
Effei Gloom
Minmatar eXceed Inc. INVICTUS.
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Posted - 2007.02.16 05:02:00 -
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Edited by: Effei Gloom on 16/02/2007 05:02:39 My view of ORE capital industrial ship
skills req:
Cap ship I Exhumer IV (is not a T2 ship) Ore Capital Mining Ships I
price: 800-1.5 bill isk
slots:
2-4 high slots (no turrets or launchers) 4-7 med (needed for multiple mobile factory moduls) 4-7 low (needed for multiple mobile refinery moduls)
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: -95% lvl 1(-99% lvl 5) time reduction of mobile refinery module and mobile factory modul cycling time per lvl.
i see this ship as a mobile refinery and factory at same time, no real defense, but jump drive and no big cargo !!!!
stats:
1. Ore scoop hangar 30,000 m3 (big enough to scoop one full jettison - cant jettision again - ) ---- mobile refinery moduls (1-7 of those) can be activated --- 2. Mineral Hangar 150,000 m3 (big enough for temporary storage of low mins or long term storage of rares) --- mobile factory moduls (1-7 of those) can be activates, one bpo installed per factory --- 3.Cargo bay 15,000 m3 (for fuel and produced moduls)
how is this going to work?
- you tractor and scoop one full jettison - - you activate one refinery module and the ore vanishes from hangar - - one refining job takes 5-10 minutes, (skills reduce time, but in large mining ops you should have up to 4 refinery moduls fitted - - the mineral drop once the cycle is finshed into the ore hangar - - the main probelm are the low minerals (rares dont take many m3 - (you arent allowed to jettison) - here comes the factory modul - - you can install one bpo per factory modul you have fitted - - each factory modul works on autorepead, usefull bpo are mineral compression bpo like: passive targeter, drones, armor hardener...) those use large ammounts of low mins and compress them into few m3 - one a factory run is done the produced stuff dropsinto cargo bay (which is allready filled with jump fuel - - the only way to get rid of the build moduls is to jettison those - - now either a indy or carrier/dread can pick them up and jump/carry out -
if you have the wrong bpo installed, np, you can change the bpo - takes 15 min per bpo -
to fly one of those ships will need a good logistics + call for the right types of ore during mining ops, or the ore cap ship is stuck with minerals unable to produce (compress) something. done right you can eat belts quick and compress them via factory 1:20 or even better
resume: even the 0.0 stations would get their tax, those moduls need to reprocessed at next station.
- it got no defense or drone bay -
- you need to plan early what ammount of ore in time you need to ref and compress. -
with fitting 5-7 refinery modules and 5-7 facotry moduls + lvl4 ore cap ship skill you should be able to support a mining ops of 10 ships.
if still not enough: use 2 ore ships :)
for small mining ops its even possibly to fitt a tank 
another + is, the ore cap ship wont be a huge hauler nor a strip miner, it would jettision the (low end) and keep high ends in cargo, that need to be emptied at next station, only way would be to install a bpo that uses the rares too.
- it got perfect refining and production, with maxed skills -
and you need to think about what to scoop next to not screw up your own mineral hangar :)
sounds fun   
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