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Edaise
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Posted - 2007.03.22 13:28:00 -
[1]
I know this thread has probably been posted several times, however the ORE mining ships each have their specific niches. One thing that would be great to see would be an ORE ship of a new size, approximately the size of a freighter now, and add in a 'Reprocessing' module that uses a high slot, but has the same requirement idea that was applied to the strip miners (only allow it to be used on this class of ship.) This will allow these ships to refine ore into minerals, another fitting could be added for a 'Refinery' that could allow for the refining of loot, with the same requirements as the other fitting suggested.
A possible name for the skill category could be 'Industrial Platform' and be a rank 10 skill, and require Exhumers 5 along with all it's requirements along with Refinery Efficiency 5. I haven't put much thought into the required skills for the fittings, but that could be worked out later, but it's an idea for another class of ORE ship, to give the industrial characters a new level to work toward.
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Castelo Branco
Caldari Eye of God X-PACT
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Posted - 2007.03.22 14:05:00 -
[2]
/signed.
or maybe a capital ORE ship that could do the refine job, for ore and loot.
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Gridan
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Posted - 2007.03.22 14:15:00 -
[3]
best idea ive ever seen! |

Revolution Rising
Minmatar Venture Research and Resources
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Posted - 2007.03.22 16:40:00 -
[4]
Love this idea!
RR
CEO Venture Research and Resources. VRR Homepage |

Clansworth
Good Rock Materials
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Posted - 2007.03.24 03:16:00 -
[5]
I proposed a similar idea to this a long time ago (I'm sure the thread is hidden down there somewhere). I actually proposed a module that would fit on the existing barges, but required like 2.5 times the fitting of the strip miners, so you could barely squeeze one on the retriever (with good skills) and no miners, or one on a coveter and a single strip miner.
I proposed that most the game mechanics are already there, in that the ore could be loaded into the module like ammo, and each cycle would take a single batch worth of the ore, and spit the resulting minerals into the cargo hold. When the module was empty, the autoload would grab more of the same ore type (autoreload just like weapons), and repeat the process. The cycle time would be balanced (reduced with the mobile refinery operations skill), and yield is as a 50% refinery (plus skills).
I'm envisioning a base refiner should barely keep up with a single base strip miner, with higher skills maybe letting a single refining ship keep up with maybe a full covetor. This would seriously slow down mining operations, but would allow more remote operations (tradeoff hauling time/production).
Lifter, Prospector |

Carl Smite
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Posted - 2007.03.24 10:21:00 -
[6]
If the ship [and modules necessary for refining] would be half the price -or less- of the refinery and lab needed at a pos to refine minerals, the ship would be great for 0.0
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Rungi
Minmatar United Forces Freelancer Alliance
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Posted - 2007.03.28 21:08:00 -
[7]
Don't Industrials still have an unbalanced Grid/CPU? Perhaps a module or anchorable solution that uses said unusually high resource? -------------------------------------------- Rules of engagement: 1) You win. 2) No you can't have a cookie.
Nothing beats a good dose of ugly, well perhaps stupid. |

Auron Shadowbane
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Posted - 2007.03.28 22:45:00 -
[8]
basically /signed
but:
requirement for the ship should NOT be exhumer5. It should be mining barge 5.
Military capitals use Battleship 5. Freighters use industrial 5.
NO ship requires a t2 skill at lvl5, nor should this one.
Refining Eff 5 sounds ok for the module.
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DitchDigger
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Posted - 2007.03.29 04:34:00 -
[9]
I like this idea, but I think such a mining support ship should also be able to run mining foreman ganklinks as well.
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raven415
Caldari Special Projects Corp
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Posted - 2007.04.05 05:08:00 -
[10]
its time somebody else came out with a mining improvement maybe something the caldari would come up with. say a ship that tractors a roid in piece by by and refines it. percentage to be determined by pilot skill.
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James Duar
Merch Industrial We Are Nice Guys
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Posted - 2007.04.05 05:26:00 -
[11]
You what would be really really great? If this thing could jump drive logistics ops like a carrier, but didn't require me to train battleship 5.
Coz I already have an Exhumer and damn it I'm impatient.
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Aron Palatine
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Posted - 2007.04.05 06:37:00 -
[12]
Edited by: Aron Palatine on 05/04/2007 06:34:47 I would dig the dev blog link out and give it to you guys, but I'm not awake enough to even remember the dev blog it was mentioned in.
I do remember it was said something like:
ORE is building a Capital Ship (or Capital style ship). No details, just that a non-combat Capital is in the works. My bets are on the suggestions of a mobil refin ship for deep 0.0 mining ops.
I know I'm flip'n excited to see these things. :)
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Wander Lost
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Posted - 2007.04.10 13:48:00 -
[13]
I have mixed feelings - I think everyone should have to return to base to get thier refining done. Though a Capitol ship that can't enter high sec systems would provide a reward to corps who can aquire such a ship. Mining in high sec should be done the old fasioned way and brought back to base. In 0.0 i could see the refining done on site at the expense of losing your ship with all it's goods in an ambush. This thing would have to have the battle prowess of a shuttle.
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Or'Chan
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Posted - 2007.04.22 22:33:00 -
[14]
well if it's freighter sized, why can't it just scoop some of the smaller asteroids into it's cargo bay?
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Emerald666
Amarr Initech Corporation Fuzzy Nut Attack Squirrels
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Posted - 2007.05.05 17:29:00 -
[15]
The new class could/should require "Mobile Refinery Operation 5.   Amarr 4TW! :) |

Gragnor
Ordos Humanitas FREGE Alliance
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Posted - 2007.05.06 12:41:00 -
[16]
Edited by: Gragnor on 06/05/2007 12:37:32 The Dev's said they were looking for something like the Nostromo from Aliens. and I was thinking along the lines of:
- Jump capable - Very large cargo spaces and ore spaces - No turrets or missile slots. - No mining capability as that's what exhumers are for - Tanks like an absolute biatch - prolly a shield tank.
I believe it should have:
- Refining capability equal to a POS - Gas cloud harvesting equal to a POS - Moon mining capability equal to a POS - Reactor capability to make t2 components and boosters
Running the above will need siege mode to stabilize the platform - so expect an unusual skill like anchoring 5. This will be needed as capital ships require - BS 5 - so expect a third core skill requirement.
An industrialists dream.
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velocity7
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Posted - 2007.05.06 16:46:00 -
[17]
/signed
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Torquemada Credo
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Posted - 2007.05.14 11:27:00 -
[18]
Edited by: Torquemada Credo on 14/05/2007 11:28:47 /bump squared - an obvious omission.
Could also be the first Cap ship you could build and fly in empire which would be nice to see.
Torque
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MinotaurBrutor
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Posted - 2007.06.19 16:25:00 -
[19]
1. To keep the game playable and simple, easy to choose, easy to remember and easy to get into by new players, there should not be hundreds of ships in tens of classes. Therefore I don't agree to the Industrial Platform idea, however: The Freighter class is rather thin and unbalanced. What I mean is that it is relatively easy to fly a freighter, compared to the ISK needed to get one. I totally support the idea of a smaller freighter sized ship that would require the Feighter skill 1 and the large ones that exist now that would require Freighter 4 or 5.
2. A Freighter that has so much cargo space and no module slots doesn't make sense, so here comes the reason I posted this reply here and not under Freighters: There should be some modules (take 100,000m3 or more off) restricted to the Freighter class, some that allow you to Reprocess, Repackage, Refine and Rfit the freighter in space in addition to having a mobile Manufacturing slot, or Lab for Invention, Copies, Material Research or Productivity Research. These modules would only work while the pilot is flying in space, so that it CANNOT be used as a simple additional Research slot. Only one such slot for the small sized freighter and 2-3 slots for the regular freighter that we have now. Since the Freighter is so large, slow and expensive it seems to be almost a Capital sized ship, so the large freighter may be fitted with a Jump Drive as well as the ability to go through gates, becoming the transition between the regular ships and the capital ship classes. (Therefore requiring jump drive opperations for the regular/large Freighter as well)
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Jerai Timelsin
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Posted - 2007.06.19 16:41:00 -
[20]
/Signed
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Lagar
Caldari Core Domination
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Posted - 2007.06.19 17:29:00 -
[21]
this have been sugested a number of times, however curently i have seen no direct confirmation that this is going to happen. however i have nither seen anying saying that this is NOT going to happen. there are pros and cons of either result however.
+ Having this ship (i like any new ship no matter the function)
- could cause a large price shift
+ would ease the preasure for the haulers (since they have to travel less
- it's a mining-related-vessal 
+ reducing the speed needed to resuply ones ships thus more combat
- a ship of this magnitude have been sugested with this role repeatingly ever since any capital ship was released (before that peeps begged for the titans )
i did intentionaly try to state an equal of pro's and con's cause i have a mixed fealing about the concept itself, but if handled correctly i am all for it.
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Sovremenny
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Posted - 2007.06.21 12:24:00 -
[22]
Nice idea
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Eventy
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Posted - 2007.06.21 17:14:00 -
[23]
This is a great idea. I don't think I'd necessarily recommend giving such a vessel the ability to mine (the existing platforms are already very good at that), but I'd certainly look at making it compliment mining operations by giving it the ability to haul and process.
/signed.
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Aethrwolf
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Posted - 2007.06.24 03:12:00 -
[24]
Edited by: Aethrwolf on 24/06/2007 03:12:51
Originally by: Gragnor Edited by: Gragnor on 06/05/2007 12:37:32 The Dev's said they were looking for something like the Nostromo from Aliens. and I was thinking along the lines of:
- Jump capable - Very large cargo spaces and ore spaces - No turrets or missile slots. - No mining capability as that's what exhumers are for - Tanks like an absolute biatch - prolly a shield tank.
I believe it should have:
- Refining capability equal to a POS - Gas cloud harvesting equal to a POS - Moon mining capability equal to a POS - Reactor capability to make t2 components and boosters
Running the above will need siege mode to stabilize the platform - so expect an unusual skill like anchoring 5. This will be needed as capital ships require - BS 5 - so expect a third core skill requirement.
An industrialists dream.
someone mentioned a concern about replacing hauler if it had large cargo space.. Siege mode is the fix..... relatively small cargo space that drastically increases when the ship is put in siege mode.
I also feel it should have a Drone bay, but not a big one. Not so much for defense, but for distraction til backup arrives. and it should not be able to employ mining drones, either. (can anyone say afk mining/refining?)
edit: I forgot... I think it should go into "Production" mode rather than siege mode 
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Novacain
Gallente
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Posted - 2007.06.24 11:41:00 -
[25]
And add our benign developers country of origin. Then they can only be too familiar with the basic operations and fittings of any industrial fishing vessel. Though these hardly boast a gigantic cargo hold. They do as a primary function. Process and package raw materials. So even though 'some' are already contemplating skills of a high echalon. One might consider these 'types' of vessels earlier availability to a broader spectrum of players. Yet still and perhaps most importantly. Not comprimising the already established function of the exhummers and similar mining vessels.
Good idea
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Signaldog
Gallente Venom.
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Posted - 2007.06.28 22:41:00 -
[26]
/signed
This thread has been around a few times, but we're still after it!!!!
READ MY SALVAGER THREAD HERE!!!!
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Retnor Kilani
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Posted - 2007.07.25 01:37:00 -
[27]
I have had the skills Mobile Refinery and Mobile Factory skills for 2 years with no reason in-game for them. Pull your head out and take a breath of fresh air CCP.
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loki gallach
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Posted - 2007.07.26 22:55:00 -
[28]
and industrial mothership. capable of docking 5 hulks . with refine capability
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Duhmad IbnRa
Gallente
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Posted - 2007.07.26 23:20:00 -
[29]
at the risk of getting flamed, but i dont like this idea, because it will macroers invincible, so it should not be allowed for high sec.
For low sec and 0.0 you should be able to use a carrier and a freighter. A refining ship would make POS refining modules obsolete. _________________________________________________
For more players and action in lowsec
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elric gallach
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Posted - 2007.07.27 00:39:00 -
[30]
would macro miners take the time to learn mothership skills. most pos seem to be used for research nowdays, or moon mining
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