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Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.04.11 22:11:00 -
[1]
I would like to request that ccp remove the restriction that ships must be repacked in order to fit in other ships.
The reason behind it... rigs. Adding rigs to ships has grossley complicated the moving process. You can do nothing but A. loose the rigs, or B. fly every ship with rigs to its new home.
A. seems rather foolish at this point because rigs are still stupidily expensive (anything above a couple mil for rigs is stupid considering what CCP said about rigs before they were introduced)
B also seems foolish especially with the advent of freighter class ships.
I dont see how not having to pack ships before hauling them presents any major problems. Ships take up huge amounts of space in that form which justifies the load.
This would help people with sec problems that cant travel into higher sec areas and must rely on freighter pilots like myself to move their equipment for them. As I said before the sheer size of ships should justify this change. aka reward vs work in this case. reward you get your ship moved, downfall you cant move much else because of lack of space.
Personally, Id rather be able to repack ships since rigs become part of the hull, but because I dont see ccp ever doing such a thing, the above is the least I can hope for.
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Jaggeh
Gallente Furious Angels
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Posted - 2007.04.11 23:06:00 -
[2]
they are stupidly expensive because thats what players want them to be.
you dont need rigs.
leave them as they are they are fine. --------------------------------------- Furious Angels are recruiting Carpe Pugya Pyga - Seize the Buttocks
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Marlenus
Ironfleet Towing And Salvage
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Posted - 2007.04.11 23:39:00 -
[3]
I agree, we really need some sort of high-sec ability to transport assembled ships.
I'm not sure I like the idea of turning every freighter into a high-sec carrier at the stroke of a pen, though.
Since freighters only load and unload in stations, though, I don't see why a freighter-like vessel that can move a few assembled ships through high sec would be a game breaker. And it would be a huge convenience. ------------------ Ironfleet.com Proposal: Automated Ore Return Vehicles |

Humpalot
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Posted - 2007.04.11 23:52:00 -
[4]
I've asked for this here before as well.
Any economy thrives on the ease of movement of goods. EVE's economy is deep enough that it can feel this effect too.
There have been several times I wished to pack-up and move to a new region (such as to avoid lag hell of many Caldari areas) but decided against it because it would be a HUGE pain to move my ships one at a time 20j to their new home (consider moving just 5 ships like that...that's 180 jumps...screw that). So instead I stay put.
My guess is that repacking a ship with rigs would allow it on the market as a packaged item and maybe this would mess things up somehow. Or some other technical reason I am unaware of. Since rigs can now be removed at least you do not need repacking as a method to get rid of them.
Make a special "Transport" repacking mode or allow us to move unpackaged ships. Anything except as it is. Barring some technical issue I cannot see how this in anyway upsets game balance and in fact would only improve it.
Keeping the playerbase mobile is a good thing.
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Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.04.12 04:20:00 -
[5]
Originally by: Jaggeh they are stupidly expensive because thats what players want them to be.
you dont need rigs.
leave them as they are they are fine.
You sir know nothing about eve economics. Zyd is so absurdly high right now because players made it that way... yeah see what I mean?
The issue is supply and demand, rigs are in high demand with little supply which drives prices. Eve has plenty of competition and the price crash on T2 items has proved this. It works the same way with rigs. It doesnt matter how much you want to sell an item for, because in the end the market decides, not you.
Please think before posting.
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Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.04.12 04:22:00 -
[6]
Originally by: Marlenus I agree, we really need some sort of high-sec ability to transport assembled ships.
I'm not sure I like the idea of turning every freighter into a high-sec carrier at the stroke of a pen, though.
Since freighters only load and unload in stations, though, I don't see why a freighter-like vessel that can move a few assembled ships through high sec would be a game breaker. And it would be a huge convenience.
Not really sure how you would be turning freighters into carriers as they can already transport repacked ships. Can you explain to me how making them able to hold unpacked ships makes them like carriers (carriers can only hold ships in their maint bay nothing else)
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Nalar Marnith
Minmatar Tetranex Consolidated
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Posted - 2007.04.12 04:30:00 -
[7]
Edited by: Nalar Marnith on 12/04/2007 04:26:25 Not only that, who cares if a transport was like a carrier. Blow it to hell and there goes all the ships in it. It's not like it's actually got a tank, nor can it tranport the pilots.
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Sieges
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Posted - 2007.05.11 23:26:00 -
[8]
I posted an idea about that here
I really think they need to come up with a way to let us "repackage-to-move" rigged ships. I think a big problem might be how the database would handle these items.
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General Apocalypse
Amarr Dark-Rising Fallen Souls
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Posted - 2007.05.11 23:28:00 -
[9]
Originally by: Marlenus I agree, we really need some sort of high-sec ability to transport assembled ships.
I'm not sure I like the idea of turning every freighter into a high-sec carrier at the stroke of a pen, though.
Since freighters only load and unload in stations, though, I don't see why a freighter-like vessel that can move a few assembled ships through high sec would be a game breaker. And it would be a huge convenience.
Titans and jump portals do the trick 
Thank You SkyFlyer |

Hazkr Rwzk
coracao ardente Triumvirate.
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Posted - 2007.05.11 23:42:00 -
[10]
err why not buy your ship + mods and dont fit the rigs untill its in itz new home?
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Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.05.15 21:13:00 -
[11]
Originally by: Hazkr Rwzk err why not buy your ship + mods and dont fit the rigs untill its in itz new home?
What happens if you do this and need to move again.....
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Sieges
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Posted - 2007.05.16 03:34:00 -
[12]
Originally by: Riley Craven
Originally by: Hazkr Rwzk err why not buy your ship + mods and dont fit the rigs untill its in itz new home?
What happens if you do this and need to move again.....
Exactly, many players are nomadic and use freighters to move our ships around. I now have three rigged ships that I have to fly manually when I move. ----------- We need a way to Repackage and Transport Rigged Ships. |

MissileRus
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Posted - 2007.05.16 05:15:00 -
[13]
<--- volenteer for eve taxi driver force 
--------------------------- 4. i like pizza |

Callthetruth
Caldari Logical Logtistics
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Posted - 2007.05.16 06:07:00 -
[14]
rigs are priced at a balance between supply and demand
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Incurso
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Posted - 2007.05.17 17:36:00 -
[15]
A way to transport ships without losing rigs is defiantly needed.
Currently it is too difficult to move your base of operations. And there is a need to move your base of operation in EVE: Lag, availability of better mission agents, roid field heavily mined out, moving back and forth between regions for faction grinding, etc.
In my opinion the difficulty in moving assembled ships hits casual gamers particularly hard. Personally I have very little time to play in a week. It would take me a 1 - 3 nights to relocate all my stuff from one system to another, if I used rigs. This ends up being more like work, then a fun game, and there is no guarantee the system you move to will be a satisfying for very long.
Perhaps CCP added rigs with an intention of limiting mobility. Or purposely created a trade off between mobility and the higher functionality provided by rigs. But some compromise would be nice.
Personally I would like to see a new class of freighter; something that could carry 6 sub-capital ships of any size and maybe a 20,000 unit cargo hold. Enough ship slots for a variety of mission types and enough cargo hold to carry loot to better markets. Of course more loot could be stored in the assembled ships cargo holds. This new freighter would have to dock to unload the carried ships.
I think this would only add to the enjoyment of EVE
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zentary
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Posted - 2007.05.17 17:40:00 -
[16]
if you just make it so you can just fit a bs in a hauler what ever fully fitted with mods and all that would be like saying here you can now transoprt like 20+ fully fitted bs's in a frieghter and that would be messed up i think oh and in a ms you can fit more probable
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Janu Hull
Caldari Order of Z Industries
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Posted - 2007.05.17 17:49:00 -
[17]
Some of you people just enjoy whining, don't you?
I've got four home base hangars in various parts of the universe. I've got me a 0.0 home base (which I'm hoping survives the war between CVA and UK), a low sec mission base, a high sec mission base (also serves as corp hq), and a base at the edge of my preferred 0.0 entry pipe.
That's about a 40 jump round trip. Moving massive amounts of stuff from one to the other can occupy the better part of an evening of play. Guess what, I don't gripe about it. Its a part of the game. Its called "logistics". You don't make a major move without thinking through the consequences. Is the gear your taking worth the space on the indie? Will you need it at this base, or that one? Is it better to leave it and buy locally?
You learn real quick to prioritize between necessities and luxuries. Compromise becomes one of your most commonly used buzzwords.
You do not need to pack everything you own into a frickin' U-Haul industrial ship everytime you want to try a new region out.
This is my sig, there are many others just like it. With me, my sig is worthless. Without (or with even) my sig, I am worthless... |

Adaris
Dark and Light inc.
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Posted - 2007.05.17 17:54:00 -
[18]
I hope this is relevant but basically I see it that if you could keep rigs you bought and use them again and again, the industry for making them would fizzle out and die. They are a luxury item like implants designed to give you that little bit more oomph, if you don't like the price build one or look for a better price, or simply live without them.
* * * http://www.youtube.com/watch?v=euZ0j7vtKEQ
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Incurso
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Posted - 2007.05.17 18:44:00 -
[19]
Well I am pretty sure the number of ships being blown up everyday is more then enough to keep the rig manufactures in business.
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Herculite
Black Eclipse Corp Band of Brothers
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Posted - 2007.05.17 19:02:00 -
[20]
Move your stuff. Clone jump back. Move a rigged ship afk. Pod jump back. Move a rigged ship afk.
All moved!
Riggs offer special bonuses, I don't mind if they have special penalties. After all you are talking about some jury rigged pos you are sticking on the side of your ship made out of spare parts. It shouldn't transport well.
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Janu Hull
Caldari Order of Z Industries
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Posted - 2007.05.17 19:53:00 -
[21]
Why pod and waste a clone jump? Shuttles will cover 20 jumps in barely more time than warping to 0 manually with Nav V.
This is my sig, there are many others just like it. With me, my sig is worthless. Without (or with even) my sig, I am worthless... |

Blind Man
Kemono.
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Posted - 2007.05.17 19:55:00 -
[22]
Originally by: Herculite Move your stuff. Clone jump back. Move a rigged ship afk. Pod jump back. Move a rigged ship afk.
All moved!
Riggs offer special bonuses, I don't mind if they have special penalties. After all you are talking about some jury rigged pos you are sticking on the side of your ship made out of spare parts. It shouldn't transport well.
people have empty clones? 
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Pilk
Axiom Empire
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Posted - 2007.05.17 21:17:00 -
[23]
Originally by: Humpalot My guess is that repacking a ship with rigs would allow it on the market as a packaged item and maybe this would mess things up somehow. Or some other technical reason I am unaware of. Since rigs can now be removed at least you do not need repacking as a method to get rid of them.
Make a special "Transport" repacking mode or allow us to move unpackaged ships. Anything except as it is. Barring some technical issue I cannot see how this in anyway upsets game balance and in fact would only improve it.
Exactly. For implementation, what you'd be looking at is the ability to store instanced/singleton items inside of containers; you could then issue a courier mission for a rigged ship.
--P
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Mogrin
Caldari Perkone
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Posted - 2007.05.17 23:32:00 -
[24]
Well riggings aren't modules so I think you should have to remove them when repackaging. Just have them there when you reassemble the ship again. It makes sense, they ARE riggings. _______________ Rokh vs. Hyperion |

Dave White
coracao ardente Triumvirate.
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Posted - 2007.05.17 23:43:00 -
[25]
I agree. Rigs should be able to be removed from the ship, one way or another, without getting destroyed.
CORA. Killboard Personal Killboard |

Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.05.18 00:55:00 -
[26]
Originally by: Herculite Move your stuff. Clone jump back. Move a rigged ship afk. Pod jump back. Move a rigged ship afk.
All moved!
Riggs offer special bonuses, I don't mind if they have special penalties. After all you are talking about some jury rigged pos you are sticking on the side of your ship made out of spare parts. It shouldn't transport well.
Given your current corp I would have thought a more well reasoned response. Granted Amp or Oku has probably clouded your judgement... not like they say anything intelligent anyway :P
In any case, you fail to realize that for most people, including present company clones are VERY expensive. It would make more since to just fly the ships than waste money on clones... and that doesnt even consider implants... Surprise something like that wouldnt occur to you given the SP requirements of your current employer.
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Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.05.18 01:01:00 -
[27]
Originally by: Janu Hull Some of you people just enjoy whining, don't you?
I've got four home base hangars in various parts of the universe. I've got me a 0.0 home base (which I'm hoping survives the war between CVA and UK), a low sec mission base, a high sec mission base (also serves as corp hq), and a base at the edge of my preferred 0.0 entry pipe.
That's about a 40 jump round trip. Moving massive amounts of stuff from one to the other can occupy the better part of an evening of play. Guess what, I don't gripe about it. Its a part of the game. Its called "logistics". You don't make a major move without thinking through the consequences. Is the gear your taking worth the space on the indie? Will you need it at this base, or that one? Is it better to leave it and buy locally?
You learn real quick to prioritize between necessities and luxuries. Compromise becomes one of your most commonly used buzzwords.
You do not need to pack everything you own into a frickin' U-Haul industrial ship everytime you want to try a new region out.
It appears someone woke up on the wrong side of the bed today eh. Please note the difference between this post and a "whine" post as you so describe it. Whines cry boo hoo and wha wha wha... This post actually offers a solution to a current problem, and could be considered a viable arguement for a change.
Now on to your arguements. First multiple bases assumes that a player has the ability to have such things. To have that many ships and mods and etc would require alot of isk and time, something that I would argue the vast majority of noobie empire players havent estabished yet. You cant discount something just because it doesnt suit your situation. You need to look at the whole picture.
Further, if you had paid close attention to my post you would have noticed that I mentioned the trade off is the extra space required by the unpacked ships. Because ships are so big it be would unlikely that you would be able to fit more than a few ships at a time, and that excludes other neccesiaties such as fittings and ammo etc. The point is not to "fit everything in a uhaul" but to make it feasable for players to move rigged ships.
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Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.05.18 01:05:00 -
[28]
Originally by: Adaris I hope this is relevant but basically I see it that if you could keep rigs you bought and use them again and again, the industry for making them would fizzle out and die. They are a luxury item like implants designed to give you that little bit more oomph, if you don't like the price build one or look for a better price, or simply live without them.
The post was not about the price of rigs if you read carefully. Further, there are so many ships in eve that at current production not even a third of the ships in eve would be fully rigged in a year. The market for rigs is practically infinite. Again not the point of this post.
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Herculite
Black Eclipse Corp Band of Brothers
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Posted - 2007.05.18 01:13:00 -
[29]
Originally by: Riley Craven
Originally by: Herculite Move your stuff. Clone jump back. Move a rigged ship afk. Pod jump back. Move a rigged ship afk.
All moved!
Riggs offer special bonuses, I don't mind if they have special penalties. After all you are talking about some jury rigged pos you are sticking on the side of your ship made out of spare parts. It shouldn't transport well.
Given your current corp I would have thought a more well reasoned response. Granted Amp or Oku has probably clouded your judgement... not like they say anything intelligent anyway :P
In any case, you fail to realize that for most people, including present company clones are VERY expensive. It would make more since to just fly the ships than waste money on clones... and that doesnt even consider implants... Surprise something like that wouldnt occur to you given the SP requirements of your current employer.
Eh? You can't be that poor that a few clones will be that big a burden on your wallet. If so I would recommend a shuttle to move your clones you can't afford to lose, shuttles are quite inexpensive I hear. If you need a loan, I might be able to offer you a reasonable interest rate if you can offer me some good references. 
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AMPHIARAUS
Black Eclipse Corp Band of Brothers
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Posted - 2007.05.18 01:34:00 -
[30]
Originally by: Riley Craven
Given your current corp I would have thought a more well reasoned response. Granted Amp or Oku has probably clouded your judgement... not like they say anything intelligent anyway :P
In any case, you fail to realize that for most people, including present company clones are VERY expensive. It would make more since to just fly the ships than waste money on clones... and that doesnt even consider implants... Surprise something like that wouldnt occur to you given the SP requirements of your current employer.
<3
I miss you in corp chat. Well, at least I miss taking the **** out of you.
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Incurso
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Posted - 2007.05.19 02:01:00 -
[31]
BTW, the subject of this discussion doesn't do much to attract attention to the cause.
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Dusk Dragon
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Posted - 2007.05.27 04:38:00 -
[32]
Either we need to be able to remove rigs from our ships without destroying them, or we need to be able to put rigged ships inside other ships. Surely, rigs weren't meant to cause this... Pretty please?
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velocity7
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Posted - 2007.05.27 05:55:00 -
[33]
How about make ships with rigs repackageable? Only thing is that the rigs remain in the ship, and the ship gets flagged so that it cannot be sold on the public market; only way to transfer ownership is via trading or contracts.
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W1ngzz
Phoenix Navy Chaos Incarnate.
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Posted - 2007.06.05 04:37:00 -
[34]
Edited by: W1ngzz on 05/06/2007 04:38:17 why not just repackage the ship, and have it dump the salvage parts into your items... ? Seems to me if i had something, a lawnmower perhaps, and it were really jury rigged, and I took it apart to pack it and move it, this is what would happen.
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largewhereitcounts
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Posted - 2007.07.29 15:50:00 -
[35]
I agree with your idea, let them be moved in full size and it justifies it, why punish people for being rich?
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Krugerrand
0utbreak
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Posted - 2007.07.29 15:53:00 -
[36]
This screws up nomadic groups a lot as they can't repackage ships with rigs, meaning it takes longer to move..only so many can be fitted into a carrier.
Its this reason why I don't rig every single ship, cost has nothing to do with it, but I don't want to have to keep rerigging everytime I move.
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tikinish
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Posted - 2007.08.09 01:11:00 -
[37]
my 2 isk.
first and most importent rigs should be made in differend siezes, not a one sieze for all ship types.
rigs should not dissapier when repacked. topic worth reading http://oldforums.eveonline.com/?a=topic&threadID=569893&page=1sp idea[/ |

Jacob Holland
Gallente 19th Star Logistics
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Posted - 2007.08.09 12:10:00 -
[38]
The easiest solution to my mind (and more or less viable I think) is to add another container type. Simply build a very large (freighter only) container which follows the rules used for ship maintanence arrays, like a GFC it would have no "compression" system (in fact I'd prefer it were smaller inside than out). Effectively it represents a steel I-Beam cradle (or a graviton beam cradle if steel isn't sci-fi enough for you ), built around whichever ship or ships you put inside it to support them for travel.
You would still have to fly battleships direct but it would certainly offer another option for stocking a POS with shield rep Ospreys, harrasment frigates...etc. cheaper than carrier jumps, able to reach high sec but more vulnerable en route. --
Originally by: cordy
Respect to IAC .Your one of the few people who truly deserve to own and live in the space you are in.
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Delusion 'Fel
Minmatar Nefarious Ratiocinations
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Posted - 2007.08.09 13:36:00 -
[39]
tbh id rather see an npc corp offer hi-sec freight services.
For starters itd be a much needed money sink, and could be used to repace things a little.
Im as guilty of home hopping as the next man, as ive done it loads of times since i started, and i usually end up manually flying all my ships in one direction, and returning in shuttles in the other, finishing off with a hauler to take the shuttles and rubbish.
this process took a fair amount of time tbh, and id have killed to just pay some random npc corp to take the contents of hanger X and dump it in hangar Y with no status changes, i see the npc haulers all the time, would be nice to hire one.
Adding a time delay to the move brings things back into realism a bit, charge people "X" mil and 1hr per jump, add a random mutator to allow for standings, crossing soveriegnty boundaries and to allow for the average security status of the route. Give players the choice. -Pay a hauler pilot their fee, loose your rigs and get your goods back as soon as they arrive (in most cases thats going to be less than an hour) etc etc, -do it yourself over the space of a few hours for free, -or pay an npc corp, but loose all access to those items, potentially for more than a day or two - 100% safe transport, but incredibly slow (and expensive to keep the frieghter players happy)
for the RP'ers out there.... well Interbus are supposed to be a transport npc corp arent they?
I dunno, it sounds like a viable solution in my head.....
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Major Stallion
Four Rings D-L
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Posted - 2007.08.09 14:10:00 -
[40]
Originally by: Riley Craven in the end the market decides, not you.
Please think before posting.
um, in the end, who dictates the direction of the market? THE PLAYERS.
to take a line from your book of wisdom:
Please...think before posting.
________________________________ High Sec PvP |

Drulik Wingsfan
Caldari Deep Core Mining Inc.
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Posted - 2007.08.09 14:18:00 -
[41]
Make ships towable in space :P
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Rodj Blake
Amarr PIE Inc.
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Posted - 2007.08.09 14:54:00 -
[42]
Being able to remove rigs would make them no different to other modules.
It's the inability to remove them that makes them different.
Dulce et decorum est pro imperium mori. |

Sazkyen
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Posted - 2007.08.09 14:59:00 -
[43]
Edited by: Sazkyen on 09/08/2007 14:59:07 Why not make rigs personal AND removable? Once installed only you could use them and won't be able to sell them. This way people could move around ships easily in the game. Now it's a pain in the butt to move your base of operations to, say, 20 jumps away because you'll have to move one ship at a time. You can't even make a transport contract on ships bigger than a cruiser when they are rigged.
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Ares Lightfeather
Gallente
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Posted - 2007.08.09 15:01:00 -
[44]
Originally by: Drulik Wingsfan Make ships towable in space :P
Following the same idea, make a ship that specialize in towing others. Make moving battleships the same as moving cars in the real world.
-- Siggie ! Come back here ! --
Originally by: Victor Valka
Originally by: MotherMoon well a drone UI is a bit of an artist job
Drone AI is obviously done by an artist too. One that is heavily into abstract
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Nicho Void
Gallente Hyper-Nova
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Posted - 2007.08.09 15:10:00 -
[45]
Originally by: Ares Lightfeather
Originally by: Drulik Wingsfan Make ships towable in space :P
Following the same idea, make a ship that specialize in towing others. Make moving battleships the same as moving cars in the real world.
A ganker's wet dream. ---------------
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Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.08.09 16:48:00 -
[46]
Originally by: Major Stallion
Originally by: Riley Craven in the end the market decides, not you.
Please think before posting.
um, in the end, who dictates the direction of the market? THE PLAYERS.
to take a line from your book of wisdom:
Please...think before posting.
OK here is the whole post "You sir know nothing about eve economics. Zyd is so absurdly high right now because players made it that way... yeah see what I mean?
The issue is supply and demand, rigs are in high demand with little supply which drives prices. Eve has plenty of competition and the price crash on T2 items has proved this. It works the same way with rigs. It doesnt matter how much you want to sell an item for, because in the end the market decides, not you.
Please think before posting."
Now please try to get the point of what I am saying.... The previous poster said that rig parts were so expensive because players wanted them that way.... in this case he was wrong.
Rigs are so expensive for a number of reasons. First the compoenents to build them are not cheap and alot of them are needed (and tend not to be common). Thus the build cost is high. CCP determines all of these factors and in a sense has the ability to set the baseline for what the market will set the price (the market is the players in this sense)
My point is that players can not just set any price they want on a item and that price be the baseline... because someone always will sell cheaper than you... to a certain point. Now if you had read clearly you would have understood my point that players=the market. Further, its rather pointless to discuss the price of rigs at this point as its not the intended purpose of this thread.
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Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.08.09 16:49:00 -
[47]
Edited by: Riley Craven on 09/08/2007 16:51:55 Now, on the all the other wise guys...
There are no other easy solutions than the one I have suggested... Adding containers... Adding NPC options... adding towable options... none of them are easy.
Either discuss the current topic on its own merits or flaws, or stop posting in this thread. Make your own thread about your idea to solve this problem.
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Lagdallon
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Posted - 2007.08.09 17:01:00 -
[48]
I would like to point out it is CCP that controls the drop rate of salvage so it is really them not the players who control the price of rigs.
I also see no reason other then to prices up, that you cant remove rigs like any other module.
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MotoTsume
Gallente Clan Black Scorpion
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Posted - 2007.08.09 17:05:00 -
[49]
Edited by: MotoTsume on 09/08/2007 17:06:11
Originally by: Delusion 'Fel tbh id rather see an npc corp offer hi-sec freight services.
For starters itd be a much needed money sink, and could be used to repace things a little.
Im as guilty of home hopping as the next man, as ive done it loads of times since i started, and i usually end up manually flying all my ships in one direction, and returning in shuttles in the other, finishing off with a hauler to take the shuttles and rubbish.
this process took a fair amount of time tbh, and id have killed to just pay some random npc corp to take the contents of hanger X and dump it in hangar Y with no status changes, i see the npc haulers all the time, would be nice to hire one.
Adding a time delay to the move brings things back into realism a bit, charge people "X" mil and 1hr per jump, add a random mutator to allow for standings, crossing soveriegnty boundaries and to allow for the average security status of the route. Give players the choice. -Pay a hauler pilot their fee, loose your rigs and get your goods back as soon as they arrive (in most cases thats going to be less than an hour) etc etc, -do it yourself over the space of a few hours for free, -or pay an npc corp, but loose all access to those items, potentially for more than a day or two - 100% safe transport, but incredibly slow (and expensive to keep the frieghter players happy)
for the RP'ers out there.... well Interbus are supposed to be a transport npc corp arent they?
I dunno, it sounds like a viable solution in my head.....
This to me is absolutely brilliant - works on all levels including RP and non-rp levels - you could fly you most used ship to your new destination yourself and then be waiting eagerly for you delivery to show up a day or so later.
awesome - I sign this. 
edit:spelling.
It's just a game........Or is it?????
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Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.08.09 17:13:00 -
[50]
Originally by: MotoTsume Edited by: MotoTsume on 09/08/2007 17:06:11
Originally by: Delusion 'Fel tbh id rather see an npc corp offer hi-sec freight services.
For starters itd be a much needed money sink, and could be used to repace things a little.
Im as guilty of home hopping as the next man, as ive done it loads of times since i started, and i usually end up manually flying all my ships in one direction, and returning in shuttles in the other, finishing off with a hauler to take the shuttles and rubbish.
this process took a fair amount of time tbh, and id have killed to just pay some random npc corp to take the contents of hanger X and dump it in hangar Y with no status changes, i see the npc haulers all the time, would be nice to hire one.
Adding a time delay to the move brings things back into realism a bit, charge people "X" mil and 1hr per jump, add a random mutator to allow for standings, crossing soveriegnty boundaries and to allow for the average security status of the route. Give players the choice. -Pay a hauler pilot their fee, loose your rigs and get your goods back as soon as they arrive (in most cases thats going to be less than an hour) etc etc, -do it yourself over the space of a few hours for free, -or pay an npc corp, but loose all access to those items, potentially for more than a day or two - 100% safe transport, but incredibly slow (and expensive to keep the frieghter players happy)
for the RP'ers out there.... well Interbus are supposed to be a transport npc corp arent they?
I dunno, it sounds like a viable solution in my head.....
This to me is absolutely brilliant - works on all levels including RP and non-rp levels - you could fly you most used ship to your new destination yourself and then be waiting eagerly for you delivery to show up a day or so later.
awesome - I sign this. 
edit:spelling.
Yeah yeah all fine and good... but its a terrible idea. Most things in this game are player driven... the second you start giving NPCs the ability to take over a players job is the second this game starts to fail. It doesnt matter how expensive the service is or how many different loop holes you have to jump through... this idea still takes away from the player base that functions off the courrier model... and they are out there.
P.S. like I said has nothing to do with the current topic of this thread.
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MotoTsume
Gallente Clan Black Scorpion
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Posted - 2007.08.09 17:39:00 -
[51]
Originally by: Riley Craven
Originally by: MotoTsume Edited by: MotoTsume on 09/08/2007 17:06:11
Originally by: Delusion 'Fel tbh id rather see an npc corp offer hi-sec freight services.
For starters itd be a much needed money sink, and could be used to repace things a little.
Im as guilty of home hopping as the next man, as ive done it loads of times since i started, and i usually end up manually flying all my ships in one direction, and returning in shuttles in the other, finishing off with a hauler to take the shuttles and rubbish.
this process took a fair amount of time tbh, and id have killed to just pay some random npc corp to take the contents of hanger X and dump it in hangar Y with no status changes, i see the npc haulers all the time, would be nice to hire one.
Adding a time delay to the move brings things back into realism a bit, charge people "X" mil and 1hr per jump, add a random mutator to allow for standings, crossing soveriegnty boundaries and to allow for the average security status of the route. Give players the choice. -Pay a hauler pilot their fee, loose your rigs and get your goods back as soon as they arrive (in most cases thats going to be less than an hour) etc etc, -do it yourself over the space of a few hours for free, -or pay an npc corp, but loose all access to those items, potentially for more than a day or two - 100% safe transport, but incredibly slow (and expensive to keep the frieghter players happy)
for the RP'ers out there.... well Interbus are supposed to be a transport npc corp arent they?
I dunno, it sounds like a viable solution in my head.....
This to me is absolutely brilliant - works on all levels including RP and non-rp levels - you could fly you most used ship to your new destination yourself and then be waiting eagerly for you delivery to show up a day or so later.
awesome - I sign this. 
edit:spelling.
Yeah yeah all fine and good... but its a terrible idea. Most things in this game are player driven... the second you start giving NPCs the ability to take over a players job is the second this game starts to fail. It doesnt matter how expensive the service is or how many different loop holes you have to jump through... this idea still takes away from the player base that functions off the courrier model... and they are out there.
P.S. like I said has nothing to do with the current topic of this thread.
cant see it take over player run freighter services - since if you wnat your stuff fast that is the way to go but if you want you stuff securily and dont mind waiting a few days the npc way it good. It's just a game........Or is it?????
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Alora Venoda
Caldari GalTech
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Posted - 2007.08.09 17:42:00 -
[52]
Originally by: Ares Lightfeather
Originally by: Drulik Wingsfan Make ships towable in space :P
Following the same idea, make a ship that specialize in towing others. Make moving battleships the same as moving cars in the real world.
a special type of "tug-boat" hauler that can safely transport 1 battleship without repacking it. or perhaps a modified frieghter that can move 1 or 2 assembled battleships, or up to 4 assembled cruisers etc, and still use jumpgates in hi-sec, etc.
they already have the technology in-game, they just need to make a ship that uses it in such a way as to meet demands. currently, only carriers can - which are overkill for most situations.
~~~~ ~~~~ ~~~~ Take away the risk and it would make flying around in space utterly pointless.
Take away the flying around part and you make EVE into a space themed spreadsheet application. |

Judas Lonestar
Ganja Labs Hydra Alliance
|
Posted - 2007.08.09 17:42:00 -
[53]
Have you guys (and gals) ever seen the materials used to build a house before the house is built? You could fit it on a flatbed truck. Can you fit a house on a flatbed truck? No.
This is what repackaging does, its how its supposed to work. Virtually every item ever made has a smaller volume requirement before its built rather then after.
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Riley Craven
Caldari Copacetic Corporation
|
Posted - 2007.08.09 17:53:00 -
[54]
Originally by: MotoTsume
Originally by: Riley Craven
Originally by: MotoTsume Edited by: MotoTsume on 09/08/2007 17:06:11
Originally by: Delusion 'Fel tbh id rather see an npc corp offer hi-sec freight services.
For starters itd be a much needed money sink, and could be used to repace things a little.
Im as guilty of home hopping as the next man, as ive done it loads of times since i started, and i usually end up manually flying all my ships in one direction, and returning in shuttles in the other, finishing off with a hauler to take the shuttles and rubbish.
this process took a fair amount of time tbh, and id have killed to just pay some random npc corp to take the contents of hanger X and dump it in hangar Y with no status changes, i see the npc haulers all the time, would be nice to hire one.
Adding a time delay to the move brings things back into realism a bit, charge people "X" mil and 1hr per jump, add a random mutator to allow for standings, crossing soveriegnty boundaries and to allow for the average security status of the route. Give players the choice. -Pay a hauler pilot their fee, loose your rigs and get your goods back as soon as they arrive (in most cases thats going to be less than an hour) etc etc, -do it yourself over the space of a few hours for free, -or pay an npc corp, but loose all access to those items, potentially for more than a day or two - 100% safe transport, but incredibly slow (and expensive to keep the frieghter players happy)
for the RP'ers out there.... well Interbus are supposed to be a transport npc corp arent they?
I dunno, it sounds like a viable solution in my head.....
This to me is absolutely brilliant - works on all levels including RP and non-rp levels - you could fly you most used ship to your new destination yourself and then be waiting eagerly for you delivery to show up a day or so later.
awesome - I sign this. 
edit:spelling.
Yeah yeah all fine and good... but its a terrible idea. Most things in this game are player driven... the second you start giving NPCs the ability to take over a players job is the second this game starts to fail. It doesnt matter how expensive the service is or how many different loop holes you have to jump through... this idea still takes away from the player base that functions off the courrier model... and they are out there.
P.S. like I said has nothing to do with the current topic of this thread.
cant see it take over player run freighter services - since if you wnat your stuff fast that is the way to go but if you want you stuff securily and dont mind waiting a few days the npc way it good.
Because people are lazy thats why. Second nothing should be 100% secure in Eve there is always risk, yet another reason that is a bad idea.
|

Riley Craven
Caldari Copacetic Corporation
|
Posted - 2007.08.09 17:57:00 -
[55]
Originally by: Judas Lonestar Have you guys (and gals) ever seen the materials used to build a house before the house is built? You could fit it on a flatbed truck. Can you fit a house on a flatbed truck? No.
This is what repackaging does, its how its supposed to work. Virtually every item ever made has a smaller volume requirement before its built rather then after.
Have you bothered to read this thread at all?
If the unpacked value of a ship is less than the value of a cargo hold of a ship, then you shouldnt have to repack the item to put it in the ship... you dont have to repack items to haul them around, so why should you have to repack ships to haul them around...
The door is over there ->
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Riley Craven
Caldari Copacetic Corporation
|
Posted - 2007.08.09 17:59:00 -
[56]
If a mod happens on this thread please lock it.
Its already technically necro and further the stupid level is just too high here.
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Zero0
|
Posted - 2007.09.09 18:27:00 -
[57]
Allow ships with rigs to be repacked but make the rig add 50% to 100% volume to the repackaged ship. _________________________________________________ "Smile... tomorrow will be worse."
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