of mining a lot of ice. If they were capable of mining ice with the same cycle speed of a ore mining ship, that would be very nice. If they were capable of refining the ice onboard, that would be even nicer. However to keep them from being too nicely macroable, they would have to be weak to attackers, and prone to requiring human intervention... If they were to simply refine ice and/or ore, rather than store it in cargo, they would not even really need a ultra-huge cargo bay. Ice/ore gets sucked in, and refined, waste gets jetted out, only the good stuff gets kept in cargo. You would still need a hauler to take stuff to station. The vast majority of the hull would be taken up by refining equimpent, explaining the capital ship size requirement.
Perhaps there might be ore specialist ships, and ice specialists. Or perhaps even Veldspar specialists and Scordite specialists, etc.
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Sara Finn
Amarr Order of the Blessed Sisters of Amarr
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Posted - 2007.01.14 17:27:00 -
[35]
I really don't think that there's going to be any Capital Mining laser for this ship. Not with the problem that macro-miners pose to CCP.
That being said, I really hope that CCP isn't thinking of making this ship a low-security-only ship, like the Carriers, etc, in an effort to discourage it's use by the macro-ers.
And for all those that are dismissing the idea of a refining ship that is a little worse than the POS refining array, that's the whole idea. My suggestions of a refining ship that can use stargates (so it can go into high security) and can open a jump portal (so it can get into deep dark 0.0) is perfect for small corporations and not the large alliances. The alliances already have all the toys and shiny-shinies. Let's try and give something to everyone else for a change.
In addition, an industrial ship that is jump portal capable WILL inspire economic warfare and force alliances to watch their precious belts. This will move the choke-points around and open up space in general. I fail to see how that's a bad idea (though I admit I'm not in an alliance, so I may be completely unbiased ). |

Dafydd Merc
Caldari White Nova Industries Interstellar Starbase Syndicate
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Posted - 2007.01.14 20:44:00 -
[36]
Originally by: Sara Finn I really don't think that there's going to be any Capital Mining laser for this ship. Not with the problem that macro-miners pose to CCP.
That being said, I really hope that CCP isn't thinking of making this ship a low-security-only ship, like the Carriers, etc, in an effort to discourage it's use by the macro-ers.
And for all those that are dismissing the idea of a refining ship that is a little worse than the POS refining array, that's the whole idea. My suggestions of a refining ship that can use stargates (so it can go into high security) and can open a jump portal (so it can get into deep dark 0.0) is perfect for small corporations and not the large alliances. The alliances already have all the toys and shiny-shinies. Let's try and give something to everyone else for a change.
In addition, an industrial ship that is jump portal capable WILL inspire economic warfare and force alliances to watch their precious belts. This will move the choke-points around and open up space in general. I fail to see how that's a bad idea (though I admit I'm not in an alliance, so I may be completely unbiased ).
You pose many contradictory ideas - why would you want a ship with a less-than-pos capable refinery, especially in empire with it's readily available refineries? If you can afford to build a capital ship, supply it with isotope to jump, and supply pilots with ozone to open cyno fields, then it's reasonable to assume you can put together a POS with a refinery on it. Mine ore/ice to the ship, jump it to your POS for refining, simple as pie. Even better in a region with a Minmatar outpost. The "small corporation" argument doesn't stand up, as a single person can easily handle the logistics around keeping 5-10 POSes fueled.
As for empire space? Well you pointed out one of the largest problems with having these ships in empire with your first statement - macro miners. In low sec, the problem deals with itself. No capital ship was ever meant to be in empire space. Chribba holds a very special place :)
Look, this is a "capital ship" - I know everyone who mines in the safety of empire is drooling at the thought of being able to strip belts faster. Guess what, this game is about risk vs reward, and mining with a cap ship in empire does not equal risk. From an RP perspective, of course it's going to be alliances which build and utilize capital ships, not small corporations. Complaining the alliances have all the toys gets you nowhere. Join an alliance, or deal with the fact that to reap the rewards of these incredibly high end ships, your small corp will have to learn to deal with low-sec life. You NEED to use cynos to move it (detectable, and requires a second pilot), with jump capability a refinery makes little sense, and so we're back at a ship which will provide support for mining gangs, a large cargo capacity, and have slightly improved mining capability over a hulk.
With Hulk's still going for nearly 500 million, I wouldn't be surprised to see the first few of these ships out of the cooker going for LOTS (5 billion, anyone) fully fitted. Once production ramps up, they'll settle down to "regular" capital ship prices, that is cost of minerals and production.
Oh, and if you think you're going to jump into some alliances claimed space and suck on their roids with your cap ship, be prepared for a rude awakening when you get blown up. The economic warfare this ship will allow will be in the vein of bringing all ore/mineral prices down, again hurting macroers, and helping the game overall.
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Andrus Delai
Mayven Omni Gestalt
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Posted - 2007.01.14 22:21:00 -
[37]
"And talking about capital ships, the rumour is that ORE have one in the works. Unofficial sources state that it's not a miner per se, but is something every industrialist wants to have in his backyard."
Based on the Dev Blog, this new ship will not be a mining ship (emphasis mine).
My feeling is that the ship will be used for command and refining.
- Jump Drive / Low sec only. - Can fit three gang assist modules. - Bonuses to Mining Foreman Links. - No hardpoints. - Intensive Refining Array and a Silo (500k). - Silo can only be unloaded at a station. - Refining Array yield +5% per Capital Ship level. - If a POS refining array used as a component of the ship, a flat time reduction for the array. - 100k Cargo.
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KillerOfMacros
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Posted - 2007.01.14 23:56:00 -
[38]
I don't know if I like the idea of being able to refine in the ship, but here is what I had envisioned. High:5 Mids:4 Lows:4
Cargo Bay 500,000 m3 (ore only) Ship's cargo 750m3
Ability to fit and activate 2 gang modules (no reduction in CPU) 3% bonus to mining foreman gang modules (like the fleet command ships) 3% bonus to mining amount strip miners and reduction in Ice harvester cycle.
The ability to use a jump drive and jump gates Low sec operation only (.4 and lower)
Grid around the 500MW CPU around 36000 TF
No reduction in fitting costs of the modules with the option of mining with 3 stripminers/ 2 gang modules and a shield tank in the mids with CPU and upgrades in the lows OR Miners / gang modules, armor tank and ECM in the mids... there are options and a few different way of fitting things. I also didn't take into account any of the tanking gear so the MW and CPU may be way off.
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Dafydd Merc
Caldari White Nova Industries Interstellar Starbase Syndicate
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Posted - 2007.01.15 11:07:00 -
[39]
Edited by: Dafydd Merc on 15/01/2007 11:08:39 Ah well, maybe the ideas that I have of what a capital mining ship should be are completely off base. all I know is:
- Mobile refinery with anything than less efficiency than a station cuts into profit more than its worth. - The ability to tank and use gang mods at the same time is already here, pick any of battlecruiser/commandship/carrier... - Alliances who see their income dropping due to mobile refineries floating around are going to flip out, and your ship is going to become the target of their next "overview bug" - Mobile production, really? Anything bigger than ammo is going to either going to need a production bonus completely unbalancing the production chain, or is going to require your cap ship to float in space doing nothing but production for hours on end. We've got that already, it's called a POS.
That leaves us with a cargo ship with jump drive capability. If that's as good as they've got, just let me use my freighter to scoop cans and take from a POS and forget about an ORE capital ship altogether. I'll save my dreadnought for the special occasions which need jump hauling.
Everyone needs to pay special attention to the refining tax bit. You're happily mining away in 0.0 right now and using your alliances (or a public) refinery outpost. Wonderful, and the alliance is happy because they get a cut of those minerals. When that disappears, the proverbial doo-doo will be hitting the air relocation device. I don't believe CCP is that blind to what goes on in the game.
Here's my final prediction (or dream ship, whichever way you want to put it).
Skill - ORE Capital Ships, rank 14, ability to pilot the ORE capital ship, 8% bonus to mining yield per level, 5% shield/armor resists per level. Requires exhumers 5, advanced spaceship command 5.
Ship - 5 high slots. 99% cpu reduction to strip miners, 99% cpu reduction to warfare link modules. No turret/missle points. Appropriate midslots/lowslots to be able to choose your tanking method, along with some half decent (but not overpowered) resists. Maybe make it a 5/5/5 ship. You'll end up with almost everyone wanting to shield tank so they can use the low slots for mining upgrades, need to take that into account and make sure they're not getting out of control. Make sure you can't decide "I don't need warfare links, I'm going to use 5 strip miners" - just enough cpu/grid/whatever such that 3 strips and 2 links work, maybe 4 strips if you gimp your setup.
Cargo bay - 15,000m3. Enough to hold mining crystals, fuel for jump drive, and a cycle of ore. ORE Silo - 500,000m3. A hangar array similar to a corporate hangar array which can only store ore. and while I'm dreaming... Drone bay - 25,000m3, able to store 5 fighters. How wicked would it be to have fighters defending your mining op?
There you have it. "not a miner per se" - but a ship which supports your mining op, holds the ore, and transports it for you, and brings in a good chunk at the same time.
I've made my peace with this thread, I'll be back when the patch notes are released.
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Shifty McMurphy
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Posted - 2007.01.15 20:36:00 -
[40]
Here is what I'd like to see:
The ability to use gang modules. Jump drive. Large-ish cargo hold (65,000m3+). An ore-specific hold, with a very large volume. Either something like 100,000m3 which can be unloaded, or 250,000m3 which can't be unloaded. An efficient refining array onboard, which can be used while moving. Let's face it, POS refineries are only used by the exceptionally desperate, or for ice. Make the new ship require heavy water/liquid O3 to operate the refinery. A continuous refining array would be good here. A largeish drone bay, with the ability to assign drones to other ships, like the carrier can. Sentry drones would go well here, fighters are a big no-no. Production facilities seem a bit sketchy to me. I don't think there should be one production and mining-support ship. Production ships seem like an iffy idea anyway. I'd like to see this be usable in 0.5 and below, but chances are good that macroers would be all over it. Interaction with POSes would be a plus.
Of course, this ship wouldn't have the ability to do any mining of it's own. Well, maybe with drones, but that hardly seems like a worthwhile use of time.
As a possible anti-macro device, perhaps there can be different fuel chambers that require manual charging to keep the refinery operational?
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Valia Deluri
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Posted - 2007.01.15 21:22:00 -
[41]
I'm surprised no one posted this and now that I think a little more about it I'm putting on my asbestos suit.
Carriers got fighters. What if the ORE Capital ship got procurer or retriever sized drones. Ya know, with one or two strip miners. 
-Deluri and Friends When you look into that place where you dare not look. You'll find me there, staring back at you! |

Orrin Danestarr
Minmatar Merchants Trade Consortium New Eden Conglomerate
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Posted - 2007.01.15 21:37:00 -
[42]
Frankly, id like it to have just a decent size cargo bay and good refining capabilities to make alloys, not minerals (still need a refinery for them alloys). The alloys would be alot more compact than the ore, thereofre giving the ship the ability to transport large amount of ore.
This would allow for hte need to get to a station or POS for refining, keeping the mineral tax in htere. "Imagination is the key that unlocks the door." - ME |

Andrus Delai
Mayven Omni Gestalt
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Posted - 2007.01.15 22:13:00 -
[43]
Edited by: Andrus Delai on 15/01/2007 22:10:24
Quote: - Mobile refinery with anything than less efficiency than a station cuts into profit more than its worth.
Possibly. With a ship and can refine and haul, you have no need for haulers to transport the ore to a station for refining, which means fewer haulers needed for an op. The haulers not needed would be available to mine as well. Also, since minerals are smaller than ore, it would take a good long time to fill the ship and you can then transport all of the minerals to a factory in one go. While the specific refining rate might be lower, the volume would be higher so net yield increases.
I think that the refining rate of the ship should be increased by skill level and when that skill is at level 5, the refining rate should be 100%.
Quote: - The ability to tank and use gang mods at the same time is already here, pick any of battlecruiser/commandship/carrier...
None of those ships give bonuses to the Mining Foreman Links.
Quote: - Alliances who see their income dropping due to mobile refineries floating around are going to flip out, and your ship is going to become the target of their next "overview bug"
If you try and steal from an alliance, they will try and kill you. Sounds like a diplomatic problem to me and honestly, I'm all for adding that to the game.
Quote: - Mobile production
I don't think that much, if any, manufacturing should be in the ORE capital. I'd like to see that in a logistics capital from another corp, perhaps Interbus?
Quote: Skill - ORE Capital Ships, rank 14, ability to pilot the ORE capital ship
I think that the skills required for the ship should be Capital Ship 1, Exhumers 5, Refining Efficiency 5.
Skill bonuses: +5% bouns to mining yield per level. +5% bonus to effectiveness of Mining Foreman Links per level. +10% refining yield per level (base yield is 50%). Role Bonuses: 99% cpu reduction to strip miners 99% reduction in Warfare Link module CPU need 99% reduction in refining array operational duration.
Quote: Ship - 5 high slots. 99% cpu reduction to strip miners, 99% cpu reduction to warfare link modules. No turret/missle points. Appropriate midslots/lowslots to be able to choose your tanking method, along with some half decent (but not overpowered) resists. Maybe make it a 5/5/5 ship. [snip]
Sounds good. At first I as against having this ship be able to fit strips, but from a player perspective it would be nice to be able to contribute on smaller ops. It shouldn't be able to have a lot of strips though.
I'd also like to see some larger tractor beams. This ship would be incredibly effective is it could tractor cans for an entire mining op. With larger tractor beams, this ship could be the *only* hauler required on a large mining op. Five high slots would be perfect for that. 2-3 Links and 2-3 Tractors. The tractor beams could increase 20km range and 100m/s with each size increase, giving a Captial Tractor Beam a 100km range and 900m/s speed.
Quote: Cargo bay - 15,000m3. Enough to hold mining crystals, fuel for jump drive, and a cycle of ore.
I think that this need to be bigger. Carriers can still transport a lot more and I'd like to see them stop being glorified haulers. If the ship has 5 low slots, it should have a base cargo of at least 30.000m3.
Quote: ORE Silo - 500,000m3. A hangar array similar to a corporate hangar array which can only store ore.
I agree. The only question is whether you can acess the Silo in space.
Quote: and while I'm dreaming... Drone bay - 25,000m3, able to store 5 fighters. How wicked would it be to have fighters defending your mining op?
It would be great. And it would be overpowered. If the ship has a drone bay, it should have no more than 200m3.
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Salvis Tallan
Gallente Team Condor
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Posted - 2007.01.15 22:40:00 -
[44]
I want it to eat attacking ships and reprocess them for their minerals. Also, if you put gang bonuses on it and a jump drive, those bonuses will only work when its in system right? ------
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Grayton
GoonFleet GoonSwarm
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Posted - 2007.01.16 09:00:00 -
[45]
Although there are a ton of things I'd love to see an ORE capital ship become, one has to look at this realistically, from a CCP balance perspective. That's why I see it as some sort of refining and mining support ship (like a lot of other people are speculating). Although it would have no mining capabilities of its own (except for maybe a smallish drone bay; say, 100 m3 at the most or so), it would serve solely to help a group of miners where this ship would be intended for: deep 0.0. Right now 0.0, in terms of mining, is everyone clustered around the refinery outposts, stripping all of the belts near by every Monday and Friday after it respawns, then waiting for the next respawn time. This leaves hundreds upon hundreds of belts with high quality ore sitting around, unused, because no one wants to limit themselves to the 75% POS cap, and most are fine with just living near a station. Because of this, I think this capital ship will have something like the following:
- Require Capital Ships I, Exhumers V, Refining Eff V, Jump Drive Operation I - Require that a refining module be equipped to a high slot; e.g. Arkonor Processor I, requiring it's corresponding Processing skill to IV, or maybe even V, as well as a "Processor Module" skill (requiring Refining Eff V). Only one of these modules can be equipped at a time, much like a POS, except capable of refining more than just one subtype of ore. When activated, it would basically be like a siege mode, except no defense bonuses. Velocity drops to 0m/s, cycle time is 30 minutes, and it requires 500 stront. For each level of Processor Module, it drops the cycle time by 3 minutes, and the stront required by 50. - Have the ship have a set refining percentage, not based on skills. This percentage is increased by 5%, 10%, whatever CCP wants, per level. However, make it so that at the lowest skill (Ore Capital Ships I), it is worse than a POS refinery; but at Ore Cap Ships III, it becomes equal to or better than a POS Refinery. OCS IV would be a decent jump above it (80-85%), and V would be about 5-8% below what is the max capable at a refinery outpost (so say, the ship would be able to achieve a max of 90% refining at V, or ~6% below what would be possible with Processing V at a refinery outpost). This would still encourage the use of Refinery outposts with taxes in most cases, while also encouraging this ship to be used when the belts near station are stripped, or for the hardcore players that get the skill to V and end up having a higher yield than at a taxed station. - The same bonuses as a battlecruiser/carrier gets, except for mining director. Only allow it to be able to equip one gang module without command processors, just like a carrier or BC. - Have a cargo bay of about 7k m3 (more than enough for fuel + a few cycles of processing), a ship maintenance bay of 5k m3, an "Ore Processing" bay of about 450k m3, and an "Ore Processing Output" bay of 20-30k m3 (iffy on this, not sure what the "balanced" m3 would be to 450k m3 of ore). The OP bay could only hold Ore, while the OPO bay could only hold refined minerals. - Probably a shield tanker, just to continue the "trend" from the Exhumers (especially the hulk). Have it have the tanking ability of somewhere between a BS and a carrier, such that it could easily tank even triple BS rat spawns, but also that it is easily killable if jumped (not nearly as hard to kill as a tanked out carrier) - A layout of something like 4/6/3, not really sure on this. Two of the highs would be for the refining module and the gang module; the other two would be wildcards (no turret slots). Probably for something like a cloak, or even a comedy "10% bonus to tractor beam range" bonus for tractor beam fun. The mids would be for the shield tank (capital shield booster), and the lows for expanders. - Affected by Jump Drive Op and Calibration, just like Carriers/Motherships/Titans.
I think that's about it for my ideas.
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Kaaii
Caldari Equilibrium LLC United Confederation of Corporations
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Posted - 2007.01.16 13:22:00 -
[46]
After reviewing the pages before me i'm surprised none mentioned this..
"A recycling" type function. (since they have yet in to include that in pos refs) All those civy shield boosters need a home too..
Seriously, I think the scrap metal skill would be a boon here. Im not sure about exhumers, as he did say it wasn'tt a mining ship per say, but industrial. In speculation im thinking a combination of re-processing/refining type of ship that can be anchored or enter into some type of siege mode'isk type of configuration.
I also think that usage would be a pre-cursor to setting up a outpost, not in place of one. there are some ref outposts in 0.0, but not as many, or as accessible as some think.
A typical(?) scenario maybe:
A corp moves into an area of 0.0. They deploy one to crunch mins for an outpost. Allow it to access/load/unload to an outpost "egg". Maybe attach it to the construction mechanics some how. Channel the output to the egg (pos style moon mining-linking). Once the mins are in the egg, the ship is unanchored and moves off, to allow remaining trade goods to be deposited.
Sort of a Terra farming setup, but in space. Some (limited) static defenses, sentry guns maybe, quasi pos, but not in place of....
My two isks...
Trading 101
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Kendra Kantrell
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Posted - 2007.01.17 14:47:00 -
[47]
I think you all are way over analizing what the ship will be. I would bet that it will be nothing more then a Jump Capable hauler. Size of a Carrier with drone cap and mass from heavy armors converted to more cargo space. I would think just under the size needed to carry a Outpost Egg.
They are Not going to give it any refining or building, besides if you can jump it why settle for refining in space.
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Sarf
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Posted - 2007.01.17 16:01:00 -
[48]
I kinda like this ideas here.. but i would want it in 0.5+ systems but don't like the idea of a jump drive in empire space.
So what if the ship had 1 more rig slot and a Jump drive rig.
The Jump drive rig could be fitted to any ship and give jump drive capability.
Jump drive rig - Enables jump drive. - penelty - 25% greater fuel cost for jump - penelty - 50% reduction in cargo space - penelty - 10% reduction ship speed.
With a Jump rig installed in a ship it is barred from 0.5+ systems.
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Delwin Amber
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Posted - 2007.01.17 17:06:00 -
[49]
The idea of pre-processing ore isn't getting any where near enough love.
Make the ship a 4/5/5, no hardpoints. Fits 3 ganglinks and one "pre-processing module".
This pre-processing module would turn a specific resource (Ice, Velspar, crokite, etc) into an intermediary state that is much smaller than what it's coming from but would have the same mineral value.
For example, Crokite is 16m3 per unit. "Pre-processed Crokite" would be .1m3 per unit, or even smaller. Make it competitive with some of the highest compression modules out there so we can also get rid of using modules for compression of minerals. This would open up 0.0 more as we could move these pre-processed ores around much easier than the raw ore or even the final minerals due to the compression.
That ability would make this invaluable to both 0.0 Alliances as well as Empire miners. |

Saul MuHadeep
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Posted - 2007.01.17 20:02:00 -
[50]
I always saw the Capital Industrial as a ship that would fit Capital Mining Lasers, enabling it to conduct moon mining operations.
The Capital Mining Laser would extract ore from moons in much the same fashion that a POS moon miner does, but at a much greater rate. By making the capital miner unable to mine if there was a POS you could then create the added dimension of moons being more profitable if they're unclaimed. This could also make the more common moon minerals a bit more attractive.
Add on a silo and even a refinery for asteroid ore and I suppose you'd have a very attractive ship. |

Marcus TheMartin
Gallente Tuxedo.
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Posted - 2007.01.17 23:04:00 -
[51]
I don't care what it is as long as it has a huge drill Best Dressed Corp of 2006 and 2007! -ISD Marcus Thinks Eve who knew!? |

Ariel Dawn
SniggWaffe
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Posted - 2007.01.19 02:16:00 -
[52]
This ship would probably be making use either the 'Mobile Refinery Operation' or 'Mobile Factory Operation' skills that are already seeded in game, so perhaps there will be variations of industrial capital ships?
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Archo X
Caldari
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Posted - 2007.01.19 05:29:00 -
[53]
Give the ship 1 high slot 5 mids 5 lows (for mix-n-match tank and ORE is close with Gal which tend to have a close split on mid/low slots)
Then make 4 hi-slot mods Capital miner (2500m3/min - Requires Advanced mining 5) Capital mobile lab (1 slot .65 research modifier - Requires Mobile lab operation 5) Capital mobile factory (1 slot .65 manu modifier - Requires Mobile factory operation 5) Capital mobile refinery (Refining rate is based on skill, with the processing skill trained to lvl 5 it should refine at 85%, and take 60 minutes to cycle - Requires Mobile refinery 5 operation 5)
The ship should have a jump drive. Cargo should be 250km3-ish. There would need to be a ship array, but it should only be able to used to output ships to (no loading the ship with fully loaded Itty Vs). Req's should be Exhumer 5, Jump Drive Op 1, Capital ships 3, and perhaps advanced industry 5.
Also, I would put an online/offline delay like POSs to discourage people from mining, the using a ship array to swap to a refining array, then swap again to a factory.
Please resize image to a maximum of 400 x 120, not exceeding 24000 bytes, ty - Cortes
I got h4xXx0rzed!!!!11!!on3!!!111!1el3ventEEn!!!11 N3RF teh modz!!! |

Mabari
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Posted - 2007.01.19 10:31:00 -
[54]
well i just let ccp surprise me. but i do hope that if there is a ore cargo bay that also includes mined ice.
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Lars Intarestum
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Posted - 2007.01.19 23:01:00 -
[55]
Ya know what would be kewl? Being able to interface with Freighters. You and your corp are mining a belt... Freighter pops in and hauls off all your stuff.
...Probably will never happen. xD
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ToxicFire
Warlords Corp The Core Collective
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Posted - 2007.01.20 01:51:00 -
[56]
Rumour: Can only be used and built in a system with sov
Join the save Stargate SG1 Campaign Today! http://savestargatesg1.com/
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korrey
Taurus Inc
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Posted - 2007.01.20 14:43:00 -
[57]
Originally by: JForce My speculation:
- Gives gang bonuses, can run multiple gang mods - Can refine of course - Large cargo bay, I'm talking freighter size. And can dock with a damn pos
There are some things I can't decide on tho. Ability to tank rats? Can scoop from cans? Built in tractor beams?
I havent read all the posts so excuse me if someone stated this before. But to be a mining ship one must be able to acess cargo containers, meaning why would people buy freightors if they could buy a mining ship with the same size cargo space that can acess containers in space?
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Atherus Shadowstorm
Caldari Ace Adventure Corp
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Posted - 2007.01.20 15:14:00 -
[58]
What i hope Hope/suspect this ship will be is a from of mobile refinery/support platform.
Heres my thoughts on what it might be like.
- New skill: Ore Capital Ship: Ability to use the ore capital Refinery Vessel. (rank 15 -17 not sure exactly which yet) Prereqs: Exhumer 5 Mining 5 Refining 5 Capital ship 5 + other Carrier reqs obviously (adv ship command etc)
- Specific ore hold (which as its name suggests only holds ore)size around 500K M3.
- Similar slot layout to a carrier. ie no hardpoints. But has some slots Mabye something like 4 high, 4 mid, 3 low.
- Similar bay size to a carrier, 1 fighter per level bonus similar to a carrier
- Less PG than a carrier Mainly so it cant fits as many DCUs so has less fighter capability
- 99% Cpu reduction on gang mods Can use 3 Mods at once Same as a Fleet command ship
- Bonus to Mining Foreman links. Perhaps + 50% effectiveness per level (mabye 100% even depending on what its other bonuses/stats/skill reqs are like)
- 99% CPU reduciton for Mobile Refinery Module (more on this in a min)
Adjust the current mobile refinery opperations skill to give a reduction per level to the mobile refinery modules cycle time
Mobile Refining Module I CPU use 50,000 (basically nothing but this ship can use it) PG Use 1000 Cycle time ~ 15 Mins Amount per refine: ~ 30K m3 Total per hour refine ~ 120K m3 (Just made the last 3 values up off the top of my head, since im not sure exactly how much per hour a POS refinery actually does) Reqs Refining 5 Refinery Efficiency 5 Industry 5 Mobile refinery Operations 5
Mobile Refining Module II CPU use 50,000 (basically nothing but this ship can use it) PG Use 1000 Cycle time ~ 10 Mins Amount per refine: ~ 40K m3 Total per hour refine ~ 240K m3 (Basically these are just examples based on the MRM I i described above) Reqs Refining 5 Refinery Efficiency 5 Industry 5 Mobile refinery Operations 5 Advanced Mobile Refining 5 (new skill reqs MRO 5)
Things im not totally conviced one way for the other on...
High sec or not. sure its a capital but its kinda useless fr high sec anyway, NPC stations = better Refine. Command ships + much cheeper + less skills reqs. So why use them there ?
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Slash Harnet
Minmatar Industrial Services INC The Hired
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Posted - 2007.01.20 15:58:00 -
[59]
I hope that:
It give gang bonuses. It has a SMALL cargo hold, but has the ability to interface with freighters (maybe it's only high slot?). Jump Drive and Gate use (so it can be used in empire). 100m3 drone bay. 5 mid and low slots. No mobile refining.
Required skills are: 'Ore Capital' I Exhumer V Freighter I
And then another skill for the Freighter hookup.
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Ravenal
The Fated
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Posted - 2007.01.20 17:40:00 -
[60]
/me crosses fingers for a captial science vessel :) . |

ITTigerClawIK
Amarr PIE Inc.
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Posted - 2007.01.20 19:01:00 -
[61]
Its a Fact that lots of younger corps/ alliances are put of going to low sec space to mine what they want mainly due to the reason that there is useuly no station to haul it directly back to... and of course havieng to haull it a few systems back to refine it is stupid due to fact that pirates arre most likely lurking ont he other side and mostly were there are refineing staitons in low sec to catch the miners.... a mobile refinery ship with large cargo hold would in a way be a kind of mobile compacter since minirals take up alot less space than raw ore does.... thus allowing you to mine till your hearts content... id say it should have to be deployed kinda like a dreadnought would be in seige mode unable to move while its working at maybe the low cost of a bit of fuel maybe ... this iwll be unable to mine and used with a large group of miners in ther emineing barges... i cant think of a better industrial corps dream that CCP will actuly consider ^_^ even though im not an industrialist myself

Sig (partially) nerfed. Only one image allowed, and that one image has to be under 400x120, and below 24,000 bytes. -Conuion Meow ([email protected])
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Tunajuice
Convergent Firmus Ixion
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Posted - 2007.01.20 21:10:00 -
[62]
Originally by: ITTigerClawIK Its a Fact that lots of younger corps/ alliances are put of going to low sec space to mine what they want mainly due to the reason that there is useuly no station to haul it directly back to... and of course havieng to haull it a few systems back to refine it is stupid due to fact that pirates arre most likely lurking ont he other side and mostly were there are refineing staitons in low sec to catch the miners.... a mobile refinery ship with large cargo hold would in a way be a kind of mobile compacter since minirals take up alot less space than raw ore does.... thus allowing you to mine till your hearts content... id say it should have to be deployed kinda like a dreadnought would be in seige mode unable to move while its working at maybe the low cost of a bit of fuel maybe ... this iwll be unable to mine and used with a large group of miners in ther emineing barges... i cant think of a better industrial corps dream that CCP will actuly consider ^_^ even though im not an industrialist myself
is this before or after 5 pirates show up and blow up half your barges and your 5 billion ISK capital mining ship that is stuck in seige mode?
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niroshido
Caldari Frontline Defense Force Maelstrom Alliance
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Posted - 2007.01.21 00:21:00 -
[63]
Edited by: niroshido on 21/01/2007 00:19:21 i think its gonna be the carebearathron
see link for carebearathron, as made by Oveur himself  carebearathron
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Slash Harnet
Minmatar Industrial Services INC
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Posted - 2007.01.21 00:29:00 -
[64]
Edited by: Slash Harnet on 21/01/2007 00:29:30
Originally by: niroshido Edited by: niroshido on 21/01/2007 00:19:21 i think its gonna be the carebearathron
see link for carebearathron, as made by Oveur himself  carebearathron
ROFL..
As for getting people to mine in low sec, the only thing this ship could do to help that is
A.) Let you dock with a whole rock in your hold B.) A POS style shield (which would be way over powered.
/Edit: C.) AoE mining laser!
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niroshido
Caldari Frontline Defense Force Maelstrom Alliance
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Posted - 2007.01.21 00:32:00 -
[65]
i forgot to mention, the carebearathrons mouth actually works, the hand that scoops the roid raises the roid to the mouth which is then swallowed, the stomach ofc is the cargohold and there is only 1 true way to get ur roid out hehe
lets put it this way, to get what u want you'll have to s*** a brick
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Angelic Resolution
Arcanum Defence Forces
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Posted - 2007.01.21 08:20:00 -
[66]
TBH I am hoping the ore capital ship will be something like this:
4 hi's 4 mediums 4 lows
2% to mining amount bonus per level 2% reduction in ice mining cycle per level. 15% to gang mining amount per level 10% to mining foreman mind link per level 99% reduction in link modules 99% reduction in strip miner CPU need Ability to fit 1 extra link module per level 5% bonus to shield per level 10% bonus to refining yield per level 5% bonus to corp cargohold per level
Special Abilities: 25% reduction in jump fuel need 50% bonus to jump range Able to fit Corporation Cargohold Able to fit Corporation Maintance bay 2+ warp strength UNABLE TO FIT WARP CORE STABILIZERS OR RIGS. UNABLE TO FIT NANO's OR ISTABS UNABLE TO FIT MORE THEN 2 MINING UPGRADES UNABLE TO FIT CARGOHOLD EXPANDERS
Why you're asking? So that the fittings for it are set, you can't go nuts and fit it with 4 cargo expanders, give it a crapload of space and AFK mine. It's meant as a gang assist for miners. A place to store and refine ore.
UNABLE TO SCOOP JET CANS.
Corp Cargohold: Hi slot. Only able to be fitted to capital mining assist ship 500,000 m3 space which can only be used by corp members 5% bonus to corp cargohold space per level
Cargohold: 10,000 m3 (3 cycles of a full rack of strip miners) Drone bay: 300 m3 (5 large, 10 medium, 10 smalls)
Armor Resists: Exp: 25% Kin: 40% Em: 65% Therm: 45%
Shield Resists: Exp: 65% Kin: 45% Em: 10% Therm: 40%
What would make this thing absolutely viable for all corporations is that it uses MINERALS. As such it needs:
50 mill trit 25 mill pyer 15 mill isogen 10 mill mex 20 mill zydrine 10 mill megacyte
Give or take. This makes it a decent goal for corporations to build (Esp corps that just start off). Makes them easy to replace if they boom. A small corp of 10 could commit themselves to getting one and it'd only cost the price of a hulk instead of a dread.
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Shadarle
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Posted - 2007.01.22 04:09:00 -
[67]
You know, I bet CCP has no clue what this ship will be yet. They just put a few ideas out there and are letting the community add a whole lot of things. Then they can go through the thread and get some more ideas and then come up with a decent ship with a mixture of everything.
But I think a lot of people are looking at this forgetting a major portion of the mining population. The high-sec miners who wish they could be low-sec miners. This ship could facilitate those high-sec miners moving some mining ops to low-sec for short durations and then packing up shop and heading back to high-sec. This allows for miners to make more money, it allows pirates to have more targets to shoot at, it increases the amount of high end minerals on the market but it also decreases the amount because of all the new ships pirates can blow up.
All in all I'd say a majority of the people are over thinking the ship. It will not be nearly as complex as people think.
Tanking Setups Compared
Stacking Penalty / Resists Explained |

WarMongeer
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Posted - 2007.01.22 04:22:00 -
[68]
Originally by: hired goon Oveur made his aversion to a capital mining-ship very clear at the fanfest.
Well maybe not very clear, but he made a strange face and I saw it crumple. And then he immediately suggested a mobile refinery.
MAKE OF IT WHAT YOU WILL. GOONSTRODAMUS HAS SPOKED!
Gotta love that...they can make a titan capable of incredible destructive power...but when it comes to a mining vessel they'll gimp it beyond comprehension or logic. Lame. 
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Moon Dogg
Gallente Feral Tendency Ratel Alliance
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Posted - 2007.01.22 20:12:00 -
[69]
Originally by: Shadarle You know, I bet CCP has no clue what this ship will be yet. They just put a few ideas out there and are letting the community add a whole lot of things. Then they can go through the thread and get some more ideas and then come up with a decent ship with a mixture of everything.
Hehe - I was thinking the same at about the 10th post in this thread. CCP is probably reviewing these threads once per week, culling the good ideas from the bad. Some time in the future, they will sit around a table with index cards - each with a good idea on it - and build the new RoidMelter 3000 (TM). VOILA!
Great ideas here, by the way. Keep 'em coming!
*********************************** "My God, it's full of roids..." |

Salvis Tallan
Gallente Team Condor
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Posted - 2007.01.22 20:30:00 -
[70]
Originally by: Moon Dogg
Originally by: Shadarle You know, I bet CCP has no clue what this ship will be yet. They just put a few ideas out there and are letting the community add a whole lot of things. Then they can go through the thread and get some more ideas and then come up with a decent ship with a mixture of everything.
Hehe - I was thinking the same at about the 10th post in this thread. CCP is probably reviewing these threads once per week, culling the good ideas from the bad. Some time in the future, they will sit around a table with index cards - each with a good idea on it - and build the new RoidMelter 3000 (TM). VOILA!
Great ideas here, by the way. Keep 'em coming!
Judgeing by the status and age of the stickys I dont think ccp ever reads these forums  I think they have ideas and just want to see peoples responses to things that are brought up. ------
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Alexi Johns
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Posted - 2007.01.22 20:36:00 -
[71]
Personally i doubt CCP will ever add a capital miner class ship, if they ever do say goodbuy to the market you will probally be able to pick up mega cheaper than trit 
Anyway i dont think the capacity to mine is the problem its the logistics involved in moving unrefined ore to a refinery
I would much prefer a Capital Docking array for POS's for ships such at Freighters to have full access or allow Transports to use trailers to increase capacity something like a road train in real life, say 1 per level in transport ships or add a new skill required for this. The later would fill a much whined about gap in the logistics capabiltys of eve
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booh
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Posted - 2007.01.23 10:57:00 -
[72]
Well with all those capital ships getting more and more, planned features like constellation souveregnity and guns on gates that will use fuel... And only CCP knows what else will use fuel. Maybe outpost modules, active POS shield boosters, Transport Arrays, Tactical & Strategic Structures, ship Heat, Twinned Jumpdrive Structures...
I surely hope they will make something that will be used for ICE mining primarily to keep up with the need. And this wouldn't crush the mineral market, only the ICE market... and that would be good imho.
Sure these things are planned for the not so close future... but i guess so is the ORE capital.
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Caletha
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Posted - 2007.01.23 13:01:00 -
[73]
I think a capital mining ship that is better at mining low-end minerals then high-end minerals would be perfect.
Something in the range of four times as good as a hulk for mining Trit / Pyerite, twice as bad as a hulk for mining Mega / Zyd.
This would still mean that the isk earned per hour in low-ends gets close (or even a bit higher) to that of high-ends in a hulk.
Exhumer lvl 5 (instead of BS5) to fly it.
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Moon Dogg
Gallente Feral Tendency Ratel Alliance
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Posted - 2007.01.23 20:04:00 -
[74]
One thing for sure...I really need to get my behind into gear and train Exhumers from 4 to 5!
*********************************** "My God, it's full of roids..." |

Vergil Mathers
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Posted - 2007.01.23 20:04:00 -
[75]
Ugh.. Thought it was decided a bit ago that whatever the capital INDUSTRIAL ship would be, it would NOT actually mine.. no new Capital Mining Laser.. or Capital Strip miner..
A specalized freighter that can dock at a Corp hanger array.. sounds interesting.. Give it jump drives to get to/from station and keeps it out of empire.. sounds even better.
Maybe have it be able to refine in space (Better refine than a POS array) / put it into Seige mode similar to a Dread with shields.. Hmmm.. sounds quite interesting..
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Ford Hakata
Caldari
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Posted - 2007.01.24 12:58:00 -
[76]
One cool feature would be if this capital ship could have an "extendable shield", making it a self-propelled small POS that can "anchor" itself in an asteroid field to activate the shield, and then allow corpmates to undock whatever mining vessels it has in it's cargo hold.
Playing cat and mouse with a small POS that can move itself would be awesome! It would _definitely_ make a new game out of POS warfare (and consider fitting it with a cloaking device or allowing others to anchor POS equipment near it while itself is "anchored" or using it as base of operation for exploration missions into enemy territory or as "mobile warfare POS" that can be anchored near an enemy POS to protect friendlies from attack, or one could jump into an enemy system in order to strip it of crucial minerals (assuming a slower respawn rate for rare ores), or as a tactical shield around a stargate, effectively blocking entrance to it - making the stargate one-way).
It would take warfare into a whole new level of fun! Think about all the new tactics! 
Oh, I REALLY hope CCP makes this ship into something completely new. I think nothing would be more fun than making the corp carebears into a better weapon for strategic/resource/logistics warfare.  --
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Abathur

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Posted - 2007.01.24 19:53:00 -
[77]
Originally by: Salvis Tallan Judgeing by the status and age of the stickys I dont think ccp ever reads these forums 
You would be wrong. 
Originally by: Salvis Tallan I think they have ideas and just want to see peoples responses to things that are brought up.
You would be right... sort of.
We do have a very good idea of what the ORE capital ship(s) will be like, but one of the best resources in EVE are its players. We can't please everyone, but posts like this one do get read and discussed. 
"Tux did it!" |
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Salvis Tallan
Gallente Team Condor
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Posted - 2007.01.24 20:17:00 -
[78]
Originally by: Abathur
Originally by: Salvis Tallan Judgeing by the status and age of the stickys I dont think ccp ever reads these forums 
You would be wrong. 
Originally by: Salvis Tallan I think they have ideas and just want to see peoples responses to things that are brought up.
You would be right... sort of.
We do have a very good idea of what the ORE capital ship(s) will be like, but one of the best resources in EVE are its players. We can't please everyone, but posts like this one do get read and discussed. 
Always happy to be proved wrong! Of course you have ideas as to what you want, if you didn't about something this magnitude I would be really scared. And now its ship(s), eh? Interesting. *puts on tinfoil hat* ------
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Elmicker
Unscoped Myriad Alliance
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Posted - 2007.01.24 21:09:00 -
[79]
Am I the only one who finds the idea of a mobile refinery absolutely absurd?
If you want a refinery, anchor a pos. Risk v. reward. Refining (albeit innefficiently) in a ship is almost risk-free, simply because it can log off or move at any time. A pos is stationary and quite easily destructible. Plus it'll detract massively from 0.0 alliance's incomes from refinery OPs, could be quite the nerfbat to the 0.0 economy.
I adore the idea of a very massive bulk low-end miner. Combined with freighter POS docking, it could see quite the increase in mothership numbers, mining 1bil trit, then hauling all the components made from it is quite the chore.
Also. Jump-capable freighter ftw, as long as its cheaper than motherships, otherwise everyone will just continue to use those.
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Temerlyn
Minmatar STK Scientific
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Posted - 2007.01.24 23:15:00 -
[80]
It is quite possible the ore refinery can be put into seige mode to do refines and such making it a target that cannot escape easily.
In just doing this its risk vs reward becomes an interesting thing.
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Slash Harnet
Minmatar Industrial Services INC
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Posted - 2007.01.24 23:31:00 -
[81]
Originally by: Ford Hakata or as a tactical shield around a stargate, effectively blocking entrance to it - making the stargate one-way).
That would be completely overpowered... but I kind of like it 
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Halada
Caldari STK Scientific
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Posted - 2007.01.24 23:41:00 -
[82]
Edited by: Halada on 24/01/2007 23:37:55 I still dont understand the point of having a mobile refinery. I wouldn't even refine in a POS because you lose so much ...
Click on my sig to read it ! |

Shichiro Motokana
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Posted - 2007.01.24 23:52:00 -
[83]
Edited by: Shichiro Motokana on 24/01/2007 23:52:48 My 0.02 ISK...
The ship should first be able to store and transport completely assembled and fitted mining rigs (barges, exhumers), essentially a limited corporate ship hangar. Allow enough room to carry say eight to ten barges, which would then allow smaller groups to take some combat ships along if they don't have that many miners.
Then give it some gang module ability and gang bonuses to help mining, and otherwise can't fit strip miners but has a half-decent setup for a defense platform (large guns and cruise/siege missile capacity).
Allow it to achieve the same refining yield as the lowest POS refinery at the expense of time in refining, and allow it a large cargo hold to store ore and minerals. The refining yield would only reach the same as the above-mentioned POS at maximum skill.
The ship should primarily be for transport of fully assembled rigs into/out of dangerous areas, providing gang bonuses, hauling back ore/mins, and light defense. It would not be strong enough to provide adequate defense on its own, but would act as an augment to the local defense.
No idea on the stats, just the general concept here.
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Devian 666
KAIZEN BROTHERHOOD
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Posted - 2007.01.25 00:47:00 -
[84]
Woah a lot of cool ideas here.
Mining fighter drones would be very cool but being stricted to being ice tugs only would be my recommendation. For ore it should be a small scale "planet eater" where the roid is absorbed by the module and after x amount of time is spat out. However, if the ship goes to warp before the cycle is complete then the roid and ore should be lost (you know warp takes power away from the rock eating module).
I don't think it should be a capital ship but instead should be a t2 freighter "modified" for deep space mining. Using a cyno is a bad idea and just means miners are stuck with having to use a second account when they've waited for all the skills.
These ships should be allowed in high sec. Hear me out before the flames hit. For mining ice only. If the ORE cap ship mines any ore then it should become a flashy red outlaw for 15 minutes (stripping 0.5+ belts should be an environmental crime). This would avoid solo belt pwnage leaving nothing for starting players, or where it does happen it is at their own risk and the ship could end up being shot down by an opportunist looking for a ORE cap ship kill.
Also there needs to be an anti-macro method of mining ice or all the high sec ice would be gone in 23 hours. Cool an orange sig |

Rudy Metallo
Minmatar G.H.O.S.T
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Posted - 2007.01.25 01:46:00 -
[85]
Teh dreadz r in r belts, steelin r barges.
What JForce said on the first page, prolly.
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Crexa
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Posted - 2007.01.25 04:59:00 -
[86]
I think one of the biggest problems for us small time miner corps is the fear factor that comes with wanting to mine in 0.0, but in no way are we willing to risk a hulk(s) plus fittings. Its mostly suicide. Oh you can usually handle the wolf pie, its the roving bands of 3-5 that get you. Most of the risk is involved in moving from high sec to low sec thru the choke points controlled by rival corps or pirates. Then once you get going, you are all sweaty and nervious, cuz if it ain't the npcs you just killed its the incoming pies.
A mobile refinery is an interesting idea, but you still need to get out to 0.0 and that means going thru choke points. So whats that mean? Well, now not only are you exposing your exhumers and barges, but a big ole floating refinery target. You have probably just doubled your losses.
I think I would rather have jumpdrives for my hulk, or a industrial with jumpdrive capability.
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Kirjava
Caldari Storm Thesis
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Posted - 2007.01.25 21:33:00 -
[87]
Dang, I just found this and my last 4 months of prepping my alt for a Thanatos havedone a surprising imitation of what happens when monkey fecius meets co-ordinates of a fan... Oh well at the task of hand, the most genious and original idea so far looks to have been ignored, compressing ore into a state that it must be taken to a station to get the minerals, but still effectively reduces the amount of space the ore takes up. A few jumps away, a carrier could hop back and forth every few hours whilst systems are wiped clean of all that deliious crokite. My own 2 pence is the have the capital mining beams aimed at low ends only, veld and the like isnt mined much in 0.0 so the extra trit will come in handy should capital mining be so inclined. Do this perhaps by making the modulated Capital mining laser, requires crystals to operate at a level higher than a standard T2 mining laser and release only Scordite and Veldspar crystals [insert low end choice of crystal here]. The industrialists do need some more love, thus far the biggest asset to a mining fleet has been a carrier for runs to empire and the Hulk... A year ago now.
To recap, this ship should be: 1) Between a carrier and a mothership. 2) Should refine to a compressed state. 3) Should have the ability to mine if so inclined, but specced up for dedicated low ends. 4) Will only be able to refine when in a stasis period like a dreadnaughts siege mode.
All in all, if I were to have one I would keep my Refinery ship in a SS and move the ore to it in standard industrials, I wouldent risk it in an Asteroid belt when refining. Oveur specificaly mentions mining capital ship(s), indidcating we may have a refinery ship and a low end extraction ship. Ore vessels come in threes so I am inclined to consider a long range cargo ship using minimal fuel, think quadrouple the cariers fuel/range ratio and similar capacity.
Regardless, I want one, but to train it on my support charecter or my main is a different question altogether...
Storm Thesis CEO |

Sarin GB
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Posted - 2007.01.27 03:29:00 -
[88]
OMFG! ROFLMAO! You people have no real imagination at all do you?!
Answer this: Why would anyone bother to make a Capital Mining Ship to Strip and Refine Roid Belts when they could build a Capital Ship with Capital Mining Lasers designed to refine Moon Material?
Sure add all the Mod Cons but honestly you're thinking too small if you're thinking roids :D.
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Tramp Oline
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Posted - 2007.01.27 11:21:00 -
[89]
Here is something interesting from the new patch notes:
"Freighters now have a sensor strength attribute to counter target jamming modules."
A capital freighter with combat abilities? Why would a ship that can't mount any offensive weapons need to counter jamming modules? Hmmm
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TheFirstInquisitor
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Posted - 2007.01.27 13:21:00 -
[90]
Originally by: Sarin GB OMFG! ROFLMAO! You people have no real imagination at all do you?!
Answer this: Why would anyone bother to make a Capital Mining Ship to Strip and Refine Roid Belts when they could build a Capital Ship with Capital Mining Lasers designed to refine Moon Material?
Sure add all the Mod Cons but honestly you're thinking too small if you're thinking roids :D.
WTT Clue and information on proffitability of moon mining.
Note to all, What I say may be infact of a more humorous tone than comes accross. |

Kagutsuchi
Caldari PharmaDyne Technologies
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Posted - 2007.01.28 07:49:00 -
[91]
Having read this thread upto now, it would seem there are 2 specific target "markets" for this new ship.
So, why not make it 2 ships.
A Tier 1 Capital mining assistance ship, for players in small corps and mainly empire based. Purposely designed to make low sec mining more viable but at the same time, not a huge leap forward in the field.
A Tier 2 Capital Mining ship that is everything the Tier 1 ship is (almost) but bigger and better. It would serve the bigger alliances in 0.0 space.
Perhaps the Tier 2 will be lo sec restricted jump capable and the Tier 1 uses normal propulsion for high sec movement.
Whatever happens, I hope to hell and back that CCP make it Nigh on impossible for Macro'ers to make use of!! Death to AFK miners!!! A freind by your side is like an army at your back. |

Angelic Resolution
Arcanum Defence Forces
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Posted - 2007.01.28 13:02:00 -
[92]
Edited by: Angelic Resolution on 28/01/2007 12:59:10 buglo
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Angelic Resolution
Arcanum Defence Forces
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Posted - 2007.01.28 13:02:00 -
[93]
Would also be good if the refinery had a shield radius of 25km's. Like a POS shield, but it requires fuels. It also has an on/off button and cannot be activated whilst moving. If it's off normal shields kick back in
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Rod Blaine
Evolution Band of Brothers
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Posted - 2007.01.28 20:28:00 -
[94]
Any combination of freighteresque cargohold or transport ability with jumpdrives is improbable, as it would severely lessen the risk involved with logistics and could replace freighters in total if anything else then minerals are possible cargo. ' My guess goes with mobile refining ability, gang bonuses, and maybe projected forcefields (if those get in in time) for the miners it accompanies in a belt as additional ability. No ability to carry huge amounts (so no large cargobay or corp hangar, but only a refining hangar that needs to be no larger then a full refining cycle), also no ability to dock at pos.
Old blog Originally by: Vriezuh Naz: John is a realist
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sableye
principle of motion Interstellar Alcohol Conglomerate
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Posted - 2007.01.28 20:29:00 -
[95]
the thing just has to have a mobile refinery. Join The Fight With Promo Today |

Halada
Caldari STK Scientific
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Posted - 2007.01.28 20:56:00 -
[96]
I'd much rather have some sort of freighter-hauler that can only contain mineral, or some sort of ore compressor that compress the volume of ore. Say 30,000 m3 of cargo, but the compressor will make the volume of any ore down to 0.1 m3. This makes it an ideal mining hauler but doesnt remove the current role of carriers for logistics.
Have a mobile refinery would be to REAL miners totally useless, unless its equipment is as good as a station (35%) without maximum efficiency (a la POS, max 75%). The loss in ISK/hour would be totally unacceptable. I am also hoping the requirements for this capital ORE ship will be very high (I am guessing Exhumer V, Mining Barge V, Refinery Efficiency 5, any-race Industrial V, Transport Ship IV, Advanced Spaceship Command V, Leadership V) something of the sort, so that it isnt piloted by anybody.
A shield in exchange of strontium usage is a nice idea, but it should act a little bit like the siege module for dreads, so that when you activate it you're stuck there for a while, giving a well organized fleet the chance to hit it. What I mean is it would be like a tower, only the capital ore ship could be hit, nothing inside the shield could.
The biggest trouble for miners is hauling usually, but I'd haul 2 jumps for every full load every day over losing 25% of mine hard mined ore.
My 2ó
Click on my sig to read it ! |

Kal Azmir
Gallente CHON THE R0NIN
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Posted - 2007.01.28 21:13:00 -
[97]
I'd like to think a bit simple here. ORE is a mining based corporation, they make money on mining and supplying the minerals to most of the big eve consumers (NPC corporations). If you think about how much they need to mine, you just can't image huge fleets of Hulks hauling stuff to POS (wait, they don't have any, right?) so they need to refine stuff on the spot, therefore their main aim is to have stuff refined in the systems they have sovereignty over but have no stations there.
However, the most needed mineral in eve universe is tritanium. And we all know mining in in good amounts is just a pain. If you image how enormous quantities they need to mine its unthinkable that they mine with current fleet of barges and exhumers. Therefore the logical way that would also fall into the universe of eve is two ships:
1)One that can refine on the spot and haul minerals. Also it'd have bonuses to mining yield of ships in the gang.
Skills needed: Cap. ships I,Mining Barge V, Refining and Refining eff. V.
2)A capital mining ship that can mine low ores (eg. Omber max, the "big roids")in huge quantities. Also, it (as other capital ships) will not be allowed in high sec. Actually, I'd just make it 0.0-0.1 ship (some excuse may be made like its waste is too toxins to operate in higher sec systems...). This would result in much more production done in 0.0 space and less mining in empire space.
We all know that if you wanna produce in 0.0 its much easier to mine precious minerals in 0.0, sell them, buy loads of tritanium and other low minerals and make then into modules and reprocess them in 0.0 to get the minerals back.This would solve most of the problems of production in 0.0.
Skills needed: Cap. ships III,Mining V, Mining Barge V, Exhumers V...
Both of these ships should be able to make jumps, however more at a rate of Dread rather than Carrier, after all they are industrial vessels. Please no manufacturing ships, you can always easily manufacture at POS.
Anyway, that's my 2 cents
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Aero089
Hunters Agency Firmus Ixion
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Posted - 2007.01.29 00:12:00 -
[98]
Just like a carrier is able to unload frigates for other pilots to use, in a mining perspective it may be handy to have a capital ship capable of storing mining-class ships. To avoid abuse of this system, if the system allows it, it might be best to use a storage capacity reduction for ships requiring the Mining Barge skill.
It's a shame that that would exclude smaller mining vessels such as the Osprey and Scythe, but it would allow for rapid transport and deployment of a mining operation. Also allow it to scoop these ships up again please ;)
A tank, Mining Vessel deployer and storage hub. Sounds good enough right?
Naturally a Jump Drive is in order, and storage capacity to serve as a mobile hub.
A mobile refiner sounds good and all, but as stated before, station holders are not going to like the idea of one of their most important incomes being taken away and especially for the alliances that promote free use of space, it will be a major hit for their wallets.
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voidvim
Minmatar Genco Interstellar Alcohol Conglomerate
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Posted - 2007.01.29 03:26:00 -
[99]
IMHO it will not need Exhumers V, as it is a capital class ship and no other capital ship need a tech 2 skill tree. Level 5 skills the same as other capital quite likely.
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voidvim
Minmatar Genco Interstellar Alcohol Conglomerate
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Posted - 2007.01.29 03:32:00 -
[100]
Edited by: voidvim on 29/01/2007 03:31:19 opps double post
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.01.29 03:38:00 -
[101]
Ah, but it is an industrial capital. Big difference and a departure from the norm.
Other cap ships need Battleship V. An industrial character--the ones most likely to use this ship--likely do not have such an advanced level of battleship.
Exhumers V, on the other hand, is a more likely skill to be possessed, and takes a similar time to train up. It would be a suitable prereq, in any case. ----------------------------------------------- Adm Vladimir Tinakin CFO / Acting Logistics CO Hadean Drive Yards |

Marcus Tedric
Gallente Tedric Enterprises
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Posted - 2007.01.29 10:36:00 -
[102]
Originally by: Vladimir Tinakin Ah, but it is an industrial capital. Big difference and a departure from the norm.
Other cap ships need Battleship V. An industrial character--the ones most likely to use this ship--likely do not have such an advanced level of battleship.
Exhumers V, on the other hand, is a more likely skill to be possessed, and takes a similar time to train up. It would be a suitable prereq, in any case.
But the person MOST likely to pilot this ship isn't the miner - but surely the Mining Director...
If so, then would not this be a Mining Command Ship Carrier/Hauler/Refiner - (actually, perhaps NOT Carrier)
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WarMongeer
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Posted - 2007.01.29 11:21:00 -
[103]
Originally by: Marcus Tedric
Originally by: Vladimir Tinakin Ah, but it is an industrial capital. Big difference and a departure from the norm.
Other cap ships need Battleship V. An industrial character--the ones most likely to use this ship--likely do not have such an advanced level of battleship.
Exhumers V, on the other hand, is a more likely skill to be possessed, and takes a similar time to train up. It would be a suitable prereq, in any case.
But the person MOST likely to pilot this ship isn't the miner - but surely the Mining Director...
If so, then would not this be a Mining Command Ship Carrier/Hauler/Refiner - (actually, perhaps NOT Carrier)
I don't see how you'd find many people who want to fly this thing as most people in this thread would describe it. A mobile refinery, that during mining operations the pilot can't even mine himself? He sits there and...refines?
    
For people who think mining is a little on the slow side, how slow do you think it'd be for the poor ******* stuck on the pilot side of a 3 hour op in this thing?
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ITTigerClawIK
Amarr PIE Inc.
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Posted - 2007.01.29 11:23:00 -
[104]
I HAVE IT....
Why not a Titan sized mineing ship that ya have an doomsday style miner that ya line up with a roid field and ya just mien the whole firgign bel tin one shot and refine it in the hold
witch will tka eup a mega amount of cap and a bit of fuel thne ya move onto the next belt untiltl there is not a roid left in the system... fitted with a jumpdrive of course could effectively mine out sevral entire systems...
there ya go... the uber investment for an industrial alliance not nerfed byt the evils of CP's nerf machine and complained about by everyone
who will sighn for this ?
/sighned by me

Sig (partially) nerfed. Only one image allowed, and that one image has to be under 400x120, and below 24,000 bytes. -Conuion Meow ([email protected])
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Helmut 314
Amarr J.H.E.N.R Pure.
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Posted - 2007.01.29 11:50:00 -
[105]
"Vulcanus" Capital Industrial ship.
Special ability : 99% reduction of CPU needs for Capital Stripminers and Capital Ice Harvesters 99% reduction of CPU needs for Mobile Industry Modules
Skillreqs like a Freighter, plus Jumpdrive skills. Able to jump about as efficiently and far as a Mothership. 2,5M m3 Ship maintenance bay. 1M m3 Corporate hangar bay. 900k m3 Cargo bay, limited to minerals, ice products, ice and ore only. Unable to use gates. Four turret slots, five mids, no lowslots. 0.4 and lower only.
Capital Stripminer. Requires a capital mining crystal to work, cycle time of 600 seconds, yield 5 times that of a normal strip miner per cycle. Capital mining crystals only made available for Veldspar, Scordite, Plagioclase, Pyroxeres, Omber and Kernite.
Capital Ice Harvester. Cycle time of 600 seconds, yields ten icicles per cycle.
Mobile refinery module. 50% base efficiency refining module. Mobile refining skill allows up to 75% total efficiency, ore specific skills up to 85% total efficiency.
Mobile ship assembly array. Allows building of tech 1 ships of up to battlecruiser size at 25% longer build times. Ships are automatically assembled and stored in the Ship maintenance array when the job finishes.
Mobile module assembly array. Allows building any t1 module or ammunition type at 25% increased build times.
________________________________
Trying is the first step of failure - Homer J Simpson |

Fubear
Vogon Heavy Industries
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Posted - 2007.01.29 15:38:00 -
[106]
The biggest barrier to industry in 0.0 is lowend mineral availability. It simply takes too long to mine the required amounts of lowend ore, and the price differance between low-end and high-end ores means it it quicker and cheaper to mine and sell high-ends to buy and import low-ends from empire in Carriers.
I would like to see an industrial ship that can swallow entire roids at once with an EXTREMELY low refine rate (10% max).
This way, if you attempted to 'eat' a Bistot roid, you might only get a few hundred units of Bistot, but if you ate a Veldspar roid, you would get 10-15 million units of Veldspar. The ORE would still have to be refined at a station.
Industrialists would be able to acquire massive amounts of trit for production without being forced to import from empire. If balanced correctly, the Hulk can remain be the most profitable ship on a purely ISK/Hour basis... the new Capitol will only be of use to hardcore Industrialists who need millions upon millions of low-end minerals a day to operate.
As for the ship itself, I would make it EXTREMELY tough, jump capable and immune to EW like the Motherships and Titans. However it would take 20-30 Minutes to digest a roid and be completely vunerable for that time period, unable to move or warp until the ship has finished its meal.
I would give it a massive ORE silo, and BS sized cargo hold to prevent it being used as a freighter. I would also give it a ship bay big enough to carry a single Hulk or a couple or Retrievers/Skiffs.
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.01.29 16:25:00 -
[107]
Originally by: Marcus Tedric
But the person MOST likely to pilot this ship isn't the miner - but surely the Mining Director...
If so, then would not this be a Mining Command Ship Carrier/Hauler/Refiner - (actually, perhaps NOT Carrier)
True, but in my experience, mining director-types can usually pilot a barge for when they aren't directing. Granted, there are probably a fair number of people with command skills that tack on Director, but I'm willing to bet a fair number of people go down the Mining Foreman route to enhance their barge mining and then go Director as well.
Don't get me wrong; Mining Director V is a definite prereq for this thing. But as mentioned, Racial Battleship V is a prereq for all the other capitals (except freighters, but they don't count ), so at least Mining Barge V should be required for this thing, and Exhumers V is probably a more likely candidate for the "maxed racial big ship skill" role since it is ORE 'racial' still. ----------------------------------------------- Adm Vladimir Tinakin CFO / Acting Logistics CO Hadean Drive Yards |

Chedburn
Eve Defence Force
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Posted - 2007.01.29 20:11:00 -
[108]
They need to do 3 things to be worthwhile in my opinion.
-Haul -Tank -Mine
Although I think it would be awesome to have 6-8 high slots for strip miners I can't see that being added in. But I am hoping for at least 2-3 strip miners so it can mine the same amount as a covetor or hulk. Or maybe 3 high slots which CAN hold strip miners, OR gang mods depending on what the user wants.
Small mining ops - Chuck on 3 strip miners and mine with your fellow gang mates and haul the ore made. Large mining ops - Replace the 3 strip miners for gang bonus mods to increase your gangs yield.
I would personaly love to see 2-3 of these capitals in one belt at a time. From the sounds of it that won't be happening unless they can fit strip miners as only one of the capitals would be useful for gang mods. This ship will give miners something new to aim for if they can hold strip miners, otherwise it will just be for big alliances only, maybe one in ten hardcore miners will aim for it...
Or maybe it can't hold strip miners, but Miner II's. 8 Miner II's would look awesome on a ship like that.
PLEASEEeee!!!! Let them be able to mine too!!!!!!!
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William Hamilton
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Posted - 2007.01.29 21:38:00 -
[109]
Whatever it is, it should make use of "Advanced Spaceship Command"
That skill is underused...
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Elmicker
Unscoped Myriad Alliance
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Posted - 2007.01.29 23:14:00 -
[110]
The problem with a massive bulk low-end miner is that it'd instapop every roid it touches. We're all willing and able to mine plenty of low ends in 0.0, there's just not enough of them to mine.
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slabby
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Posted - 2007.01.29 23:46:00 -
[111]
the problem i see atm is that it either can't mine and flag as a gang support ship with a refinery, in that case mining barge skills would be rather useless and on the other side it could mine, but if it were decent enough for people to actually use it it would indeed pop a roid in 1 cycle which probably be like 6 minutes or so and even then (hoping for double the range of strip miners) it would still be rather limited in space.
so either the roids need to increase drastically in volume or the strip miners have to stop mining the minute the roid is depleted otherwise it would be insane to use it except for roids that haven't been mind in a long long time
additional, who is ccp aiming at here? gang support members, miners, industrialists or haulers? each of which is a part of the mining cycle.
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Andrus Delai
Mayven Omni Gestalt
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Posted - 2007.01.30 00:41:00 -
[112]
Edited by: Andrus Delai on 30/01/2007 00:42:28
Originally by: Halada I'd much rather have some sort of freighter-hauler that can only contain mineral, or some sort of ore compressor that compress the volume of ore. Say 30,000 m3 of cargo, but the compressor will make the volume of any ore down to 0.1 m3. This makes it an ideal mining hauler but doesnt remove the current role of carriers for logistics.
Why shouldn't it remove the logistics role of carriers? Carriers are combat vessels. There should be logistical capital ships.
Quote: Have a mobile refinery would be to REAL miners totally useless, unless its equipment is as good as a station (35%) without maximum efficiency (a la POS, max 75%). The loss in ISK/hour would be totally unacceptable.
It depends on how far you are from the nearest usable refinery and how friendly that space is. You could easily lose a lot of ore having an industrial popped. And when that happens you also need to get a new ship out to the op. For large alliances, this isn't a problem. For the rest of the players, it is.
Also, you are not factoring in the lost revenue from the players who are hauling instead of mining. If you have a higher gross yield, a smaller refining percentage can give you more net minerals. Of course, if the refining percentage is horrid it won't be used at all.
Quote: I am also hoping the requirements for this capital ORE ship will be very high (I am guessing Exhumer V, Mining Barge V, Refinery Efficiency 5, any-race Industrial V, Transport Ship IV, Advanced Spaceship Command V, Leadership V) something of the sort, so that it isnt piloted by anybody.
It will be on par with the other capital ships. It'll be hard enough.
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Andrus Delai
Mayven Omni Gestalt
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Posted - 2007.01.30 00:44:00 -
[113]
Originally by: Marcus Tedric
Originally by: Vladimir Tinakin Ah, but it is an industrial capital. Big difference and a departure from the norm.
Other cap ships need Battleship V. An industrial character--the ones most likely to use this ship--likely do not have such an advanced level of battleship.
Exhumers V, on the other hand, is a more likely skill to be possessed, and takes a similar time to train up. It would be a suitable prereq, in any case.
But the person MOST likely to pilot this ship isn't the miner - but surely the Mining Director...
If so, then would not this be a Mining Command Ship Carrier/Hauler/Refiner - (actually, perhaps NOT Carrier)
Perhaps this will be the first of a new class of capital ships that will require Battlecruiser 5?
Andrus
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insanebe
Caldari soni Corp Imperium Sonorumance
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Posted - 2007.01.30 13:12:00 -
[114]
no high sec capitals that isk farmers/macroers can abuse pls... ....yes low sec mining does need a boost and the lack of nearby refining station is a major factor in looking for somewhere to mine.... ....so i think a mobile refiner capital able to equip the mining command modules would be cool......mining fighter drones ? lol knowledge is power.... guard it well |

Lars Intarestum
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Posted - 2007.01.30 16:44:00 -
[115]
Most of what I'd like to see has already been said. Just combine them here...
- An ore preprocesser. Slice off the rock and leave the unrefined metal. Compresses Ore for easier hauling. Not neccessarily needs to be the hauling ship itself, but makes it so that it's easier to haul large amounts of Ore.
- In space transfer. No need to mine into a Jet can so long as you're 20km from Big Bertha. You create a link with the ship and your ore goes directly into Big Bertha's hull or it goes straight into the hauling ship.
- Mining Link Bonuses. Give a bonus for Mining Links for those Mining Directors.
Now, I'd like to see two versions... A High-sec, limited one. It would have the above things but maybe limited to one Gang link and traditional jump-gate navigation and not enough hauling space to be ideal, so you would still need haulers. Then a low-sec one with a Jump drive and maybe can use all 3 mining Links, with enough hauling space to be worth a crap and a hanger for a couple of barges.
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Taran Summers
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Posted - 2007.01.30 17:14:00 -
[116]
Why does it have to have new toys?
I'd be happy with a larger mining barge. Something with 6 hi's that can take strip miners, more lows for cargo expanders or miner upgrades depending on if I'm working alone or with a truck, and a 50" plasma with a copy of alien on loop so I remember not to go examine the strange wrecks we pass occasionally.
As long as we're wishing though, I'd like truck drones that constantly ferry ore to the nearest station.
Or my ultimate dream:
Chribba-Class Dreadnought
Goes into asteroid siege mode. Only ship that can carry the Chribbeam(tm). A giant tractor that sucks any roid into the processing maw that opens when the beam is activated. Fires once every 10 minutes, completely draining the cap. But pops any roid it hits.
+20% to veld yield per level, since it is Chribba-class.
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Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2007.01.30 17:50:00 -
[117]
Originally by: Taran Summers Chribba-Class Dreadnought
Goes into asteroid siege mode. Only ship that can carry the Chribbeam(tm). A giant tractor that sucks any roid into the processing maw that opens when the beam is activated. Fires once every 10 minutes, completely draining the cap. But pops any roid it hits.
+20% to veld yield per level, since it is Chribba-class.
Interesting with the bonus to the yield if it pops any roid it hits Should be a bonus to cycle time rather
EVE-Files | EVE-Search | Monitor this Thread |
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Blind Man
Kemono.
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Posted - 2007.01.30 18:49:00 -
[118]
Originally by: Taran Summers
Chribba-Class Dreadnought
Goes into asteroid siege mode. Only ship that can carry the Chribbeam(tm). A giant tractor that sucks any roid into the processing maw that opens when the beam is activated. Fires once every 10 minutes, completely draining the cap. But pops any roid it hits.
+20% to veld yield per level, since it is Chribba-class.
THE CHRIBBINATORÖ
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Taran Summers
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Posted - 2007.01.30 19:18:00 -
[119]
The bonus to yield would increase the yield above what the roid contains. But just for you Chribba.
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Andrus Delai
Mayven Omni Gestalt
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Posted - 2007.01.30 22:06:00 -
[120]
Originally by: Taran Summers Why does it have to have new toys?
I'd be happy with a larger mining barge.
We already know that it's not going to be a mining ship.
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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. |

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
|
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 |

Horatio Nately
Caldari Finis Lumen
|
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.
|
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.
|

Orrin Danestarr
Minmatar Merchants Trade Consortium NxT LeveL
|
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
|
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 
|

Elenit
|
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
|
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! |

Moon Dogg
Gallente Feral Tendency Ratel Alliance
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Posted - 2007.03.01 17:01:00 -
[151]
I almost LOL'd.
Pretty amusing...now give me one! I finally got Gallente Freighter to I, just in case we need that skill for the new ship. A quick break for another skill, then it's off to Exhumer V.
*********************************** "My God, it's full of roids..." |

BATTYMANNTHE DETSROYER
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Posted - 2007.03.06 17:11:00 -
[152]
I have only one thing to say. WHEN!
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Alcrista Somez
The Phoenix Rising
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Posted - 2007.03.07 01:45:00 -
[153]
Originally by: Oveur And talking about capital ships, the rumour is that ORE have one in the works. Unofficial sources state that it's not a miner per se, but is something every industrialist wants to have in his backyard.
The very first post of the thread drew attention to the fact that its not really a mining ship.
So that rules out 90% of the posts in this thread :)
Im hoping it solves the 0.0 concentration around refining outposts by being a Jump Drive Freighter, rather than a mobile refinery. After all, if you refine the minerals 10 jumps from an outpost... then what? Youve still got to transport the mins somewhere to do anything useful with them. So sack that idea. Jump drive freighter please. All the way.
Maybe require any race freighter to 5 and adv spaceship command to 5. Forget the exhumers skill req's. If its not actually a mining ship (which we seem to be told its not) then needing Exhumers 5 makes little sense.
Could be either a bit bigger and more costly than a freighter, or a bit smaller and cheaper. Dont think the talk of support functions like clone vats, corporate hangers, drones, fleet support etc make much sense as thats what carriers / motherships etc are for. The real gap in the market is surely for a plain and simple jumpdrive equiped freighter. No point duplicating all the other stuff.
Its got to come out cheaper than a carrier or people will just carry on using those for ship transport at least.
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FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2007.03.07 13:38:00 -
[154]
I think I posted in this thread before... but I'd like to see either:
A jump-capable mini-freighter. Perhaps capable of hauling 100-250k m3.
Or
A mobile refinery ship. Drop ore into one hangar, activate mod, minerals pop into other hangar. A jump incapable ship, else macro'ers would have a field day.
What I do the rest of the time - Vote for a Jita bypass! |

Sphynix
|
Posted - 2007.03.07 14:14:00 -
[155]
Summary of wishlists...?
I want!
A PoS style shield bubble A Ship Carrier A Frieghter A Jump drive A mining ability so big it 1 shots 'roids A... Doomsday device that nukes all the roids in the grid, refines them at 100% and then vacuums them into the ship.
Why don't you just go for a simple "next step". If you look at the progression from Barge to Exhumer there are 2 main differences.
Barge basically goes from 1 to 3 lasers, with a slightly bigger cargo each time. Exhumer goes from 1 to 3 lasers with a slightly bigger cargo, *plus* a special abilty for each ship. (and because its T2 they get better shields/armour)
Logically the next stage of ships would be a Bigger cargo, special abilities. Not much difference really. So the next best would simply be adding a few more high slots - say starting at 4 and going up to 6. This way you could rake in twice as much ore in the same time, with nothing particually different...
Maybe another ship type that is basically a frieghter with a jump drive, but smaller cargo (jump drives take up some cargo space) that can scoop. At the very least could be deposited into and load/unload at a PoS. This ship doesn't need to be an ORE ship. It is after all, just a frieghter with a jump drive - equally it isn't a carrier, so it doesn't need a ship bay.
As for the 1 shot wtfbbqpwn-the-roids ship-that-can-do-everything-solo (and thus doesn't actually need to carry other ships). It would be nice but isn't it a bit unrealistic? You have to remember that unless it costs the same as a Titan these ships will become popular, fast - eventually there will be several per system and then you'll be complaining that there are no roids left and/or that the mineral prices have crashed so hard that mining isn't worth it - so you need bigger ships to get more yield to make up the difference...
Keep it simple and realistic - otherwise you're going to be buying a titan value mining barge that is vunerable to anyone organised.
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Meek also
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Posted - 2007.03.07 17:58:00 -
[156]
I think we are on the "Exhumer to lvl 5" as that is a ORE specific skill.. hence a good "pre-req" for an ORE capital ship..
If it does have jump drives, then you need all the relevent carrier skills anyway!
Personally, I'm all for a Jump Drive capable freghter.. Just let me "scoop" minerals / ore, or be able to grab minerals from jet cans / POS structures..
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RC Denton
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Posted - 2007.03.07 21:48:00 -
[157]
My wild a$$ed guess?
A ship with jump capability. Slightly less cargo than a freighter but still substantial. Refining capabilities, and research capabilities. Basically a portable station for industrials. Fly one into a system with a bunch of barges and have a field day on the roids.
|

Succoros
Caldari The Nest Interstellar Alcohol Conglomerate
|
Posted - 2007.03.08 00:29:00 -
[158]
The ability to store+refine large amounts of ore+actually make anything up to maybe battlecruisers? Would be awesome with a jump drive aswell. ----------------------------------- Death is more eternal than life. Everyone dies but not everyone lives. |

FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
|
Posted - 2007.03.08 08:39:00 -
[159]
Originally by: RC Denton My wild a$$ed guess?
A ship with jump capability. Slightly less cargo than a freighter but still substantial. Refining capabilities, and research capabilities. Basically a portable station for industrials. Fly one into a system with a bunch of barges and have a field day on the roids.
I think that'd be overpowered. eg. imagine how ****ed you'd be seeing 30 pilots called "aasasskk23" refining for a horde of barges, who all jumped out when you entered system.
What I do the rest of the time - Vote for a Jita bypass! |

Meek also
|
Posted - 2007.03.08 20:07:00 -
[160]
Agreed.. don't make it so "Multi-use"
Make it either 1) Refine 2) Build ships 3) mini-freighter with Jump Drives (Ability to access cans in space / POS modules)
Having a ship that can jump in system, refine / research / build / etc is just nuts.. I would expect that on a Titan class ship..
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GetergdeKaasboer
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Posted - 2007.03.08 21:59:00 -
[161]
expect a freighter that can pick up cans and jump, anything more than that would be an isk machine.
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RC Denton
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Posted - 2007.03.08 22:01:00 -
[162]
Originally by: FireFoxx80
Originally by: RC Denton My wild a$$ed guess?
A ship with jump capability. Slightly less cargo than a freighter but still substantial. Refining capabilities, and research capabilities. Basically a portable station for industrials. Fly one into a system with a bunch of barges and have a field day on the roids.
I think that'd be overpowered. eg. imagine how ****ed you'd be seeing 30 pilots called "aasasskk23" refining for a horde of barges, who all jumped out when you entered system.
Lol, ya it would be a macro'rs dream. If I came across 00001,00002,00003,00004 all in covetors with one of these babies in system I'd be rich though ;). Esp since you can't currently operate jump ships in high sec. I don't think that this will work all that well for a macro miner unless it can operate in high sec which I doubt, or they have tacit permission of the alliance that owns the area they are mining in. In which case that would be good cause for CCP to smack the alliance. A little poisoned pill action there.
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BATTYMANNTHE DETSROYER
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Posted - 2007.03.09 20:23:00 -
[163]
OK! so no one has any idea when!
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Ghargon
The Sausage Smuggling Syndicate
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Posted - 2007.03.10 19:28:00 -
[164]
i'd quite like to see a form of capital jump capable logistics ship. However its one major bonus should be the use of jump portal generators. This would make it useful for more than just ferrying stuff around. This would give industrialists their jump capable hauler but would also give a less pricey option than a titan for generating jump portals. offensive capabilities should be close to nil although i'm not worried by it having a very hard tank.
I never think of the future - It comes soon enough |

Robert VonBraun
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Posted - 2007.03.11 07:00:00 -
[165]
Try this idea. Moon Harvesting Capital with a built in reactor for producing reactions for t2 components.
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Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2007.03.12 12:42:00 -
[166]
Its probebly going to be a bigger hauler. Something that can carry around 100-150km3 --
In Internet Explorer, You keep tabs on your browser. In Soviet Russia, browser keeps tabs on you |

Arron S
Gallente Rampage Eternal Ka-Tet
|
Posted - 2007.03.12 13:07:00 -
[167]
I'm hoping for 100-150km3 of cargo space, 1.5 millionkm4 for corperate hanger space.
Uber Gang minning Bonus's
I don't care much about Mobile refinarys
Your signature exceeds the maximum allowed dimensions of 400x120 pixels and filesize of 24000 bytes -Sahwoolo Etoophie ([email protected]) |

BATTYMANNTHE DETSROYER
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Posted - 2007.03.13 05:16:00 -
[168]
I agree a larger transport ship would be nice with a jump drive!
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shady trader
|
Posted - 2007.03.14 19:39:00 -
[169]
Personally I would like to see several versions, like carrier, mothership and titans.
There is a need for a large deployable hauler (moon or plant anchorable only) for the high sec systems that are hardly ever mined as there are no stations. This would act like a supper large can (half frieghter size ?) along with ship hanger for barges/industrals. The cargo hold would only be accessable at stations, POS's and when achored.
A larger version for low sec 0.0 with a built in refinery (50% with max skills?), large cargo holds, gang bonuses, and jump drive.
And a true mobile station, massive like a titan, extra big cargo hold, improved refinery, factories, clone vats in addition to the larger sized ones abilities. This class would not have a jump bridge or any super weapons.
The only advantage the smaller one would give to macros is hauling, however the advantage here would not be worth the cost in skills and isk then the can just run another account.
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TotensBurntCorpse
Minmatar Miners of Moria Corp
|
Posted - 2007.03.15 01:55:00 -
[170]
my guess...
go read the mini freighter thread...
200km3 freighter with mobile refinery ability, can pick up cans in space. expect almost no slots prob 2/4/2 or worse... its not a combat ship its a hauler that can do lousy levels of reprocessing but its better than hauling for alot of jumps....
my $0.02 isks...
and if true THANKS its about time..... been asking for one for over a year now....... TotensBurntCorpse Likes EVE, Starfleet Command Series, Earth & Beyond, Anything Battlefield, MOHAA, Call of Duty.
Dislikes Not much. |

J909
KIA Corp KIA Alliance
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Posted - 2007.03.15 14:41:00 -
[171]
Cant wait to see 1 of these on a killboard =p ----------------------------------------------- Cash from Chaos |

BATTYMANNTHE DETSROYER
|
Posted - 2007.03.19 20:48:00 -
[172]
Does any one know when? 
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GeekWarrior
Gallente e X i l e
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Posted - 2007.03.20 05:30:00 -
[173]
Edited by: GeekWarrior on 20/03/2007 05:27:40
Originally by: Meek also 2) Build ships
Slightly off topic, but I so just thought of the "Fat Boy" in Supreme Commander. ----------------------------- EVE Addict, creator of the EVE Online Forms Greasemonkey Script \o/ |

DaReaper
Net 7 Brotherhood Of Steel
|
Posted - 2007.03.20 07:30:00 -
[174]
ok i have to toss in my two cents. Every chance i get to talk to the devs or ask them a question i have been begging for the system wide belts they were gonna give us in exodus. which i cam still waititng for...
Anyway, the ship should be a mobile refiner, you should have to have high refinign skills to use it, and it shoudl either a) make you remain in one place for a set period of time while refining (like 20 min) so you can be blown up. or b) should use up some type of fuel so you can move around while refining.
The ship i's like to see shoudl have the mining bous of the mac (2 ice per cycle) be bale to put on no more then 4 strip miners. (if they do a mining cap) or a min of 1 strip miner. You should be able to refine a large ammunt of ore at a % better then a pos, because if i'm going to spend isk on a ship that can go pop in a matter of min i better damn well get near perfect refining on it.
That is what i want, and it should be limited to either 0.0 or low sec only like all the other cap ships, this way they are not stripping all the belts dry and can be pew pew'd.
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KHEN
Gallente New Horizons
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Posted - 2007.03.20 14:20:00 -
[175]
A ship carrier (12-20 unpackaged BS) would be a nice addition and a huge thing to see
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Syrann
The Praxis Initiative FREGE Alliance
|
Posted - 2007.03.22 13:43:00 -
[176]
Industrial Jump Portal Generator - can only move certain class ships (Barges & Industrials?).
------------ It's great to be Ama... Erm crappit, nevermind. |

Maximor
Glauxian Brothers
|
Posted - 2007.03.22 17:37:00 -
[177]
Edited by: Maximor on 22/03/2007 17:42:42 Edited by: Maximor on 22/03/2007 17:35:22 I would envision something like this:
Skill Requirement: Refining V, Refining Efficiency V, Advanced Spaceship Command V, Capital Ship Command I, Mobile Refinery I
500K m/3 Ore Storage. Can only store unrefined ore 500K m/3 Mineral Storage. Can only store refined minerals 50K m/3 Refinery storage used to store unrefined ore during the refining process and refined minerals upon completion of the refinery cycle
ORE Mobile Refinery Bonus: +5% Unrefined Ore and Mineral Storage Per Level. +5% Refinery Efficiency Per Level -5% to Mobile Refinery Array Duration Per Level.
-99% to Mobile Deployment Module CPU and Power Grid Requirement.
The ship would be able to fit a "deployment" module. Something similar to the siege module for dreads. The ship would activate the module and become stationary. It would use Strontium Calathrates for fuel. The module would provide a significant boost to all gang mining. Something on the order of 25 -30% while it was activated. The ship would not be able to activate its refinery array until the "deployment" module was activated and the ship was stationary. Haulers drop the ore off at the ship, the pilot places the ore into the refining bay, and activates the refining process. The refinery would be faster then a POS refinery(5 minute cycle), but less efficient, say 10-15% before skills. However, like a POS refinery, it would refine Ice at the max efficiency possible with skills. Once the refinery has run its course, the refined minerals are deposited into the mineral hold and the process starts over. Activation of the refinery would require a significant ammount of capacitor per cycle. The ship would be unable to fit weaponry or use drones.
The ship would also include a 10k m/3 corp hangar and a 10k m/3 general use cargo bay. It would include a jump drive with a range of 2-3 LY before skills.
With the exception of the cargo bay and corp hangar, the mobile refinery would be incapable of carrying anything else besides minerals or unrefined ore. The ship would also be incapable of entering .5 or higher sec space.
It would have 1-3 high slots, 2-3 mids, and 1-3 lows. This would allow for the fitting of things like tractor beams and cap rechargers, without creating a combat freighter.
This allows for the idea of a mobile refinery without making it a super ship. The ship requires the aid of a small fleet to be effective. It would need to be well protected especially while in its "deployment" mode as it would be unable to move or jump until the refinement process was complete and the "deployment" module was taken offline. The ship should also be susceptible to ewar. My estimation is that the ship should cost something on the order of a dread with a manufacture time of 7-12 days.
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Daelin Blackleaf
No Joy Corp Pride - Honor - Duty
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Posted - 2007.03.22 23:42:00 -
[178]
Edited by: Daelin Blackleaf on 22/03/2007 23:40:14 > Much smaller hold than a freighter (250 to 500km3)
> Base refining ability dependant on the ORE capital skill level (25% basic +5% per level, why? Because it requires a lot more skill and cash than a POS refinery, because level V would be a *****)
> Actual refining ability based on pilots refining skills. (Yes allowing 100% refine, because otherwise you may as well just jump it all to a station that does offer 100% refine even with the smaller hold)
> Jump Drive
The only "toes" it steps on are those of POS refineries which few people use already. They would still remain an option for smaller entry-level 0.0 corps without the funding or skillpoints to operate an ORE capital. Unless of course you count alliances who want their refining tax... which I don't since alliances have more to gain from this kind of vessel than smaller corporations anyway.
[EDIT the portable POS shield is too nice an idea to pass up completely, but we can leave that until teir 2/3 after a t2 battleship or the like is introduced able to do it better/cheaper so as not to see dozens of ORE capitals on the front-lines]
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BATTYMANNTHE DETSROYER
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Posted - 2007.03.22 23:44:00 -
[179]
I agree! 
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Jags
Minmatar M. Corp M. PIRE
|
Posted - 2007.03.23 09:23:00 -
[180]
Originally by: Daelin Blackleaf Edited by: Daelin Blackleaf on 22/03/2007 23:40:14 > Much smaller hold than a freighter (250 to 500km3)
> Base refining ability dependant on the ORE capital skill level (25% basic +5% per level, why? Because it requires a lot more skill and cash than a POS refinery, because level V would be a *****)
> Actual refining ability based on pilots refining skills. (Yes allowing 100% refine, because otherwise you may as well just jump it all to a station that does offer 100% refine even with the smaller hold)
> Jump Drive
The only "toes" it steps on are those of POS refineries which few people use already. They would still remain an option for smaller entry-level 0.0 corps without the funding or skillpoints to operate an ORE capital. Unless of course you count alliances who want their refining tax... which I don't since alliances have more to gain from this kind of vessel than smaller corporations anyway.
[EDIT the portable POS shield is too nice an idea to pass up completely, but we can leave that until teir 2/3 after a t2 battleship or the like is introduced able to do it better/cheaper so as not to see dozens of ORE capitals on the front-lines]
I like this idea but it would need to have some sort of min-POS shield (as per your edit) to make it of any use.
What would be the point of jumping in a multi-billion ISK ship to a 0.0 system to mine in then it beign easily gankable. Decent sized deployabel shield for teh duration of whatever modules you need to activate on it (use strontium ?) then you have 30 secs to jump it out once the cycle is over. This give the attackers time to gank it but also some defence against this.Trade off would be how much stront can the ship hold
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Daelin Blackleaf
No Joy Corp Pride - Honor - Duty
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Posted - 2007.03.23 13:12:00 -
[181]
Edited by: Daelin Blackleaf on 23/03/2007 13:13:39
Originally by: Jags I like this idea but it would need to have some sort of min-POS shield (as per your edit) to make it of any use.
What would be the point of jumping in a multi-billion ISK ship to a 0.0 system to mine in then it beign easily gankable. Decent sized deployabel shield for teh duration of whatever modules you need to activate on it (use strontium ?) then you have 30 secs to jump it out once the cycle is over. This give the attackers time to gank it but also some defence against this.Trade off would be how much stront can the ship hold
Because if you don't own that space, or at least have a sizeable presence then a solo capital ship will get ganked. Similar to using a carrier for ratting. The lower teir one need not be multi-billion isk. 1 to 1.5bill seems reasonable since it is on par with the freighter (as both serve a similar yet unique purpose) and easily gankable.
Of course the higher tier version would be about as invulnerable as a mothership if it was able to jump while shielded. So the cost would have to represent this. I'd rather the ship could not jump while shielded and have the shield provide the opportunity for a backup fleet to arrive and save you.
[EDIT: Added quote]
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shady trader
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Posted - 2007.03.25 22:47:00 -
[182]
I have just had a thought about how to limit the capital ship use to isk farmers. How about giving it a reasonable sized hold but not have it accepable from space nor can the pilot scoop from space. Then give it a big corperate / alliance hanger setup?
To access the corperate hanger you would either need to be in the same corp/alliance as the pilot ganged and have a special role to access Ore capital ships hanger array.
This way only player corps can use the ship, if the isk farmers trys, they can be war dec and they will be stuck in the corp for 24 hours due to the role. However as soon as they try and avoid the war dec by quiting the corp they cannot get the advantage of the capital ship. This could also make it a bit easier for CCP as they can easily see the same group of accounts creating a corp, quitting and creating another, this may also be an exploit that they can be banned for that is easier to prove then isk farming.
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Kara Rhane
Gallente Rhane's Research and Development Labs.
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Posted - 2007.03.26 13:10:00 -
[183]
Originally by: shady trader I have just had a thought about how to limit the capital ship use to isk farmers. How about giving it a reasonable sized hold but not have it accepable from space nor can the pilot scoop from space. Then give it a big corperate / alliance hanger setup?
To access the corperate hanger you would either need to be in the same corp/alliance as the pilot ganged and have a special role to access Ore capital ships hanger array.
This way only player corps can use the ship, if the isk farmers trys, they can be war dec and they will be stuck in the corp for 24 hours due to the role. However as soon as they try and avoid the war dec by quiting the corp they cannot get the advantage of the capital ship. This could also make it a bit easier for CCP as they can easily see the same group of accounts creating a corp, quitting and creating another, this may also be an exploit that they can be banned for that is easier to prove then isk farming.
Thats a really good idea. Very, good.
***** Rhane's Research and Development Labs
Click our link today to search our Ammo/Missile BPO 'sets' |

Nemtar Nataal
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Posted - 2007.03.29 08:50:00 -
[184]
Edited by: Nemtar Nataal on 29/03/2007 08:47:29
Hmm looking at the existing capital ships and the limited info that have bicome avalible from CCP i think that we might be able to conclude this when it comes to skills.
No capital ship have yet to have a skill requirement that includes a T2 skill....so i think exhumer skill will properly not even be a requirement for this ship...
Looking at additional skills in the game we might be looking at:
Industry V (wow who havnt guessed that by now)
Im here asuming that this ship would be fittet with a jump drive so....
Navigation V
Jump Drive operation I
Advanced spaceship command V Capital ship I - III ORE capital I (wow what a surprise)
And then somthing interesting....well...
Asuming this will be a mobile refinery you would properly need Mobile Refiery Operation V (this skill is in the game but i have yet to se a ship, module or POS equipment that requires it...so i think its logival to asume that ccp actually intends for this skill to be used finally...just like biology...i have had that one for 3 years by now....and you know the storry)
We might se to ORE capital ships second might be mobile factory, if not i think its logically to asume that this skill will be required for flying the ore ship aswell.
i think this would fit the normal profitle of a capital ship something thats a mix of a freighter and a dread/carrier...
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Myth Al'kar
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Posted - 2007.03.29 10:14:00 -
[185]
I'd like a ship like this:
4 highs (4 strip miners)or balanced for Capital Ship Mining Gadget whatever mediums whatever lows (need to balance it low for less mininglaserupgrades/cargoexpanders)
Ore Cap Ship Skill: 3% reduced cycle time to strip miners and ice harvesters per level. Ore Cap Ship Skill: 30% increase in strip miner/ice harvestor range per level. Mining Barge Skill 3% increased yield per level.
99% less cpu for the use of strip miners 99% less cpu for the use of warfare links
20,000 m3 storage capacity.
Can cyno jump. (maybe 50% reduced range?)
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Sean Livingston
Gallente The Knights Templar Astral Wolves
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Posted - 2007.03.29 15:26:00 -
[186]
Edited by: Sean Livingston on 29/03/2007 15:31:28 Edited by: Sean Livingston on 29/03/2007 15:23:10 Here's what I'd like to see on the ORE capital, keep in mind it's slightly different then most of the ideas here. I'm trying to think outside of the box here so...
Imagine if you would, an industrial ship without a huge cargo bay or refinery. Instead, it has a built in mini jump portal generator. So, if your corp mining fleets are within a certian distance from one of your POSs with a collector array (a new POS system) you can send all minerals mined dirrectly back to storage without having to make the trip. Each time you send a load back it takes a small amount of fuel but over all it's cheaper then constantly jumping back and forth with a captial ship.
I'm not big into designing ship stats but I expect the ship would have a small fighter bay for fleet defence (being a support vessel with a small cargo bay it has more capacity for defensive systems, but still fields less then a carrier)as well as the ability to equip 3 gang mods.
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BATTYMANNTHE DETSROYER
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Posted - 2007.04.04 23:18:00 -
[187]
when! I want one now 
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Mr Gimlet
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Posted - 2007.04.05 07:19:00 -
[188]
heres a thought for a new ship.
What about a mining command ship to bridge the gap between barge and capital ship. (barge to capital ship is a huge gulf for most players after all)
I was thinking that something that could fit say 3 strip miners and a couple of command modules, big drone bay, and a big cargo hold.
Maybe bonus to miner range and/or mining ammount (It wouldnt have to outmine the hulk as long as it mined as well as a covetor and added gang module bonuses), and a bonus to mining command modules.
Just a thought, but if miners are getting a leg up this would be a way more used ship than a capital miner. A capital miner would be way cool though
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Villa
Amarr Dark-Rising
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Posted - 2007.04.05 08:45:00 -
[189]
"No, cease and desist" he cried. "For the unfathomable shall come to pass".
If the event of said capital being able to mine pwnage of poor defenseless roids shall no doubt be commenced by Naverin teh veldspar King. But Oh!, unholiest of unholies, if said vessel were indeed able to commit acts of War. Chribba, yes dare i say it, will no doubt commence the immediate destruction of poor defenseless pod pilots just to be contrary. Judgement be upon us for we are truly doomed.
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Princess Jodi
Vendetta Underground Rule of Three
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Posted - 2007.04.06 21:15:00 -
[190]
Let me tell you what it CAN'T have:
1> It Can't have a cargo bay approaching a Freighter size. Anything close to the size of a Freighter's bay will make Freighters only role (hauling stuff) obsolete.
2> It Can't have Jump Drive. This is not so much because of an attempt to limit the ship, but because the cost to jump is so high that it is impractical to jump raw ore. Also because mining in Empire should be possible and would be otherwise unfair to those not in alliances.
3> It Can't refine better than/equal to a POS. Our Corp pooled everything we had to get a Refining Outpost put up. I will personally blow up any ship that tries to take our taxes away from us. Expecially Alliance-mates.
It COULD have these features:
1> Mobile Refining. Must be the worst refining rate out there, or you're going around taxes for Alliances. Still, 0.0 is big enough that it would worthwile to use it instead of jumping 10 jumps to refine.
2> Gang Modules usage. Pretty much one of the main reasons such a ship should exist.
3> Mining capability. I don't think Capital Miners are needed, but its got to do something other than just give out Mining Bonuses and Refine, or the pilot will die of boredom.
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Ford Hakata
Hakata Group
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Posted - 2007.04.07 01:59:00 -
[191]
Edited by: Ford Hakata on 07/04/2007 02:00:52 Another thing I'd love to see (perhaps exclusively) on an ORE industrial capital ship:
Module: Deadspace Field Emitter I Description: When activated, the module creates a temporary deadspace area in the grid centered by the ship. This module cannot be activated while there are any anchored objects in the same grid as it (including everything from small secure containers, mobile warp bubbles and control towers, to permanent fixtures like stargates, stations or other deadspace areas.) While the module is active, it's impossible to anchor anything within grid range of the module. The deadspace field functions in the usual manner as any other deadspace - MWD does not work, warping into it makes you always land at a specific warp-in point (right on top of the ship) and you get a dramatically reduced chance of being probed out (although it should possible, with patience.) Activating the module requires 1000 units of Strontium Clathrates (reducable by 100 units per level of Deadspace Field Emitter operation), and the module activation cycle is 3600 seconds. The ship activating this module will also lose 100% of it's speed. Requirements: 90,000 CPU, 25,000 PG, "Deadspace Field Emitter operation" level 1. High slot.
This might be a nice alternative to an (argueably) overpowered POS bubble module, and would make it still quite useful as a "base of operations" for industrial (or otherwise) operations into hostile territory.
Any thoughts?  --
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Trader Sandy
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Posted - 2007.04.07 02:31:00 -
[192]
Originally by: Princess Jodi Let me tell you what it CAN'T have:
1> It Can't have a cargo bay approaching a Freighter size. Anything close to the size of a Freighter's bay will make Freighters only role (hauling stuff) obsolete.
Nah.. if it is only limited to raw ore, then Freighter are still needed to move other items.. Also if it has Jump Drives, then it is a low-sec ship only.. Freighters would still be needed in empire
Originally by: Princess Jodi
2> It Can't have Jump Drive. This is not so much because of an attempt to limit the ship, but because the cost to jump is so high that it is impractical to jump raw ore. Also because mining in Empire should be possible and would be otherwise unfair to those not in alliances.
Empire miners don't need a capital ship. They can sit in a hulk and move items to a station with ease.. 0.0 miners need to operate in deep space. This is nice because it DOES limit the ship to low-sec / 0.0. I believe that it was said that the ORE capship is a modified carrier. Granted, my memory may be incorrect.
Originally by: Princess Jodi
3> It Can't refine better than/equal to a POS. Our Corp pooled everything we had to get a Refining Outpost put up. I will personally blow up any ship that tries to take our taxes away from us. Expecially Alliance-mates.
Whatever.. Outpost is still needed to refine Rat loot. The argument that you spent x ammount of time making an outpost, therefore... doesn't hold weight
Whatever it ends up being, what is in this thread is speculation.. speculation only..
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Nemtar Nataal
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Posted - 2007.04.07 11:12:00 -
[193]
Originally by: Dafydd Merc To everyone comparing this ship to a POS refinery - any region worth it's salt... er, ore rather, has readily available refinery services in the form of a Minmatar outpost. DOWNGRADING to POS level refinery services in a capital ship will make this a floating homage to uselessness. By the same token, alliances which support Minmatar outposts would generally depend on the refinery taxes at said outposts, and being able to refine in a ship with equivalent efficiency is going to remove a lot of that income.
So, where does that leave us? Well, some people have said they don't see a capital mining laser coming. I'd have to disagree as this is the only way to have a ship which improves on the Hulk and doesn't step on the refinery outposts toes. There could be a couple models for this - capital mining laser perfectly strikes veldspar moon wrecking for all the ore it contains. Please wait while the 20 minute cycle finishes. Or maybe a doomsday like miner, spams all roids nearby for 100m3 of ore... then wait for the 20 minute cycle to finish. I guarantee, there will be a downside to capital mining, and it will be better than a hulk, but only marginally so. The rest of the benefit from the ship comes in other services it provides.
Likely comparable to a carrier designed for mining (ie: support vessel). It will tank, it will provide gang bonuses, there will be a small ship maintenance array to reload drones, refit your ship, nab a new ship if you were popped, etc, and most important of all, it will have a very sizable cargohold. 100,000m3 doesn't cut it chaps, large scale 0.0 ops I take part in produce that multiple times over in an hour - can't have your tank jumping off every 20 minutes to empty it's hold. Now, 500,000m3, that might be a start. Maybe a freighter surpassing 1 million m3 that will ONLY store ore? That'll be useful. Oh, and for the jump drive - I bet it jumps shorter than a dreadnought.
As a corpmate said earlier this week, let's all think "Nostromo class" tug/freighter. Linky for the Alien-impaired.
Can't wait to see what comes out, I'm sure we'll find some way to use it in which it was never meant for :)
Get real M8....stepping on Minmatare outpost feet....what about when CCP stepped on gallente outpost's feet when they chose to enitiate marked from EVERY station and outpost in the game insted of limiting it to gallente outpost's only?
Modules, Ships, Structures are continiuiously bieng steped on and nerfed cause of new additions to EVE thats just the way of life. If anything though CCP might limit this ship to work only in systems where you already have sovrenty to prevent people from violationg borders or they might limit it to systems with out sovrenty to protect the minmatare outposts... But i dont think this will ever become a capital miner fore the same reason why CCP havnt added a T2 battleship yet....what role would it fill besides replacing existing mining ships and making the game even harder to play for new commers. If there are anyone in the game that can take bieng hit on the wallet it is the big alliances, and definetly not the small time miner trying to make his way in the game....
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Nemtar Nataal
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Posted - 2007.04.07 11:22:00 -
[194]
Originally by: Ford Hakata Edited by: Ford Hakata on 07/04/2007 02:08:26 Another thing I'd love to see (perhaps exclusively) on an ORE industrial capital ship, is:
Module: Deadspace Field Emitter I Description: When activated, the module creates a temporary deadspace area in the grid centered by the ship. This module cannot be activated while there are any anchored objects in the same grid as it (including everything from small secure containers, mobile warp bubbles and control towers, to permanent fixtures like stargates, stations or other deadspace areas.) While the module is active, it's impossible to anchor anything within grid range of the module. The deadspace field functions in the usual manner as any other deadspace - MWD does not work, warping into it makes you always land at a specific warp-in point (right on top of the ship) and you get a dramatically reduced chance of being probed out (although it should possible, with patience.) Activating the module requires 1000 units of Strontium Clathrates (reducable by 100 units per level of Deadspace Field Emitter operation), and the module activation cycle is 3600 seconds. The ship activating this module will also lose 100% of it's speed. Multispectral (?) probes will report this deadspace field as an "unknown" hit. Requirements: 90,000 CPU, 25,000 PG, "Deadspace Field Emitter operation" level 1. High slot.
This might be a nice alternative to an (argueably) overpowered POS bubble module, and would make it still quite useful as a "base of operations" for industrial (or otherwise) operations into hostile territory.
Any thoughts? 
One thought...this module is ideal for sniping camps on a gate. You only need to firer it in fron of the gate slightely outside the grid then your battlehips will mostlikely be able to sit safely inside the grid impervious to attacks from small fleets of frigs, cepters and assault frigs as there primorey defence are speed. Fun module but i have trouble but i do have a problem seeing any setup where this module would not be used for someting else then it was intended to do.
It could properly also be used if you deployed a bouble inbetween 2 gates (in some low sec tradehub system) and then deploying the field to overlab part of the bouble but not the center of it as that would be imposible due to the anchored object limitation. Same scenario though battleships inside the grid sitting safe from what ever got cught in the bouble.
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Nemtar Nataal
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Posted - 2007.04.07 11:42:00 -
[195]
Originally by: BATTYMANNTHE DETSROYER I agree a larger transport ship would be nice with a jump drive!
I think ccp intends to solve the freighter in low sec "problem" with this addition. Twinned Jump Arrays (similar to a Jump Bridge, and used for rapid redeployment of strategic assets of the ôpew pewö variety). Taken right out of Star Treck Voyager from the Borg homeworld a transwarp hub use to link the transwarp network together. Secures The Borg fast taktical deployment of strategic units all over the univers. bla bla bla. Basically if this thing ccp is introducing is capable of transporting a freighter it will go a long way words securing alliance secure transport in 00. And at the same time CCP will not be introducing any module or ship to the game that is overpowered and almost replaces and entire ship line. Transporting stuff in 00 is suppose to be risky buisniss and i dont ting CCP intends anyone to have the capability of jumping large loads of modules and ships all over the place. That would really just make the game really confusing.
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Beldaws
Gallente Just Me and My Alts
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Posted - 2007.04.07 14:54:00 -
[196]
The main thing that I notice that is missing in the game is a mini-sized freighter that is more agile than a normal freighter (but not too agile).
I love the idea earlier in this thread of it having a corporate hanger that the miner can access from space and move ore into the ship. This will force the isk farmers and macroers to get into regular corps if they want to use it.
Even with rigs and T2 expanders the current industrials just aren't big enough to support hauling for more than 2 miners. If I am hauling for 3 Hulks, even with 38k of indy space I still fall behind if they use their mining drones too. Without their mining drones I can just barely keep up. If the hauler is having to jump two or more systems back to the station, I can only keep up with one Hulk mining with drones. We definately need a bigger indy that will allow us to mine efficiently in systems that don't have stations too close.
It should be able to use gang assist modules. Right now I hate the fact that my hauler can't also be used for gang assist. I shouldn't have to have a pilot mining in a battlecruiser just to get the gang assist. The perfect option would be to have a pilot in a really really big indy gather the ore while at the same time giving the gang support.
Like the other Capitial ships, there should be at least 2 different ones. One with a jump drive and one without. The one without a jump drive should be usable in Empire.
I don't care about a mobile refinery or a mobile lab. Just give me a really big hauler with gang assists!
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Ford Hakata
Hakata Group
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Posted - 2007.04.08 03:19:00 -
[197]
Originally by: Nemtar Nataal
Originally by: Ford Hakata Module: Deadspace Field Emitter I Description: When activated, the module creates a temporary deadspace area in the grid centered by the ship. [...] Requirements: 90,000 CPU, 25,000 PG, "Deadspace Field Emitter operation" level 1. High slot.
One thought...this module is ideal for sniping camps on a gate. You only need to firer it in fron of the gate slightely outside the grid then your battlehips will mostlikely be able to sit safely inside the grid impervious to attacks from small fleets of frigs, cepters and assault frigs as there primorey defence are speed. Fun module but i have trouble but i do have a problem seeing any setup where this module would not be used for someting else then it was intended to do.
It could properly also be used if you deployed a bouble inbetween 2 gates (in some low sec tradehub system) and then deploying the field to overlab part of the bouble but not the center of it as that would be imposible due to the anchored object limitation. Same scenario though battleships inside the grid sitting safe from what ever got cught in the bouble.
Well, "grid size" is perhaps something that should be defined a little better then... AFAIK, "the current grid" is everything within visual rang of yourself (and consequently, the things "off grid" are further away, and therefore can't be selected/warped to/inspected/etc. unless you move closer to it so it becomes visible.) We're talking of distances in the order of +/- 700km (don't know the exact distance.)
In other words, this module wouldn't be possible to use within 700km (visual range) of an anchored object. Obviously, shooting things at that range isn't possible. I have no idea what the rules are when it comes to objects at the "edge" of your grid. But at least something like this would open up the possibility for new tactics, which I think is cool.  --
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Andrus Delai
Trinity Inc
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Posted - 2007.04.08 21:50:00 -
[198]
Originally by: Princess Jodi Let me tell you what it CAN'T have:
1> It Can't have a cargo bay approaching a Freighter size. Anything close to the size of a Freighter's bay will make Freighters only role (hauling stuff) obsolete.
If its cargo is limited to ore or minerals, then it could have a cargo bay near, or even exceeding, a freighter. The fact that a freighter could carry anything and use jump gates would not make the freighter obsolete.
Quote: 2> It Can't have Jump Drive. This is not so much because of an attempt to limit the ship, but because the cost to jump is so high that it is impractical to jump raw ore. Also because mining in Empire should be possible and would be otherwise unfair to those not in alliances.
If its a capital ship, then it should be jump capable. And if the ship has a sufficient cargo capacity, then the cost to jump the ore/minerals would be small for the volume transported. This just reinforces the idea that the ship should have a very large cargo capacity.
Quote: 3> It Can't refine better than/equal to a POS. Our Corp pooled everything we had to get a Refining Outpost put up. I will personally blow up any ship that tries to take our taxes away from us. Expecially Alliance-mates.
It COULD have these features:
1> Mobile Refining. Must be the worst refining rate out there, or you're going around taxes for Alliances. Still, 0.0 is big enough that it would worthwile to use it instead of jumping 10 jumps to refine.
Taxes are a politcal issue and should not decide the design of the ship. A POS refinery can be used by anyone regardless of skill. A mobile refinery would be based on the skill of the pilot. They are not the same thing. I would expect that any mobile refinery would have at the very least, the same refining rate as a POS and would increase based upon the skill of the pilot. In addition, a POS does many other things other than refining. Why shouldn't a specialized refining ship be better for this one purpose?
As for taxes, if I have a mobile refiner and I'm in alliance space, you can be sure that I would be giving a cut to the alliance. I can't see many others risking such a ship without compensation and I expect the alliance leaders would be very upset if you cut into their profits by attacking the ship.
Quote: 2> Gang Modules usage. Pretty much one of the main reasons such a ship should exist.
Agreed. There are no ships that give a bonus to mining gang modules. This is a niche that an ORE Capital can fit quite well.
Quote: 3> Mining capability. I don't think Capital Miners are needed, but its got to do something other than just give out Mining Bonuses and Refine, or the pilot will die of boredom.
I agree. While in some ops, you will be hard pressed to keep up with pulling in cans and refining, that doesn't happen all of the time. The most interesting thing would be if the ship had some bonuses to mining drones and could carry the equivalent of mining fighters.
I'd also like to see Capital Tractor Beams so that this ship could pull in cans for an entire operation. This ship should eliminate the need for industrials on a mining operation.
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Cyberman Mastermind
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Posted - 2007.04.19 09:50:00 -
[199]
I think this idea has come up once and been ignored.
The ship won¦t mine - that much is clear. But it¦s a capital ship any "industrialist" would want to have.
So, perhaps it¦s something like a mobile control tower? You get the ship into a system with asteroids, anchor it there, and link POS equipment to it, like refinery and such. It¦s cargo hold could be used to haul the equipment. Think of the mobile construction yard of C&C.
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Svetlana Isovitch
Gallente
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Posted - 2007.04.19 14:28:00 -
[200]
Originally by: Beldaws The main thing that I notice that is missing in the game is a mini-sized freighter that is more agile than a normal freighter (but not too agile).
I love the idea earlier in this thread of it having a corporate hanger that the miner can access from space and move ore into the ship. This will force the isk farmers and macroers to get into regular corps if they want to use it.
Even with rigs and T2 expanders the current industrials just aren't big enough to support hauling for more than 2 miners. If I am hauling for 3 Hulks, even with 38k of indy space I still fall behind if they use their mining drones too. Without their mining drones I can just barely keep up. If the hauler is having to jump two or more systems back to the station, I can only keep up with one Hulk mining with drones. We definately need a bigger indy that will allow us to mine efficiently in systems that don't have stations too close.
It should be able to use gang assist modules. Right now I hate the fact that my hauler can't also be used for gang assist. I shouldn't have to have a pilot mining in a battlecruiser just to get the gang assist. The perfect option would be to have a pilot in a really really big indy gather the ore while at the same time giving the gang support.
Like the other Capitial ships, there should be at least 2 different ones. One with a jump drive and one without. The one without a jump drive should be usable in Empire.
I don't care about a mobile refinery or a mobile lab. Just give me a really big hauler with gang assists!
I agree with every point made here. It is ridiculous that BCs are forced into the mining sector in order for the use of the links. That should be the industrial's job. If that means that one cycle an hour is lost while the indy is docking/undocking, so be it. In cases where the indy has to make 2 or more jumps, then it becomes a matter of what is more important, the indy or the cycle time, etc. But as is, if you are running an alt, it makes more sense to have them train up a hulk and run two Hulks than to have them gang pimped and giving a smaller bonus. Two Hulks can tank really well, so the BC is not needed for rat cover either. Unless links are going to get more powerful so that a BC can double the effectiveness of a Hulk. Even mining in a BC sux because it becomes dragndrop hell even with expanders. Typically, my BC sits idle cause I can't be arsed to keep the cap boosters recharging, the lasers running, the cargo dragndropping while tracking my Hulk's progress with strips and drones and keeping my hauler in motion. Yeah, I say unto you, go forth and mine the glorious heavens. |

Pwett
Minmatar QUANT Corp.
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Posted - 2007.04.19 20:18:00 -
[201]
I don't know if it's a bad thing for a BS / Command to be just used for ganglinks. I mean, industrial or pvp, that is their role, is it not? I got my guy into a command ship just so I could run 3+ links - not only does it help my miners mine, but it helps their tank AND it helps some other corp mates who are ratting or providing protection in system.
Give and Take, you know? It's the same decision you have to make when you choose between BS mining and barge mining for 0.0.
_______________ Pwett CEO and Founder [QTC]QUANT Corp.
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Phydox
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Posted - 2007.04.19 23:29:00 -
[202]
the more I think about it the more I realize that all I want, all I really want, is a jump capable Freighter. That's it.
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Mallick
Northern Intelligence Artificial Intelligence.
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Posted - 2007.04.20 16:58:00 -
[203]
Quote: 1> Mobile Refining. Must be the worst refining rate out there, or you're going around taxes for Alliances. Still, 0.0 is big enough that it would worthwile to use it instead of jumping 10 jumps to refine.
Are you an idiot? Just because having one of these ships will "out-refine-your-alliance-outpost" does not mean that it should not be possible?
If the O.R.E. capital ship does get a refining ability, it should be on pair with outpost refining.
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Alaris Nightshadow
Caldari Rogue Arrow Galactic Empire O X I D E
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Posted - 2007.05.01 15:53:00 -
[204]
it is said a picture is worth a thousand words... so
----------------------------------------------- "We fear that which we cannot see... we respect that which we cannot see... thus the blade will be wielded." |

Adunh Slavy
Ammatar Trade Syndicate
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Posted - 2007.05.01 16:55:00 -
[205]
Originally by: Mallick
If the O.R.E. capital ship does get a refining ability, it should be on pair with outpost refining.
Perhaps even better than an outpost. With the freighter/pos docking we have now, a "refinery ship", that will probably cost as much as a freighter and probably not be the best combat ship in the world, will need to provide a benefit above what freighter based logistics can provide, other wise, no one will buy it. -AS |

Ket Halpak
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2007.05.02 04:28:00 -
[206]
I belive in a dev blog they said that the ore capital ship wont be a miner per se, but will be something that every indistrialist will want in his backyard.
Also, if anyone else listened to the live dev chat, they would have heard a comment about it being able to enter into a sort of refinery siege mode :)
IIRC
I just hope it can use jump gates AND is cyno capable :) _ Check out my blog at RantingsofaCarebear.blogspot.com Privateers: Those who don't adapt become victims of harsh irony |

Xanos Blackpaw
Amarr
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Posted - 2007.05.02 20:43:00 -
[207]
Originally by: Cyberman Mastermind I think this idea has come up once and been ignored.
The ship won¦t mine - that much is clear. But it¦s a capital ship any "industrialist" would want to have.
So, perhaps it¦s something like a mobile control tower? You get the ship into a system with asteroids, anchor it there, and link POS equipment to it, like refinery and such. It¦s cargo hold could be used to haul the equipment. Think of the mobile construction yard of C&C.
it might just be me and you but i think this is a great idea but it would have to be whithout the POS shield or it would be a bit to strong to be balanced, wouldnt need any high slots either as it would be able to fit small POS guns against rats
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Alaris Nightshadow
Caldari Rogue Arrow Galactic Empire O X I D E
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Posted - 2007.05.04 02:07:00 -
[208]
Originally by: Xanos Blackpaw it might just be me and you but i think this is a great idea but it would have to be whithout the POS shield or it would be a bit to strong to be balanced, wouldnt need any high slots either as it would be able to fit small POS guns against rats[8)
Hi-Slot would be nice to have it run the Mining Forman Links though. ----------------------------------------------- "We fear that which we cannot see... we respect that which we cannot see... thus the blade will be wielded." |

ghosttr
Amarr ARK-CORP FREGE Alliance
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Posted - 2007.05.04 08:59:00 -
[209]
I see something that has gang bonus for mining built into the ship.
A large cargo bay with a long drop into range (not 1500meter, but like 10k or something).
Maybe logistics for the high slots so it can help the barges tank the rats & such.
A reprocessing plant that can reprocess many items at once
And something that can also fill the role of jump-freightor
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kaike
Minmatar Darklite inc Darklite Alliance
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Posted - 2007.05.05 10:39:00 -
[210]
Nice thoughts all...it would be nice if ccp would think of the ppl who less pvp and more do into mining /building 
If you look around for example about hardwrings there are lots for pvp/e but mining only few would be nice if they would bring some new ,idea's are enough in this topic ...
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Kara Rhane
Gallente Rhane's Research and Development Labs.
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Posted - 2007.05.05 17:33:00 -
[211]
With the following now in the game:
Freighters can now load at POS's
I believe much of what was said here can now be changed or rethought. People like the idea of being able to get the MOST out of thier ore, being able to fill a few corp hangers then take it to a outpost or conquerable station for refinement makes that a true possiblity (THANK YOU CCP!)
However with the expansion of freighter roles, that means that the new O.R.E. capital ship (or at least what we think of it) might need to be rexamined.
At only lvl 4 freighters obelisks can move 900,000m3 worth of ore to a outpost/station.
With corp hangers I *think* being at 1,700,000m3 that's just 2 loads to move a full hanger out for better refinement.
So, with that said, what do you guys think the O.R.E. capital ship will be capable of?
My hope is a minature 400,000m3 ship that can jump maybe half the distance to 2/3rds the distance of a dread with a CORP only accessable hanger being 400,000m3 (sorry Macromining ppl, can't make it easier for you) this corp hanger would also ONLY be able to hold ore.
Let's both freighters and this suggested design work together as the requirements and fuel would be higher for the ORE capital ship while a freighter can be gotten a bit quicker and doesn't cost as much in terms of minerals to build (freighters should be 50% to 25% the cost in minerals of the ORE capital ships after fittings are added)
Just a suggestion. Lets get the ball rolling again.
-Kara
***** Rhane's Research and Development Labs
Click our link today to search our Ammo/Missile BPO 'sets' |

ghosttr
Amarr ARK-CORP FREGE Alliance
|
Posted - 2007.05.05 18:09:00 -
[212]
Originally by: Kara Rhane
With the following now in the game:
Freighters can now load at POS's
I believe much of what was said here can now be changed or rethought. People like the idea of being able to get the MOST out of thier ore, being able to fill a few corp hangers then take it to a outpost or conquerable station for refinement makes that a true possiblity (THANK YOU CCP!)
However with the expansion of freighter roles, that means that the new O.R.E. capital ship (or at least what we think of it) might need to be rexamined.
At only lvl 4 freighters obelisks can move 900,000m3 worth of ore to a outpost/station.
With corp hangers I *think* being at 1,700,000m3 that's just 2 loads to move a full hanger out for better refinement.
So, with that said, what do you guys think the O.R.E. capital ship will be capable of?
My hope is a minature 400,000m3 ship that can jump maybe half the distance to 2/3rds the distance of a dread with a CORP only accessable hanger being 400,000m3 (sorry Macromining ppl, can't make it easier for you) this corp hanger would also ONLY be able to hold ore.
Let's both freighters and this suggested design work together as the requirements and fuel would be higher for the ORE capital ship while a freighter can be gotten a bit quicker and doesn't cost as much in terms of minerals to build (freighters should be 50% to 25% the cost in minerals of the ORE capital ships after fittings are added)
Just a suggestion. Lets get the ball rolling again.
-Kara
I would like to see the cargobay hold everything, and it have a jump drive. SO this can also be a jump-freighter. 2 Roles 1ship
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vostok
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Posted - 2007.05.06 01:51:00 -
[213]
my thoughts would be a skill plan such as:
PRIMARY SKILL REQUIRED Capital Ships Level I Advanced Spacship Command V Spaceship Command V
SECONDARY SKILL REQUIRED ORE (ship class name) Level I capital ships Level I Advanced Spacship Command V Spaceship Command V Mining Barge Level V Astrogeology Level III Science Level IV Mining Level IV Industry Level V Astrogeology Level V - maybe not needed since the Science Level IV ship wont ever mine Mining Level IV Refinery Efficiency V Refining V
TERTIARY SKILL REQUIRED Jump Drive Operation Level I Navigation Level V Warp Drive Operation Level V Navigation Level I Science Level V
i would then imagine the bonuses given in description to be something like this:
ORE (ship class name) Skill Bonuses: 50% bonus to Tractor Beam range per level. 5% reduction in Refining Module duration per level. 99% reduction in CPU need for Refining Module. 3% bonus to effectiveness of Mining Foreman Links per level. 99% reduction in CPU need for Warfare Link modules.
the refining module i imagine to be something like a 30% station refinary taking 10 minutes - boni to complete the refining of ore in the hold of the ship. the efficiency of this module would depend on the pilot's specific skills (he will already have refining/refinary efficiency V) the skill mobile refinary could also reduce the time taken for this module. during use of this module the pilot would be unable to move the ship or stop the cycle
the fitting on the ship i would imagine to be along the lines of: 80,000m3 cargo space 10,000m3 corporate hanger array (for mining crystals) 500,000m3 ship maintanence array (so cyno generator could change to a barge/other mining ship) a drone bay of 100 - 375 for some defence perhaps an ore hanger of 27,500m3 which could only take ore and this would be the limit of the refinary at any 1 time
4 hi slots (for a refining module, tractor beams, and mining foreman links) 5 meds (so it could field a weak capital tank so as not to be killed by roaming cruiser gangs) 4 lows (give pilots a choice between a stronger tank, more cargo or more agility)
the fitting, cost and efficiency of the refiner are of course going to be pretty much undeterminable for now, but i cant wait to see what ccp do with the ORE capital concept
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Veetor
Gallente Acme Manufacturing
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Posted - 2007.05.06 03:02:00 -
[214]
If bpo's are seeded in reasonable numbers. otherwise itt'll just be another ripoff like the hulk. Which can only be insured for 30 mil btw.
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Bobo Fettvett
Caldari BLAD3 RUNN3R ANCILLARY SUPPOR7 S3RVIC3
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Posted - 2007.05.06 09:51:00 -
[215]
JUST A THOUGHT BUT WHAT ABOUT A MIDRANGE EMPIRE MOON MINING CAPABLE SHIP ? SEEMS A SHAME TO WASTE ALL THOSE EMPIRE MOONS FLAME ON FOLKS
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vostok
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Posted - 2007.05.06 11:41:00 -
[216]
Originally by: Bobo Fettvett JUST A THOUGHT BUT WHAT ABOUT A MIDRANGE EMPIRE MOON MINING CAPABLE SHIP ? SEEMS A SHAME TO WASTE ALL THOSE EMPIRE MOONS FLAME ON FOLKS
i would personally rather see a ship with a jump drive and the ability to only traven in space less than 0.5. otherwise its just another macro miner tool. i would much rather see a ship that was intended for 0.0 and getting to all of those unmined belts
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agrajag119
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Posted - 2007.05.07 18:13:00 -
[217]
In the patch notese for the freighter change they mentioned:
"Items may be moved from an in-space General Freight Container into the freighter."
Now how this GFC gets into space is left unsaid. Since its my understanding that freighters can't jet these (haven't tried it with my new toy yet), where would these come from .... hmmm.
So I foresee this new industrial cap ship taking advantage of this. It has a hold big enough for a GFC or two, and can kick them into space.
Indy ship -> goes to safe spot and jets can freighter fills can full of tasty mins Indy ship -> refines / does something with mins
OR
Indy ship drops gsc miners drop mins into can freighter takes mins from can
Just having a ship that would allow me to have a 230,000 m3 jetcan would make me drool.
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Old 2
Amarr O.E.E.-Orion Extensive Enterprises
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Posted - 2007.05.23 01:57:00 -
[218]
I love the sound of a capital miner but i dont like the point on some people saying there should be one for high sec and one for low thats a bit unfair,i think it should be allowed in any sec, but with it being a capital ship the sound off t3 mining laser(capital) would be great, but i think ccp should think about the ore belts too as if there is a bigger mining ship the ore belts will need a update or we are going to striping systems alot faster!!!
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Breathing
Domino Inc.
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Posted - 2007.05.25 12:05:00 -
[219]
I just want a freighter with a jump drive. Easy to please.
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Nyphur
Pillowsoft
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Posted - 2007.05.25 17:51:00 -
[220]
My money is on a mobile jump portal generator ship. Like a flying stargate that can use a jump portal generator module.
Eve-Tanking.com - For tanking spreadsheet and resources. |

Caplan121
Amarr Ryder Interstellar Fuel Services
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Posted - 2007.06.12 03:44:00 -
[221]
from what i hear this new ship will not be a mining ship. So my guess is some kind of mobile refining ship. But my question is what is the point? Unless it has perfect refining,what is the point of it? I am glad that this new ship is coming but i think that it will be a waste.
 |

Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.06.12 07:08:00 -
[222]
Originally by: Caplan121 from what i hear this new ship will not be a mining ship. So my guess is some kind of mobile refining ship. But my question is what is the point? Unless it has perfect refining,what is the point of it? I am glad that this new ship is coming but i think that it will be a waste.
As long as it can carry more stuff than carrier and/or reasonable jump range it would have role.
As far as refining goes ... dunno. Depends how it would be implemented and if that refining would take fuel. At the end of day most miners are capable of crunching few numbers and figure out if it's worth it if alternative is freighter run to closest refinery.
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Dead6re
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Posted - 2007.06.12 09:15:00 -
[223]
I see the capital ORE ship as something only the following for refining.
There will be two modules. The first module will grant the lower Station refine precent (Maybe slightly lower due to no one take anything) and a high module with a better refine rate.
These modules will be equipped on either low or medium slots and will take 5-10mins (Depending on skills) and make the ship unable to move. The ship may recieve some bonus to overcome any enemies going to attack.
The lower module will only require cap whilst the higher module will require more than just cap to keep it running.
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FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2007.06.12 12:33:00 -
[224]
I just realised something. Considering the last major update introduced this idea that Factories/Labs can exist in POS', and can be managed remotely. I suspect the new ship may be a mobile factory.
What I do the rest of the time - Vote for a Jita bypass! |

Meek also
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Posted - 2007.06.14 22:09:00 -
[225]
With the new Patch notes out, I see no mention of the ORE carrier / ORE capital ship.
What.. no love for the miner?
Boooo
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Zigg Omelo
eXceed Inc. INVICTUS.
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Posted - 2007.06.14 23:14:00 -
[226]
Mining upgrades in REV II
here u go
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Moon Dogg
Gallente Serenity Inc
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Posted - 2007.06.15 01:43:00 -
[227]
Thanks for that post Zig. Very interesting to see!
*********************************** "My God, it's full of roids..." |

William Hamilton
Caldari THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.06.15 03:02:00 -
[228]
What's the "mining amount multiplier" do?
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Tyler Tharn
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Posted - 2007.06.15 03:43:00 -
[229]
Even better, I'd like to see an ancorable structure, like a makeshift stargate with the Titan's ability to transport smaller ships to another location.
Think of it as two giant jump gates linking two vast sectors of space. It would take alot to cunstruct and acnhor, and alot to fuel, but once activated can transport ships without jump drive capability to another gate it is linked to, thus enabling attack fleets or freighters to jump from deep 0.0 to lets say the edge of empire instantly.
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Trracer
Foundation R0ADKILL
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Posted - 2007.06.15 05:01:00 -
[230]
Originally by: agrajag119 Edited by: agrajag119 on 07/05/2007 18:47:32 In the patch notese for the freighter change they mentioned:
"Items may be moved from an in-space General Freight Container into the freighter."
Now how this GFC gets into space is left unsaid. Since its my understanding that freighters can't jet these (haven't tried it with my new toy yet), where would these come from .... hmmm.
As far as I know they drop from (other) destroyed freighters wrecks.
Either you are for or against us, there simply is no other way |

Andrus Delai
Trinity Inc
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Posted - 2007.06.16 02:04:00 -
[231]
Originally by: vostok my thoughts would be a skill plan such as:
SECONDARY SKILL REQUIRED ORE (ship class name) Level I ---capital ships Level I ------Advanced Spacship Command V ---------Spaceship Command V
---Mining Barge Level V ------Astrogeology Level III ---------Science Level IV ---------Mining Level IV ------Industry Level V ---Astrogeology Level V - maybe not needed since the ------Science Level IV ......ship wont ever mine ------Mining Level IV ---Refinery Efficiency V ------Refining V
I don't think that the ship should be based one the barge as it is not a mining ship. It should really be based one of the two mining op support ships, the Battlecruiser or the Industrial. However, the barge is the only ORE specific skill we have. So unless CCP is going to create a wider range of ORE ships, the Barge will have to do.
I see a problem with your Secondary skills. The ranks of those skill are too low. You have Barge(4), Astrogeology(3), and Refinery Efficiency(3). By contrast, Dreadnaughts require Battleship(8) and Carriers require Battleship(8) and Drone Interfacing(5). In addition, there's also a significant overlap in the prereqs of the skills you propose. I propose that the following be used:
---Mining Barge Level V (4) ------Astrogeology Level III ---------Science Level IV ---------Mining Level IV ------Industry Level V ---Logistics V (6) -----Signature Analysis V -----Long Range Targetting V ---Transport Ships V (6)
I chose Logistics becuase that is what is required to fly the Fleet Command ships which can run three links simultaneously. Transport was selected as it was the closest non-racial to Industrial and Freighter.
The refinery should be a module that puts you into Refinery Mode (like Seige and Triage). The Mobile Refinery skill should be required to fit that module and the level of Mobile Refinery and Refinery Efficiency should be use to modify yield and/or refining time.
Originally by: vostok i would then imagine the bonuses given in description to be something like this:
ORE (ship class name) Skill Bonuses: 50% bonus to Tractor Beam range per level. 5% reduction in Refining Module duration per level. 99% reduction in CPU need for Refining Module. 3% bonus to effectiveness of Mining Foreman Links per level. 99% reduction in CPU need for Warfare Link modules.
I'd bump the Tractor Beam range to at least +100% per level double that when in Refinery Mode. This ship should be able to pull cans from anywhere in a belt. I'd also add the ability to run three links simultaneoulsy.
Originally by: vostok the refining module i imagine to be something like a 30% station refinary taking 10 minutes - boni to complete the refining of ore in the hold of the ship. the efficiency of this module would depend on the pilot's specific skills (he will already have refining/refinary efficiency V) the skill mobile refinary could also reduce the time taken for this module. during use of this module the pilot would be unable to move the ship or stop the cycle
the fitting on the ship i would imagine to be along the lines of: 80,000m3 cargo space 10,000m3 corporate hanger array (for mining crystals) 500,000m3 ship maintanence array (so cyno generator could change to a barge/other mining ship) a drone bay of 100 - 375 for some defence perhaps an ore hanger of 27,500m3 which could only take ore and this would be the limit of the refinary at any 1 time
I would increase the refinery capacity as this ship should be able to keep up with multiple Hulks and it will most likely only be able to refine one type of ore at a time. Also, if CCP doesn't want this ship to be a jump freighter, then most of the cargo space should be replaced by a silo that can't be unloaded in space and can only be loaded via the refinery. But if there isn't a specific jump freighter coming as well, then this ship would be better filling that role than a carrier.
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Laughing God
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Posted - 2007.06.16 12:02:00 -
[232]
Personally I am rooting for a smaller freighter class ship with a jump drive. Perhaps 100k m3 or 150k m3 storage.
Something based on the philosophy behind the transport ships. An extension of a low/no security transport, which can also work as a bridge between the industrial and the freighter.
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Ugly Betty
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Posted - 2007.06.16 15:29:00 -
[233]
Oveur was in Jita local answering questions the other day, and I asked what was going on with the ORE cap ship. He mentioned that the modeling had just been completed, but wouldn't give up anything else.
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Andrus Delai
Trinity Inc
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Posted - 2007.06.16 17:06:00 -
[234]
Originally by: Laughing God Personally I am rooting for a smaller freighter class ship with a jump drive. Perhaps 100k m3 or 150k m3 storage.
Something based on the philosophy behind the transport ships. An extension of a low/no security transport, which can also work as a bridge between the industrial and the freighter.
I'd like to see a new Heavy Industrial bridge that gap with a Capital versions of that ship. However, these ships shouldn't come from ORE. They should come from Interbus. You could have a T1 version, a T2 Transport Ships version and a Capital version. These ships shouldn't have any high slots though to prevent their use by isk farmers.
ORE's focus is mining and any ship coming from ORE should be focused on that. It would be great to have a the ship that you describe, but it wouldn't feel "right" coming from ORE.
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Faekurias
Caldari Federation Fleet Endless Horizon
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Posted - 2007.06.16 19:54:00 -
[235]
inflation superbump? [17:14:00] Paladin Elanvitale > o/ all. sorry for my delayed return. the mind said get up, the body said 'go to hell' |

Esurnir
Amarr Bears Inc FREGE Alliance
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Posted - 2007.06.17 01:55:00 -
[236]
Can someone edit the title and put [Rev 3] ? ----
Quote: Thou shall pew pew.
Book of Revelation 12, 51 |

Phyrex Tiko
|
Posted - 2007.06.26 12:40:00 -
[237]
I've been thinking about this ORE Captial Ship business and came up with an idea while in the shower!
Basically, since it's an ORE ship, it should focus on the mining, or more specifcally, the logisitcs of big operations.
Mining Operations need a support ship that isn't combat capable. Thats what security pilots are for.
The ship itself should not be able to fit any mining lasers or strip miners.
It should have a drone bay, but only be capable of using Mining Drones.
It should have a decent cargo bay.
It should be able to refine ore, but it must be specific! If the mining operation is focusing on say.. omber, it will only be able to refine omber because it has fitted an "omber refining crystal" in its "refining module". These crystals could be changed at a station/pos.
The ship should be able to fly in low sec and high sec.
Imagine this:
ORE "Support Ship" jumps into a belt and positions itself. Activates its mining drones.
Mining Barges jump in around the "Support Ship" and start mining. They deposit their ore into the "Support Ship".
It's a glorified JetCan. Haulers are still needed to either, empty the cargo and bring the mineral/ore goodness back to a station, or help move everything once the operation is complete.
The support ship can refine the ore to minerals, or just let the haulers take the ore back raw to be refined elsewhere.
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Yunii
Oser's Shipping and Manufacturing Inc. Endless Horizon
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Posted - 2007.06.26 15:22:00 -
[238]
I'd like to see a mobile refinery. 35% base but have skills allowed to effect the outcome. So its like 98.5% at max skills, zero tax.
Enough high slots and bonuses to use the Mining modules and the required skills. I mean Why can the "Mining Director" be in a "ORE" ship ?!?! yea, exactly..
Jump drive would be awesome, but needs low/no sec access only.. p*** off macrominers. If it did still use stargate, atleast warp faster then a freigher but have enough mid or low slots to semi take care of itself if it gets "ganked". not be just a big sitting duck like the frieghter.
No ship bay as this isn't a carrier, but a large enough cargo bay to make sence using this in belts without have to warp every 20mins.. ------------------------------------------- Originally by: CCP Arkanon I think this thread also illustrates perfectly that we neither censor nor do we try to silence our customers. |

Danniels Jack
|
Posted - 2007.07.23 22:15:00 -
[239]
An ORE class capital ship would be one of the best introductions for eve at this current time..
The fact that it can be used soley in low sec and 0.0 would get industrialists out in lower sec and boost more capital ship production in turn.
But I do think that it should be only integeral as part of a mining operation, not the ability to solo mine, infact it should have no ability to mine itself as a ship.
The reason beind this is all other capital ships are designed to have a primary use as part of a fleet operation, I see no reason why this ship should be any different. It should however have immunity from being ganked, or some way to jump fast out of the system as its combat potential is nil and would just be a massive target for any pirates out there, as it would be an easy way to gain a mass of minerals for little effort... That would disuade anyone from getting one.
Perhaps a big ore type logistic ship with a massive cargo capacity, and a refiner is a good idea, and i heard an idea about uber tractor beams that can reach a whole belt... (i like that idea) but i feel strongly that it should have no combat effectivness, but an easy way to escape and good durability.
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Broken Star
Gallente Federal Navy Academy
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Posted - 2007.07.24 03:08:00 -
[240]
I think it's about time CCP shared a little more information regarding the ORE capital ship.
I suggest all miners go on strike until such time as information is provided. I suggest you give me all your Hulk, mining Crystals and Strip miners II's just in case you are tempted.
Seriously though I have seen very little regarding this ship and the components that are supposed to be in Rev III.
How about you guys share the love now Rev II is out CCP. Make my week.

P.S. If normal Capital ships require Battleship 5, I should Imagen a capital ORE ship will require Exhumer 5, not as you guys suggest, mining barge.
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Other Minion
Intoxicated Endeavors Inc.
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Posted - 2007.07.24 08:18:00 -
[241]
I dont think anyone has suggested this but it would be cool if it could jump the gang with it like a titan. Would allow mining groups to move safely under the cover of a capital ship always.
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Danniels Jack
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Posted - 2007.07.24 11:46:00 -
[242]
Originally by: Broken Star I think it's about time CCP shared a little more information regarding the ORE capital ship.
I suggest all miners go on strike until such time as information is provided. I suggest you give me all your Hulk, mining Crystals and Strip miners II's just in case you are tempted.
Seriously though I have seen very little regarding this ship and the components that are supposed to be in Rev III.
How about you guys share the love now Rev II is out CCP. Make my week.

P.S. If normal Capital ships require Battleship 5, I should Imagen a capital ORE ship will require Exhumer 5, not as you guys suggest, mining barge.
I dont think ccp will divulge any info about an ORE capital ship if they are going to make one (CCP - Take note, this is a cool idea) if they are going to introduce one, it will be kept under wraps until the last possible moment and do a grand announcement and unveil it. This way if it is going to be put in the game, the market will stablize quickly for the ship itself as not everyone will have the immediate skills required.
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Moon Dogg
Gallente Serenity Inc
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Posted - 2007.07.25 01:34:00 -
[243]
Originally by: Danniels Jack I dont think ccp will divulge any info about an ORE capital ship if they are going to make one (CCP - Take note, this is a cool idea) if they are going to introduce one, it will be kept under wraps until the last possible moment and do a grand announcement and unveil it. This way if it is going to be put in the game, the market will stablize quickly for the ship itself as not everyone will have the immediate skills required.
Oh, but * I * will. Yess, My Preciousssss, we will loves the ORE ships when they comes outs, GOLLUM!
*********************************** "My God, it's full of roids..." |

Delusion 'Fel
Minmatar Eve University Ivy League
|
Posted - 2007.07.25 11:53:00 -
[244]
after reading this thread, apparently i think way tooo small.
I was just thinking we'd be looking at maybe a 4th or 5th hard point for miners, maybe a missle hardpoint or 2 for self defence and maybe 7500m3 cargo bay space with a little extra support for gang mods lol.
ahh well keep the ideas coming, its interesting to see them develop, and id be very interested to see what comes of it all.
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Lucio Joe
Amarr
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Posted - 2007.07.25 15:29:00 -
[245]
If the ore capital ship cant mine it will be like a carrier without fighters or a dread without weapons slots. I have been training mining skills like exhumers to 5 for months, and now what? im going to sit in a belt mining nothing?
I think it should have some kind of capital miners and big cargo Only low sec ship (jump capable)
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Princess Jodi
Vendetta Underground Rule of Three
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Posted - 2007.07.25 17:34:00 -
[246]
With the intoduction of the POS-based Cyno Generator arrays, having the ship be jump-capable would work well. You'll always have an emergency exit point for the ship. That means it does not have to keep an Uber-tank - just enough to tank a rat spawn. That frees up the role of Tanker, which is a rather thankless job anyway. At present, the Tanker is just an added cost of mining in 0.0 as compared to empire.
I've read the responses to my earlier post where I said it should not refine, because doing so would get around Alliance taxes. I still feel this way, but I admit I may easily lose that argument. Just keep in mind that there is a possible way to circumvert the Alliance's needs, and since they are the ones who put up the infrastructure, maintain it and protect your ass from hostiles you had better contribute to the Alliance in some form. My paranoid mind tells me I'll see rich and highly skilled characters going off solo and just being a leech on their corps/alliances if the thing can refine.
The introduction of the Triage module for Carriers might carry over into a Refine module for the Ore Capital ship.
Bonuses to Gang Modules, as well as protection bonuses such as using the Triage module and Capital Shield/Armor transfers would allow it to protect barges from small gank squads. Gang module bonuses for mining modules is pretty much a given.
The ship maint bay so that you can carry barges probably won't happen because then all you have is a Carrier that can refine. If you want to do that, just make a Refining Module that can fit on any capital ship and don't bother making a new ship at all.
Things like a Factory Ship and Science Ship don't really make a whole lot of sense to me. You can do all those things at a POS, and they tend to be time intensive. Therefore what are you gonna do? Log in and sit cloaked while you make some Torps or get a few hours research done on a BPO?
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Lord Loom
Loom Service
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Posted - 2007.07.25 17:35:00 -
[247]
Edited by: Lord Loom on 25/07/2007 17:38:18 the question is, do they want it to be a ship that actively and noticeably empowers mining ops, or yet another ship you try to keep in a safe spot, only to be jumped in for refining or to haul.
They refer to it as an industrial ship but I don't think it will have anything to do with manufacturing beyond refining and transporting minerals, and it will not be a Veldnaught Mk.2 either (sorry Chribba)
the "active" ship needs to have the defense and firepower to not only take on belt spawns but also deal with aggressive players while adding enough to a mining gang that you want to bring this instead of another miner or defender ship - ie. a ship that makes people stay in belts and fight aggressors as opposed to jump at the first sign of danger
not sure if the "passive" ship is really needed except for ninja mining in areas where you don't have access to a POS or refining services in an outpost
things I can think of that could go on an ORE capship: mining gang link bonuses maybe some sort of tank bonuses for mining gang spacious drone bay for self-defense mobile refinery hangar- and/or ship maintenance array to refit ships in space jump drive sizeable cargo bay and good jump range to take over low-sec hauling from carriers and provide an alternative to jump-bridging freighters
PS: Princess Jodi, I think the ability to refine shouldn't be restricted - people who manage to "illegally" get one of these into hostile space or space of an alliance which does not allow using these ships should be able to refine just as much as said alliances have the option to go for the ship and take it out ---------- KEEP TRY!!!
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SugarFr33
Gallente Appetite 4 Destruction
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Posted - 2007.07.25 20:04:00 -
[248]
I just skipped to this page of this post so havent read it all, but if its a cap ship i wud think maybe something allong the lines of a carrier with drone skills and maybe a capital mining drone? like the size of a small barge or sumthin
RPM Recruitment Thread |

Captain Agemman
Minmatar Legio Ultra
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Posted - 2007.07.25 21:33:00 -
[249]
No, mining fighters are wrong. And a capital ore sucker is wrong too imho.
The ORE capital shouldn't be a mining op by itself, it should be a massive reinforcement of your mining op.
- 50% to effectiveness of mining gang links per level
- 10% shield resistances for ships requiring the skill mining barge/exhumer per level
- range bonus to capital shield transporters
- ability to fit triage module
- ability to fit mobile refinery
1. would with mindlink and maxed gang links be a 50% cycle time reduction instead of 22.5% achievable with a battlecruiser. Yes, this is a massive increase in yield of your mining op. But this makes it, from a financial standpoint, worthwhile to bring defender. So at the end of the day, split between the gang, you don't really earn that much more.
2. increases the survivability of your mining barges. Remove the paper tank from them. Combined with 3. and 4. this capital gives a mining op the ability to keep your barges around long enough for the defenders to actually DEFEND your mining op (short of large bubbles + camp at every gate in 0.0 --> gives lowsec-capable protection).
5. is the logistics bling-bling
Compared to other capitals relatively short jump range, it is a civilian ship after all. Drone bay 50-75m3. Low/No-Sec only ofc.
Conclusion: Deploying this beast should let you have protection around without massive profit cuts, keep your miners alive and ease logistics. No giant veld sucking.
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Kirjava
Caldari
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Posted - 2007.07.25 23:35:00 -
[250]
I also skipped quite a bit so apologies if this is already mentioned. We hope this will be a mobile refinery - yet we have problems with it being a replacement to outposts. A compromise could be a ship that compresses the mined ore into drone alloys or some new thing like "purified xxx ore type" taking up 1/1000 of the space or something with the same basic stats as a carrier but dropping the dronebay in favour of additional cargo space. And I like previous posters ideas so this would be complementary to that 
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Canti Ludan
S-Mart LLC
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Posted - 2007.07.25 23:40:00 -
[251]
My 0.02 isk on the subject.
> Frighter sized > no hanger > Jump drive > 400k M3 cargo
> 1 Mid slot to either go factory or refinery
Modules being Small refine(100% ice/30% ore slow cycle time) Med refine (100% ice/ 50% ore mid cycle time) Large refine (75% ice/ 75% ore fast cycle time)
Then one for each factory job like POS Module stoping at med ship.
How its going to be used is another story... Most will probly just load it up jump to tation refine at station jump back....
Canti
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xeom
Coagulated
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Posted - 2007.07.26 02:41:00 -
[252]
So basically all of you want a ship that will never die?
Jump freighter would be totally broken and you guys know this.
--- Coagulated
-Videos- Viciously Delicious New! Non-Entity
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Auron Shadowbane
Teeth Of The Hydra R i s e
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Posted - 2007.07.26 09:46:00 -
[253]
problem with ore-capital:
jump-freighter will be overpowered
refinery will either make station upgrades (5% base yield ftw?!?) useless or be completely useless itself
production ship will be nuts or overpowered (depending on prod speed)
better gang-bonus is not enough of a role for a CAPITAL ship.
what it needs are more roles.
possible roles are:
logistics centre - 250km tractor beams; maybe a 1mil "ore hangar" which can only hold ore
group tank - capital sized grid/tank as well as a large bonus to capital shield transfers (more than carrier so it canr each whole belt) and strong tank
gang bonus - native bonus like titans (example: 20% to mining laser range and lock range of barges&exhumers) and/or command ship - like bonus to mining link modules
mining itself - as most ppl who will fly this will have immense mining skills it would be unfair to not allow them to mine itself. with its gang links active it should mien about as much as a hulk without gang links (so hulks add mroe to total mien than 2nd or 3rd cap).
other idea would be to give the capital ship tiered crystalls which would be extremely efficient for veldspar and scordite but get worse and worse the more expensive the ore gets. lets kill those damn veld-moons in 0.0!
to solve the problem with strip miners and gang links it would be sensible to make capital mining turrets which need turret slots so you can give the ship 8 high slots but still cap its mining ability to say 3 lasers.
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Balcura
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Posted - 2007.07.28 00:49:00 -
[254]
Edited by: Balcura on 28/07/2007 00:50:17
Originally by: xeom
Jump freighter would be totally broken and you guys know this.
Originally by: Auron Shadowbane problem with ore-capital:
jump-freighter will be overpowered.
If thats the case then why can you bring a freighter through a jump bridge? Your logic is flawed...
Basically what everyone wants is a "carrier/dread" ability to carry things with jump drives and the cargo capacity of a freighter.
Not unreasonable based on the changes that have been made to the 0.0 POS systems and jumping long distances in general. There are a lot of good ideas running around out there and CCP will take the best ones and use them, add a few of thier own and make another ship.
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Boma Airaken
Yurai-Tenshin Zaibatsu
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Posted - 2007.07.28 01:47:00 -
[255]
Originally by: Auron Shadowbane problem with ore-capital:
jump-freighter will be overpowered
refinery will either make station upgrades (5% base yield ftw?!?) useless or be completely useless itself
production ship will be nuts or overpowered (depending on prod speed)
better gang-bonus is not enough of a role for a CAPITAL ship.
what it needs are more roles.
possible roles are:
logistics centre - 250km tractor beams; maybe a 1mil "ore hangar" which can only hold ore
group tank - capital sized grid/tank as well as a large bonus to capital shield transfers (more than carrier so it canr each whole belt) and strong tank
gang bonus - native bonus like titans (example: 20% to mining laser range and lock range of barges&exhumers) and/or command ship - like bonus to mining link modules
mining itself - as most ppl who will fly this will have immense mining skills it would be unfair to not allow them to mine itself. with its gang links active it should mien about as much as a hulk without gang links (so hulks add mroe to total mien than 2nd or 3rd cap).
other idea would be to give the capital ship tiered crystalls which would be extremely efficient for veldspar and scordite but get worse and worse the more expensive the ore gets. lets kill those damn veld-moons in 0.0!
to solve the problem with strip miners and gang links it would be sensible to make capital mining turrets which need turret slots so you can give the ship 8 high slots but still cap its mining ability to say 3 lasers.
I fully endorse this to the best of my ability and then some. Brilliant.
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Elohe
GoonFleet GoonSwarm
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Posted - 2007.07.28 10:27:00 -
[256]
Originally by: Ultimate Poison Edited by: Ultimate Poison on 12/01/2007 07:30:33 Edited by: Ultimate Poison on 12/01/2007 07:27:22 I'd hate to see a capital ship with refinery capability and/or jumpdrives. It would have very little use, since most 0.0 environments have a refinery station in the near neighbourhood.
If you were want to implement such a refining ship, some alliances are going to have a big hit in income, since many of them use the refinery yield to pay for the fuel of the POS that creates souvereignity. So CCP, make it possible for alliances to tax such ships.
Another thing is if you used jumpdrives, I think is the risk of being catched is too little vs the rewards. It would enable small groups of people to act like locusts. Jump in, mine the s.hit out of a belt, and jump back with refined ore.
I'd love to see a capital ship that has a large ore bay. Its primary function is to crunch ore into small volume and thus make it easier to haul. There have been several threads in the suggestion-forum for this.
this
dont make carebears, invulnerable providing them with jumpbrigdes, it would kill the risk vs reward equation
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johnrogers
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Posted - 2007.07.28 23:34:00 -
[257]
I think it should be a mix between a freighter and a command ship. It shouldn't be able to mine itself, but give an insane amount of bonuses to ganged miners in system. I think it should also have HAC like natural resists so ppl will take it to 0.0. It should have a large cargo bay like 600,000m3 that can increase per skill lvl up to 1,000,000m3. I don't think you should be able to mine directly into it but it should be able to pick up jet cans. This way freighter pilots have a bigger goal as well as mining directors. Also a mini jump-drive that can jump other ships would be nice and be able to use half the amount of fighters as carriers for protection but fighters would not be assignable. It should not be allowed in 0.5 systems and above for these reasons. Also a Triage mode not quite as good as a carrier would be nice. That way it could be used as a decent support ship for a mining corp with out much fire power. A mining corp with a few of these can hold its own to small groups of pirates but not large alliance fleets.
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Marcus Tedric
Gallente Tedric Enterprises
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Posted - 2007.07.29 09:49:00 -
[258]
Here's one thing I think it should do.....
Using something underused like Heavy Water - it should act like a mobile POS.
It puts out a shield within which you can mine, but not fight (no targets except roids within the shield) and it has a reasonably sized Corp Hanger that freighters can access.
This means it isn't an all powerful jump freighter and doesn't replace refineries. But would defend, within reason, a well organised operation - from at least small gangs - but be quite destroyable.
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Kayl Breinhar
Gallente GoonFleet GoonSwarm
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Posted - 2007.07.29 12:00:00 -
[259]
From SiSi with love:
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Elohe
GoonFleet GoonSwarm
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Posted - 2007.07.29 14:05:00 -
[260]
Edited by: Elohe on 29/07/2007 14:08:28 Edited by: Elohe on 29/07/2007 14:06:31
Originally by: Kayl Breinhar From SiSi with love:
thats some crazy requirements...
Devs have to really think about balance isues with captal ore ships, becouse old miners are probably near that requisites, and if these monsters mine way, too much the prices would crash and make mining very unprofitable for the people that simply doesnt have the skillpoints devoted to this, but desires to do so... so no more mining for newbies
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Ford Hakata
Hakata Group
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Posted - 2007.07.29 15:37:00 -
[261]
Originally by: Kayl Breinhar From SiSi with love:
http://cr0y.mirror.waffleimages.com/files/a6/a6d16ff01dec2965ff3f2ed29073c0c9f65ef260.jpg
The skill you linked to isn't available on Singularity.  --
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Johanen
Gallente GoonFleet GoonSwarm
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Posted - 2007.07.29 20:24:00 -
[262]
Edited by: Johanen on 29/07/2007 20:27:38
Originally by: Ford Hakata
Originally by: Kayl Breinhar From SiSi with love:
http://cr0y.mirror.waffleimages.com/files/a6/a6d16ff01dec2965ff3f2ed29073c0c9f65ef260.jpg
The skill you linked to isn't available on Singularity. 
It requires some of the strange DB item-link trickery to get it to show up, since it's not a published skill. There are screenshots of the actual ship floating around, but the fitting and req skills tabs aren't shown, and I don't know the item number to check it myself.
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Ockedof Ukack
Midnight Enterprises
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Posted - 2007.07.30 04:24:00 -
[263]
Edited by: Ockedof Ukack on 30/07/2007 04:25:40 ok heres something yall haven't taken into account, The average size of a single unrefined belt in .4 is alost 1.5million m3 of cargo even with a capital refining array and independant hauler how far thru a belt in 0.0 are you gonna get ? better yet are you gonna jump back to your home system everytime its full ?
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swoj
The New Order. United Connection's
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Posted - 2007.07.30 12:40:00 -
[264]
Originally by: Broken Star
P.S. If normal Capital ships require Battleship 5, I should Imagen a capital ORE ship will require Exhumer 5, not as you guys suggest, mining barge.
I don't think that would be the case. No Capital ships require a T2 skill to be trained as a pre-req, I don't see why the Ore Capital would be any different.
As previously suggested, the refining skills would provide a suitable level of requirement for the ship.
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Elmicker
The Phoenix Rising FreeFall Securities
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Posted - 2007.07.30 13:38:00 -
[265]
Why Exhumers 5?
That's a T2 ship skill, no other capital (Or any other T1 ship) requires you to train a T2-level skill to 5 just to pilot it. It makes the requirements for this thing insane.
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agrajag119
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Posted - 2007.07.30 14:38:00 -
[266]
When you consider the target audience exhumers is really the best option for the level V requirement. If they picked tranports V, I would cry... no one has that one trained up.
I think requiring advanced spaceship V is a bit nutty though. Other than that it looks fine.
My only worry is the lack of jump drive skills, the screeny makes it look like its Non-jump capable... which would suck. 
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The Anointed
Caldari Evolutionary Transhumanist Apperception The Red Skull
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Posted - 2007.07.30 16:13:00 -
[267]
Make it like a command ship for mining.
Also, have it emit a sheild similar to that of pos, although much weaker, and about 25-30k range, also needing fuel to power it.
It should be able to jump around much like a dread/carrier, have a large capacity and provide almost like a mobile safe haven for anyone within its shields, meaning that they can not be targeted but also can not target outside of the shield either.
Some sort of compressor would be good as well, with perhaps a ship maintenance bay that can hold, say 3 exhumers or something.
There are several ways in which i could see that ship being used for somethign other than its intended purpose though, so the sheild would have to be like a siege mode so there would be drawbacks.
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Goneanti Swift
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Posted - 2007.07.30 16:31:00 -
[268]
Originally by: agrajag119 When you consider the target audience exhumers is really the best option for the level V requirement. If they picked tranports V, I would cry... no one has that one trained up.
I think requiring advanced spaceship V is a bit nutty though. Other than that it looks fine.
My only worry is the lack of jump drive skills, the screeny makes it look like its Non-jump capable... which would suck. 
Advanced spaceship command 5 is a req for the base capital ship skill, so all capships have that.
As far as jump drive skills, those would fall under the skill requirements for the ship, not for the skill. As an example, look at the Amarr Dreadnought skill, then the skill requirements for the Revelation.
The Cap Ship 4 requirement puts it between Carrier skills (CS3) and Titan skills (CS5). Just mentioned cause I find it interesting.
As far as requiring a T2 skill, I'm fine with it. Some thoughts: *It's a piloting skill, requiring refining skills for it doesn't make much sense to me. *The racial industrial and transport ship skills don't make sense, because they'd have to deal with the 4 racial skill tracks in the requirements. There's no other instance in the game where you can have "amarr ship 5 OR caldari ship 5" as a requirement. *Exhumer skill is racial independent, and it's from the same corporation the cap ship is coming from. It's only a rank 5 skill where racial BS skills the other cap ships need are rank 8, so you're getting off easy there. The skill costs more than the BS skills, but 22M difference when we're talking about billion isk capships is a ******** concern. The exhumer skill requires a bit more base skills to train up, but industry and astrogeology aren't exactly backbreakers. And just cause people are gonna ***** without looking I'll nip it in the bud now: the exhumer skill doesn't require mining barge skill, so if you start breaking out lists of how long it takes to train up into a hulk to support your tears, I'm going to point and laugh.
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Standard Deviation
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Posted - 2007.07.30 18:05:00 -
[269]
make it able to plow through Veld and scord. Make it crap for mining high ends.
Give it bonus for all the mining stuff and defense of the mining gang.
Make it so that for all this to happen it happens to enter a 30 minute mining siege mode. But make the bonuses awesome and worth it.
Do not make them jump capable. I do not like the idea of making it jump capable, but it probably will be.
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Moon Dogg
Gallente Serenity Inc
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Posted - 2007.07.30 18:38:00 -
[270]
I have a corp-mate that is telling me in-game that the latest database dump has lots of info on this ship. I will try to find some info to post. Think mining fighters, a ship to provide compression of minerals....mmmmmmmm
*********************************** "My God, it's full of roids..." |
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CCP Chronotis

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Posted - 2007.07.30 20:14:00 -
[271]
Whilst I enjoy and encourage debate and speculation, I would emphasise that everything on sisi currently is a placeholder in our development process and no bearing whatsoever on the intended final release. Drawing conclusions from sisi macho extracts would be largely a futile exercise at this point in time other than to fuel more speculation.
However, we endeavour to put an end to the speculation fairly soon with a dev blog explaining all.
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swoj
The New Order. United Connection's
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Posted - 2007.07.30 20:34:00 -
[272]
excellent, looking forward to reading it :)
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Moon Dogg
Gallente Serenity Inc
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Posted - 2007.07.30 22:09:00 -
[273]
Thanks for the timely comment Chronotis! I may just hve to have your illegitimate love-children.
*********************************** "My God, it's full of roids..." |

Kara Rhane
Gallente Rhane's Research and Development Labs.
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Posted - 2007.07.30 22:27:00 -
[274]
Originally by: CCP Chronotis Whilst I enjoy and encourage debate and speculation, I would emphasise that everything on sisi currently is a placeholder in our development process and no bearing whatsoever on the intended final release. Drawing conclusions from sisi macho extracts would be largely a futile exercise at this point in time other than to fuel more speculation.
However, we endeavour to put an end to the speculation fairly soon with a dev blog explaining all.
Just a question, hopefully it's answerable. Should we make any more suggestions on what we're hoping/begging/praying for on the thing? Or has it already past this stage.
I was thinking of submitting a few ideas but if it's already in the works I'd like to just take that time and play instead. Is this answerable? ***** Rhane's Research and Development LabsÖ
Click to search our Ammo's, Missiles, and Drone BPO sets. |

Danniels Jack
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Posted - 2007.07.30 22:57:00 -
[275]
So the riddles will be taken from our mouths are fried up with scrambled eggs, reworded and shoved back into where they came from.
Lets see what the Devs put into this omelette :)
Can anyone here the Dinner bell ringing?
Danniels Jack Please drink responsibly :)
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Lougra
Gallente United Forces Knights Of the Southerncross
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Posted - 2007.07.31 09:35:00 -
[276]
Edited by: Lougra on 31/07/2007 09:35:33
Originally by: Princess Jodi
I've read the responses to my earlier post where I said it should not refine, because doing so would get around Alliance taxes. I still feel this way, but I admit I may easily lose that argument. Just keep in mind that there is a possible way to circumvert the Alliance's needs, and since they are the ones who put up the infrastructure, maintain it and protect your ass from hostiles you had better contribute to the Alliance in some form. My paranoid mind tells me I'll see rich and highly skilled characters going off solo and just being a leech on their corps/alliances if the thing can refine.
At this point you are totally wrong. Democracy means: You have two options to choose. The good one, and the bad one. You know the consequences but you are totally free on which one you choose. Your alliance can forbid the refining process except outposts but if you find a member to refine illegally the ore, you can force them to pay a huge amount of cash. (with current percantage of refining loss in POS, alliance members have greater profit if they refine the ore in alliance's outposts. Or your tax fee is greater than 25%).
As i can see you trying to ensure the the refining fee for your alliance (which we all know is a very vital point) but you cannot 'forbid' that option from other alliances which want to give it to its members.
Originally by: The ship maint bay so that you can carry barges probably won't happen because then all you have is a Carrier that can refine. If you want to do that, just make a Refining Module that can fit on any capital ship and don't bother making a new ship at all.
If the capital ORE ship is not capable to carry barges, then is pretty much useless. Is a capital ship which has jump drive, which means is purely for 0.0 systems BUT you expect a mining barge to jump through gates to reach the mining belt?
[quote =] Things like a Factory Ship and Science Ship don't really make a whole lot of sense to me. You can do all those things at a POS, and they tend to be time intensive. Therefore what are you gonna do? Log in and sit cloaked while you make some Torps or get a few hours research done on a BPO?
At least i agree here That point is totally useless. Carebear is the surname that you got, if you enjoy to play eve, in other way than the rest want YOU to play it. |

Lucio Joe
Amarr
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Posted - 2007.07.31 11:14:00 -
[277]
And what about removing carriers from their actual role of transport ships between empire and 0.0? We, the carebears, should have a ship for this purpose. Carriers are supposed to be combat ships.
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Marcus Tedric
Gallente Tedric Enterprises
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Posted - 2007.07.31 13:30:00 -
[278]
Originally by: Lucio Joe And what about removing carriers from their actual role of transport ships between empire and 0.0? We, the carebears, should have a ship for this purpose. Carriers are supposed to be combat ships.
Carriers are Combat Support Ships - and well designed for that purpose. They can carry 2 Hulks themselves (but perhaps that space is better for Frigate and Cruiser spares for the CSP).
However, the 'Ore Ship' having twice the Ship Maint Bay for 4 Hulks, would be pretty good, on the assumption the Drone bay is much smaller - say 1000m3? - for defence. But still have a reasonable Corp Hanger.
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Bowlance
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Posted - 2007.08.05 21:06:00 -
[279]
These posts are very odd, it seems like the new Capital ORE ship is being suggested more as a refining array station that favors someone who gets all those industry skills in 0.0 space. Than someone who goes out, and uses mining barges / exhumers both in 0.0 and empire.
You have 6 ships specifically for mining. Three of those ships being competitive with other alternatives. (Hulk that can tank w/ great mining, Covetor ships that are inexpensive, and the Mackinhaw that is great for ice mining.)
Most of the discussion seems based on a mobile factory/refining ship. Largely irrelevant because; -ORE ships are designed for care bears. -Very few miners live in 0.0 -Refining minerals in empire is easy.
So basically.. you'd add a new ship that a few very rich players might use if they do a bunch of refining in 0.0, not exactly what the new miner guy aspires to do most of the time. (Most miners are pro-empire.)
Expanding it to be more usefull, lowering the cost, and specifically choosing roles carefully seems more effective;
Salvaging ship that can double as a salvaging / tractor beam ship like destroyers are used for agent running. (Something with 8 turrets, and a cargo bay that rivals some industrial ships.) This fits more in role with a ship that picks up ore in a specific system.
Industrialist ship that can refine ore in space, although this reinvents the wheel with what; empire stations, pos refinery, and station refinery already do. Additionally I'd like to point out that a ship like this would only be good for 0.0, and would negatively reflect on less honest alliance members paying their refine tax. (It is extremely hard to balance how a truely mobile refining array would affect current alternatives for refining in 0.0)
A mining ship with a slight increase over the hulk in terms of mining capability, particularly with 4 strip miners.. I highly doubt they'd add this into the game, but if they did, I'd make it a higher tier than the first two.
Having said that, additionally a ORE ship that is specifically designed to carry large amounts of unprocessed / processed minerals is very appealing. (Although, adding a jump gate may be a bit overpowered. Carrier jumps, and mineral compression [specifically tractor beams, and passive targeter] tend to be the status quo, a ship that transports ore would affect this practice.)
I'd like to also point out that different aspects can be applied to design different types of ships. Personally I'm a bit skeptical about the new mining ship(s).
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