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Thread Statistics | Show CCP posts - 29 post(s) |

wiggyman
Caldari Gallentean Industry Syndicate
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Posted - 2007.08.09 12:39:00 -
[271]
at the moment i have to agree the ORE cap is too nerfed, a small (15-25) fleet could carry a POS with silos, 2 med intensive renfieries, corp hanger and defensives into a system, setup. mine in the belt while the industrials tractor the full cans to them and take to the POS to refine. then a carrier can jump in and haul it back to HQ.
this ships needs the corp hanger, ship bay and cargo bay unerfed, as well as some function other than compressing ore, such as using fighters to be of any real use.
For ninja mining, and this is just a sugestion, possibly add a skill that reduces the chance of a cyno showing on the map by 5% per level? ----------- You might be a minmatar if...
Your railguns use spent quafe cans as ammunition. You have to chase the garbage men to get your ship back on a regular basis. You spend more time duct t |

Nietor
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Posted - 2007.08.09 13:21:00 -
[272]
1) I agree with the cargo bay being able to hold at least 27,500 m3. 2) What if you introduced a new type of cargo bay, that could only hold compressed ore? say... 1000 units of it. This could make the ship more useful for those large mining ops. Could also replace the carrier as the ore/mineral transport from 0.0 -> high-sec as i've seen in some posts. It wouldn't impose on carriers roles to transport other things, as the only type of 'stuff' that could fit into this new bay would be compressed ore. *shrugs* just a thought... This would also ensure that 4 hulks wouldn't fill it up too quickly. It should be able to handle an entire belts worth of ore at LEAST.
3) Also as some other people have stated, this is more of an industrial ship than a miner, so... im lost =) Why should an industrial be able to compress ore? Is it just for the hauling purposes? I can understand its inability to mine, being an industrial, but if its a hauler, let it haul! Perhaps there should be another ship for the compression aspect of it. Or even a POS structure. True, this wouldn't be getting much in-belt action, but then again, industrials don't really seem to do that anyways.
4) I think a capitol mining ship on the other hand, should be able to mine, and perhaps work in conjunction with this ship. Eating up lots of roids in its hungry mouth.
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Valen Haas
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Posted - 2007.08.09 13:39:00 -
[273]
i just had a crazy idea.
Ok no POS style shield bubble for the ORE cap ship, that's fair enough, but how about allowing POS guns to be anchored to it? only powered when the ship is in siege mode? Would make the ship a decent tool for mining ops in semi-hostile systems as it could protect the op for roaming gank squads.
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FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2007.08.09 14:29:00 -
[274]
This ship is not designed to replace haulers!
It just makes hauling ore easier.
What I do the rest of the time - Vote for a Jita bypass! |

Montaire
Lacedaemon. Fallen Souls
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Posted - 2007.08.09 15:00:00 -
[275]
Originally by: FireFoxx80 This ship is not designed to replace haulers!
It just makes hauling ore easier.
I agree. Just like Dread's did not replace battleships.
But its a Capital Industrial ship. This should be like the Dread is to the battleship. It should be able to carry massive amounts of compressed ores. Just like a dread it should do it only under certian circumstances of vulnerability. And just like haulers will allways be used to haul fittings, pos's and other things.
ORE Cap Ship is to a hauler as Dreadnaughts are to Battleships.
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Chi Quan
Jade Phoenix Deutschland Event-Horizon
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Posted - 2007.08.09 15:34:00 -
[276]
i dont know if it was adressed before, and neither do i know how clone bays on supercaps work, but if the procedure is like this:
- online ship module on supercap - have someone install clones - jump to mining spot - miners start clonejumping in
than, i see some problems with implants, the new shiny miner ones especially, as you can not really use them unless you plug one in right after the clonejump. can you clonejump FROM a clone bay?
and what happens to the clones when the mining is done? you have to dock at a station in order to clonejump back to your original body. deep space has some portions without a station within 12+ jumps range and it its not guaranteed it's a friendy one. do the barges have to be in packaged mode? think about the rigs than. -- Tempus fugit -- |

Chruker
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Posted - 2007.08.09 17:25:00 -
[277]
Originally by: Chi Quan i dont know if it was adressed before, and neither do i know how clone bays on supercaps work, but if the procedure is like this:
- online ship module on supercap - have someone install clones - jump to mining spot - miners start clonejumping in
than, i see some problems with implants, the new shiny miner ones especially, as you can not really use them unless you plug one in right after the clonejump. can you clonejump FROM a clone bay?
and what happens to the clones when the mining is done? you have to dock at a station in order to clonejump back to your original body. deep space has some portions without a station within 12+ jumps range and it its not guaranteed it's a friendy one. do the barges have to be in packaged mode? think about the rigs than.
I would also suspect that the 24 hours period between clone jumps, could be a problem. Unless of cause the mining operations last for days.
Anyhoot, todays patch updated the ore volume ratios. They now vary from 10:1 to 20:1 compression for regular ores. And 4:1 for ice ores.
http://games.chruker.dk/eve_online/new_rorqual.php ----- http://games.chruker.dk/eve_online ----- Top wishes: - No daily downtime - Faster training on sisi - Updated data export - Speedup IGB table rendering |

Tonto Auri
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Posted - 2007.08.09 17:44:00 -
[278]
Edited by: Tonto Auri on 09/08/2007 17:53:14
Originally by: Valen Haas i just had a crazy idea.
Ok no POS style shield bubble for the ORE cap ship, that's fair enough, but how about allowing POS guns to be anchored to it? only powered when the ship is in siege mode? Would make the ship a decent tool for mining ops in semi-hostile systems as it could protect the op for roaming gank squads.
Not that fair... But idea itself isn't that bad. Give bonuses for Sentries (HP/DMG) and it will be fine enough.
And speaking about hangar.. Again, refining to minerals instead of ore compressing will solve that thing without extending cargobay.
Mmm... Clonejumps... What if it can create a bridge? Jumpbridging POD is not that costly, but to bridge larger ships, it can easily run out of fuel. -- Thanks CCP for cu<end of sig> |

Mean Molly
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Posted - 2007.08.09 18:26:00 -
[279]
Uhm. Arent theese ships completely useless???
I mean, who in their right mind would take a capital to an astroidbelt and for all practical reason scramble yourelf for the duration of the mining op?!? It would be a sitting duck full of valuable mining equipment waiting to be killed.
Seems you need a system with cynojammer in it, and in a remote location to get warning of BS gang, and you need valuable minerals in it. Seems to narrow the use pretty drastically.
How long does it takes to deactivate the self scrambling? 10minutes? 1Minute? Pls make it above 10. I really wanna roam killing these things :D --- Live and learn, die and learn more! http://www.dukefoss.com/eve/ |

Marie Mahro
Conflagration Mining
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Posted - 2007.08.09 19:10:00 -
[280]
Edited by: Marie Mahro on 09/08/2007 19:10:47 Interesting skill sets.
Mining Barge is rank 4 and you reqiure level 5. Advanced mass production is rank 8 and you require level 4, and to get that you need mass production at level 5.
It would be faster to train my production alt, who has vertually no spaceship command skills, to fly this thing than it will for my main mining character to train.
Although, capital ships at 4 which is a rank 14 skill. That'll hurt 
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Ronon Dex
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Posted - 2007.08.09 19:21:00 -
[281]
Edited by: Ronon Dex on 09/08/2007 19:22:00 to train all the skills needed to use this ship provisionately im looking at 8 months worth of training:(
mass production 4, capital ships 4, 10 of the processing skills to 4... (completed 6 so far)
already have exumers 5 mining foreman/director/warfare link specialist at 5 and other mining skills maxed
and still looking at 8 months training 
and thats with all 11 learning skills trained to 5 and a full set of +4 imps
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twit brent
Dark Centuri Inc. Firmus Ixion
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Posted - 2007.08.09 22:04:00 -
[282]
5-6 Devs Need to get what they have put together so far and go have a mining op. All the while during this mining op be thinking of how they can handle the ore and also what they can do when local starts filling up with badguys.
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Montaire
Lacedaemon. Fallen Souls
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Posted - 2007.08.10 03:44:00 -
[283]
Your on the right track.
I feel we need a lot more storage.
Even with EXCELLENT scouts out, you are going to get 3-5 mins of time to get wrapped up. I agree with the 5 min seige timer. Well done there. Still risky, you still take that risk since its essentially 50-50 to get out in time before local starts exploding.
But we need a lot more storage. Get 4 hulks with medium skills, + 1 Rorqual Pilot with Max skills. Mine for 3 or 4 hours. Figure that much ore. Give it that much space.
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Roemy Schneider
BINFORD
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Posted - 2007.08.10 04:05:00 -
[284]
Originally by: CCP Chronotis will the ship maint array be able to fit more than only 2 hulks? 4 would be nice for a good mining op!
The volumes of the mining barges and exhumers have been reduced by 50,000m3 and provisionally we are looking at 3-4 hulks worth of ship maintenance bay.
aaaa crud.... i was hoping for some giant-secures-in-indy-in-carrier-nerf compensation (which still has BoB's titan-bridging written all over it </tinfoil>) - putting the gist back into logistics |

Montaire
Lacedaemon. Fallen Souls
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Posted - 2007.08.10 04:17:00 -
[285]
Originally by: Roemy Schneider
Originally by: CCP Chronotis will the ship maint array be able to fit more than only 2 hulks? 4 would be nice for a good mining op!
The volumes of the mining barges and exhumers have been reduced by 50,000m3 and provisionally we are looking at 3-4 hulks worth of ship maintenance bay.
aaaa crud.... i was hoping for some giant-secures-in-indy-in-carrier-nerf compensation (which still has BoB's titan-bridging written all over it </tinfoil>)
You know the more I think about it the more I think this is going to kill Indy's for mining ops.
Your basicly going to have your 5 guys mining, and then your Roqual tractoring cans, compressing ore. Then when its full it jumps out and drops off at station and jumps back in.
Seems like it will make mining within 1 Cyno Jump of a station completely hauler-less.
The answer to "How is this any good" may be that you are intended to jump it in and out constantly to whever your refining your minerals.
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CCP Chronotis

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Posted - 2007.08.10 07:14:00 -
[286]
Originally by: Chruker
http://games.chruker.dk/eve_online/new_rorqual.php
That is a really nice summary, thanks!
There is a more updated version internally which should go out to sisi soon(tm). As you can see if you multiply your available storage by the compression rate and divide that by the mining rate per minute of four hulks you get figures between 1.5-6 hours of the top of my head (will update once I get to work) depending on your storage amount and ore being mined.
There is also a 'hidden' capacity currently in the assemblylines, assuming you have your cargohold without GSC's then the maximum job volume is is 60,000m3 (jobs are based around a maximum of 20,000m3 per run for some ores), you can currently install 10 jobs queued and exit industry mode where they pause. There is no guarantees that will make it into the patch but personally I am OK with it currently.
Oh and yes its getting a new model for those that asked and its really awesome!
I'll update this and my previous posts when i get into work and answer some of the other questions as well, but as ever the usual disclaimer applies that things stated may change.
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JiJiCle
Gallente COLSUP Tau Ceti Federation
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Posted - 2007.08.10 08:13:00 -
[287]
sorry if I missed it but, in which patch this ship and stuff are going to hit TQ ?
regarding ore compression rates, why a so low rate for ice ores ? even low end ores get a x10 compression :( at first I thought it will be x20 compression for all which was really nice, but tbh maybe a little too much for ice. but now only x4, that make a huge difference with the other ores.
with x4 I don't see the point compressing ice, you'd better directly refine it in a POS with multiple mobile refinery then jump it out with rorquals/carriers. ------ COLSUP
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Banlish
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2007.08.10 08:42:00 -
[288]
First of all Awesome, simply Awesome. I started my career mining and it's only coming full circle 
I believe when you said the thing will have a '60,000m3 capacity' you meant with expanders upon the hold. This seems pretty inline with what alot of people were asking for so I'm not sure alot of the people above knew that when starting saying "it's not enough!"
However, I think everyone will agree that this ship will pretty much change the face of the EVE mineral/mining market as we know it. Please be aware this isn't a rant! With that said do we really have to try to make the ship so it can't be jumping large amounts of ships around?
What I mean is this:
Mining ops with even a few hulks can quickly turn out entire loads of ore for the intensive refinery (200,000m3 per load) With those capacities only getting higher and higher (named mining modules anyone?) the ship might need other a larger cargohold or a larger ship array.
We all know ppl are going to be using the things to jump ships all over the place, but with a 1 to 5 billion ISK price tag I doubt people will be using them to move ships deep into enemy space.
Suggestion Maybe as well as slightly bumping the ship hanger capacity up a tad (I think orginally it was around 1.2 million) it might be worth while to decrease the size of industrials when they are held within the industrial cap ship's corp hanger array? This would let (some crazy ppl) get some industrials with good expanders and rigs, which could be used as containers for compressed ore. This would increase the amount of ore hauling, yet make it enough of a hassle that people will have to work for it.
Yes, it's exploitable for people to move other items around. But with jump bridges at POS's becoming very common soon is there really a need to try to make people work at logistics? People will be jumping freighters around enough as it is, I doubt they'll go super crazy with this ship. And even if they do, we have tons and tons of people that would love to kill these ships.
Yes, people could move more 'stuff' around. Why not just accept it, but put a few limits upon it instead of what almost everyone in this thread sees as too big of a nerf before the ship is even released. Please take this in the right light. I really only want to see this ship come out the right way as it's one of the only mining improvements I've ever seen that so many people have begged for.
The suggestion to maybe at least let 4 hulks with maxed links and mods fill the thing for an hour or two I believe is what most ppl want. Maybe that's too much, maybe it's right in line. I'm not 100%, but I think about 2 hours worth of ore hauling would be the best and I hope that I've made a good enough case for the devs working upon it to at least go "hmmm"
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Valen Haas
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Posted - 2007.08.10 08:42:00 -
[289]
I've just had another one of those things. You know. A headache with pictures.
How about letting the Rorqual scan down deeply hidden asteroid belts, kinda like the current scannable belts but better. Or allow an other ship to scan them down. Something so the ship can be deployed in a belt but be harder for a random roaming gank squad to find and kill, tho not impossible if they use a probing covops or something.
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Banlish
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2007.08.10 09:04:00 -
[290]
And now, Questions!
If we have compressed ore at a friendly POS, will we be able to throw all of it into the refinery in it's compressed state or will we only be able to refine it at a station/outpost refinery. Part of this question I guess is will we get any penalty for doing so? Compared to the normal ore size?
I think someone else asked this above but I wanted to make sure to repeat it as well as adding the penalty part to it. Same goes for ICE, and not to mention will drone compounds be compressible too?
Fueling Many people have asked, but will the option to maybe use something other then topes (maybe heavy water?) to move the ship be considered? Also maybe the question about a 'neutral drive' where any isotope of any race can be used to jump the thing?
Industrial Capital skill suggestion If the ship requires stront to use the industrial core, are their any plans or maybe could you guys include a skill that will help reduce that stront time usage down even further? The cycle time on this is a major point to almost everyone posting. Maybe a skill to decrease the length of the time the ship is immobile will address the issue as people could at least effect it a tiny bit?
I have a few others I wanted to ask, but thier more suggestions then questions and I think it's better to save them for later.
Reguardless, THANK YOU for putting the ship into the game. While I hope to one day see Mining fighters I'm still overjoyed to just see a capital ship for the industrialists. Thanks again!
o7
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Helison
Gallente Times of Ancar Pure.
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Posted - 2007.08.10 10:15:00 -
[291]
I think with the current stats the Rorqual will be used 5-10% for mining and 90-95% for hauling other stuff. And only a very small percentage of mining ops will probably be supported by a Rorqual. If this is ok for you: make it so.
I personally would split the cargo bay in two parts, the bigger one only be available for ore (uncompressed and compressed). On the other side, I would give the rorqual 3 strip-miner slots, so that he can also participate with mining (as it needs already the mining barge skill). Then it would really be a capital mining ship and not only sort of a better carrier.
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DPSLogistics Mike
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Posted - 2007.08.10 11:08:00 -
[292]
Can you build things other than compressed ore in the production slots? Frigates? Ammo? |

NeelixTheTrader
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Posted - 2007.08.10 13:16:00 -
[293]
Thank you CCP, u rule =)
can i just point out that this ore capital is simply briliant idea and carefuly selected things it can do too!!! On the other hand im concrn why isnt there smaller version of it with 1/4 capability without clone vat of one ment for outlow sec, i know i know point is to emerge to .0 eventualy but in this matter its civil ship, i mean if covetor and hulk as ore mininig ships can go both highsec and lower sec systems why not some smaller version of ore capital ship for highsec(make us happy and us to feel more than outsiders in trainnig, u have comand ships for combat squads, we would only love to have our "mining command ship" :P), sure we can haule with transporters and industrials but why so, both are ment for transport of goods, ore too why not but also why not giving us proper "mining central command" highsec ship, somethin that will give us feeling of proffesional mining group. well i really would like one "central command mining ship" designed for highsec purpouses, prim compresion of ore (still only 1/4 of capacity than the "bigger brother", also tractor beams would be also neat and only 1 gang module fit ability, it would merge current mining foremans in "combat" ship to be lazy rig operator while talking cheap and storing ore for the mining squad in corporation ore extraction operation, logicly low sec one is far more supreme, duo to clone vats and huge bays for ships etc etc.
well just a thought anyways doesnt mean its worth your time to read it but sure would like to hear opinion please. 
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Montaire
Lacedaemon. Fallen Souls
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Posted - 2007.08.10 13:32:00 -
[294]
Originally by: CCP Chronotis
Originally by: Chruker
http://games.chruker.dk/eve_online/new_rorqual.php
That is a really nice summary, thanks!
There is a more updated version internally which should go out to sisi soon(tm). As you can see if you multiply your available storage by the compression rate and divide that by the mining rate per minute of four hulks you get figures between 1.5-6 hours of the top of my head (will update once I get to work) depending on your storage amount and ore being mined.
There is also a 'hidden' capacity currently in the assemblylines, assuming you have your cargohold without GSC's then the maximum job volume is is 60,000m3 (jobs are based around a maximum of 20,000m3 per run for some ores), you can currently install 10 jobs queued and exit industry mode where they pause. There is no guarantees that will make it into the patch but personally I am OK with it currently.
Oh and yes its getting a new model for those that asked and its really awesome!
I'll update this and my previous posts when i get into work and answer some of the other questions as well, but as ever the usual disclaimer applies that things stated may change.
Well I really like the "Hidden" capacity. I think this works great since it can only be used for ores.
As I said before I think 4 hours is the "Sweet Spot" rather than 2.
Questions :
Does the use of the Core Tap module show up on the map ? Can the Core Tap be used inside a POS --- PLEASE say no. Risk vs Reward is important. We can fit as many Gang Mods as we want on this one, right ?
Overall : GREAT Job. Its really evolved from the original incarnation we saw and a lot of that is because of our feedback. Its good to see that your taking our reactions and thoughts into account. Its great to see such a good example of how player feedback is working.
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Montaire
Lacedaemon. Fallen Souls
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Posted - 2007.08.10 13:43:00 -
[295]
Quote: If we have compressed ore at a friendly POS, will we be able to throw all of it into the refinery in it's compressed state or will we only be able to refine it at a station/outpost refinery. Part of this question I guess is will we get any penalty for doing so? Compared to the normal ore size?
I hope this is the case. However honestly I like the balance that Refinery POS's are at right now.
Quote: Fueling Many people have asked, but will the option to maybe use something other then topes (maybe heavy water?) to move the ship be considered? Also maybe the question about a 'neutral drive' where any isotope of any race can be used to jump the thing?
The ORE ships have allways been Gallente. And coming from a region with no Gallente ICE I understand your pain, but the "Fluff" should probably be adhered to in somthing like this. Although if they changed the background somewhat then I wouldnt have a problem.
Quote: Industrial Capital skill suggestion If the ship requires stront to use the industrial core, are their any plans or maybe could you guys include a skill that will help reduce that stront time usage down even further? The cycle time on this is a major point to almost everyone posting. Maybe a skill to decrease the length of the time the ship is immobile will address the issue as people could at least effect it a tiny bit?
Its already only 5 mins isnt it ? Thats plenty of time. I still feel using this thing should constitute a risk. I think that 5 mins is well and truly the "Sweet Spot" for the Industrial Core Tap.
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Roemy Schneider
BINFORD
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Posted - 2007.08.10 13:53:00 -
[296]
Originally by: Montaire
Originally by: Roemy Schneider
Originally by: CCP Chronotis will the ship maint array be able to fit more than only 2 hulks? 4 would be nice for a good mining op!
The volumes of the mining barges and exhumers have been reduced by 50,000m3 and provisionally we are looking at 3-4 hulks worth of ship maintenance bay.
aaaa crud.... i was hoping for some giant-secures-in-indy-in-carrier-nerf compensation (which still has BoB's titan-bridging written all over it </tinfoil>)
You know the more I think about it the more I think this is going to kill Indy's for mining ops.
Your basicly going to have your 5 guys mining, and then your Roqual tractoring cans, compressing ore. Then when its full it jumps out and drops off at station and jumps back in.
Seems like it will make mining within 1 Cyno Jump of a station completely hauler-less.
The answer to "How is this any good" may be that you are intended to jump it in and out constantly to whever your refining your minerals. well... your coice... i believe i'll still haul the ore with a regular itty V - just that it'll be compressed now. in case of bistot, i'll haul 20x more per run, which i'm going to love in gravimetric sites.
however, instead of refining this stuff at my landlords' place, i might move that stuff directly to a "perfect" empire station:
1 lump of c-bistot is 800m¦ 48 lumps fit in an iteron V (5x expander II, 3x cargo rig I) 2 iterons fit in this maintenance bay (at this point) 13 more lumps (with a bit of GSC help) in corp hangar and roughly another 30-40 in cargo holds.
~140 lumps is 140,000 bistot is ~900mil isk
10-15mil isk in jump fuel or 90-180mil isk as refining "tax"?
-> might aswell lift the ugly (intensive) refining array penalties - putting the gist back into logistics |

Montaire
Lacedaemon. Fallen Souls
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Posted - 2007.08.10 14:16:00 -
[297]
Originally by: Roemy Schneider You know the more I think about it the more I think this is going to kill Indy's for mining ops.
Your basicly going to have your 5 guys mining, and then your Roqual tractoring cans, compressing ore. Then when its full it jumps out and drops off at station and jumps back in.
Seems like it will make mining within 1 Cyno Jump of a station completely hauler-less.
The answer to "How is this any good" may be that you are intended to jump it in and out constantly to whever your refining your minerals.
well... your coice... i believe i'll still haul the ore with a regular itty V - just that it'll be compressed now. in case of bistot, i'll haul 20x more per run, which i'm going to love in gravimetric sites.
however, instead of refining this stuff at my landlords' place, i might move that stuff directly to a "perfect" empire station:
1 lump of c-bistot is 800m¦ 48 lumps fit in an iteron V (5x expander II, 3x cargo rig I) 2 iterons fit in this maintenance bay (at this point) 13 more lumps (with a bit of GSC help) in corp hangar and roughly another 30-40 in cargo holds.
~140 lumps is 140,000 bistot is ~900mil isk
10-15mil isk in jump fuel or 90-180mil isk as refining "tax"?
-> might aswell lift the ugly (intensive) refining array penalties
I'd never be for removing the Intensive Refining Penalties. Getting decent refines from a station requires a 30 billion isk investment. In addition the idea of revenue via refining taxes is the foundation for my investments.
I would essentially be in favor of flatly not allowing this to bypass that system. That system is the bedrock foundation for the financial system in 0.0
Without some way to recoup expenses why put down the investments ?
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Roemy Schneider
BINFORD
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Posted - 2007.08.10 16:17:00 -
[298]
exactly i was just demonstrating the effect of ore compression + more jump'able indy capacity. suddenly 1m¦ compressed "unnamed" bistot is worth >8k isk - which is more than the most expensive raw materials. arkonor and mercoxit even more so. - putting the gist back into logistics |

Kera Va'Tauri
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Posted - 2007.08.10 17:31:00 -
[299]
I would still like to vote for a mid slot module that assists Barges in some way if its not too late. I would love to see a major incentive to risk one of these bad boys at a belt, and I think some form of barge boosting mod would do just that.
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CCP Chronotis

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Posted - 2007.08.10 19:16:00 -
[300]
OK, some very final updates:
Compression and Capacity
Capacity
Cargohold = 20,000m3 Corp Hanger = 10,000m3 Ship Maintenance Bay = 800,000m3 (restricted to industrials, mining barges, transports and exhumers) 'Assemblyline capacity' = maximum of around 600,000m3 (10 installed jobs not delivered)
Compression Rates
~20:1 for high end ores ~15:1 for 'medium' ores ~10:1 for low end ores ~8:1 for ice
so for a quick capacity calculation, multiply your total space by the compression rate. It averages out to between 2.6-6.4 hours of mining for 4 hulks.
Clone Bay
A lot of discussion around this, yes it is a powerful ability, and yes it is currently a one way trip, so you must factor in the clone cost to your profits bearing in mind that installing a jump clone on a ship is always without implants (new jump clone) unless you specifically plug them in after jumping to the ship.
We changed the cloning facility operation skill to add 15% max number of clones per level. In the case of the Rorqual, this means between 6-10 clones depending on your skill level. It also significantly boosts the max clones of the other moms and titans which is needed.
Additional Bonus
We added a 20% to drone damage and hitpoints per level in addition to the current bonuses. This enhances the rather low defences of the Rorqual enough to make it more comfortable at defending in some scenarios.
Quote:
Capital Industrial Ships skill bonuses:
-5% reduction in fuel consumption for industrial cores per level
5% bonus to bonus to effectiveness of mining foreman gang links per level when in deployed mode
50% bonus to the range of Capital Shield Transporters per level.
20% bonus to drone damage and hitpoints per level.
99% reduction in CPU need for Clone Vat Bay 99% reduction in CPU need for Gang Link modules 99% reduction in CPU need for Industrial Reconfiguration modules 99% reduction in CPU need for Tractor Beams
Cost
This has changed a fair bit since the blog was first released and is now higher than first conceived. I estimate from market prices of capital components in lonetrek that it will cost around 1.85 billion.
The compression blueprints are designed not to be researched and have no wastage factor. They are also cheap, between 250k - 1.25mill as they are a requirement of the ship to function.
However, I would point out that with the mining foreman bonus for laser optimization, which is effectively a forth hulk for every three in gang (and who said your trained miner would go to waste flying it! ), that even the high initial cost is fairly cheap when considering the time to break even with the additional bonuses and time bonuses through ease of logistics.
My personal opinion is this ship very much empowers the nomad operations as I call them whilst serving different purposes for different groups of people.
More answers
Does the use of the Core Tap module show up on the map ?
the only things that show on the map are the same things that show now, average number of people in space and any active cynosural fields. The industrial core activation will not broadcast anything other than to those in same grid as your ship who get to watch it do the 'optimus prime' and transform into its platform configuration.
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