
Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.10.18 17:31:00 -
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Originally by: Rells Edited by: Rells on 16/10/2007 05:07:50 Edited by: Rells on 15/10/2007 20:21:56 4) Prevent that everyone and their dog owns a tech 2 freighter. 5) Make sure that tech 2 freighter is not just a toy for the super alliances. They have enough toys and it is time to design for the rest of us. We need more small business support. =)
To that end, I have a few recommendations about how we could accomplish that goal.
1) Skill Requirements should be used to minimize usage rather than build costs. If the build cost is high in the billions then it is only a toy for the super alliances. If the skill res are high, it is a toy for anyone with the desire to train for it. I would reccomend the following skills.
Freighter 5 Jump Drive Callibration 4 Transport Ships 4
These requirements will mean that you will have to be dedicated to fly one of these things but it will be in the reach of everyone. Also a req of transport ships 4 would mean that the Transport Ships skill would have a reason to be trained.
2) In order to make the freighter more useful for logistics than the carrier, we have to make it more desirable to use a freighter rather than a carrier. At the same time we need to not nerf the combat ability of a carrier. So I recommend the following changes to carriers:
* Reduce their cargo bay by 50% * Create a secondary fuel only cargo bay if needed for long trips. * Increase their ship maintenance bay by 50% to allow them to carry more ships assembled and ready to be yanked out and flown. * Disallow the ability to put assembled haulers in the ship maintenance bay.
I also would give the tech 2 freighter the following bonses.
* Bonus to the packing volume of assembled ships so that at level 4, the assembled ships will be the size of their unassembled variety. Since the ships cant be pulled out in space and flown, there is no balance problem. * Bonus compression to minerals, refined ice products and materials, such that at level 4, the minerals take up only one fifth of their current volume. * Add freighter tech 1 bonuses.
Finally I would suggest that the attributes to the frieghter be changed so that the tech 2 freighter can jump at least as far as the carrier. This will allow it to navigate to deep space operations that are not easily reached with dreadnought jump distance.
3) I would recommend that the freighter be able to use gates in high sec and lowsec space but cannot jump in high sec. This would mean that a freighter could load in high sec, navigate to low sec and the jump.
4) I would give the freighter low and medium slots (count by race) and 2 rigs to allow them to be customizable by players. Caldari: 2 lows, 2 Meds Minmatar: 3 Lows, 1 Med Amarr: 4 lows Gallente: 3 lows, 1 med
No high slots because we don't want them cloaking.
5) Only available through invention of course.
Your completely off your rocker.
First. The jump freighter should not be t2. It makes no sense what so ever for this ship to be tech. Its not like the mothership is a t2 carrier afterall.....
So with that out of the way, to make this ship make any sense and to follow with the eve design it needs the following skill reqs
Cap Ship 1 Freighter 2 and whatever skills a carrier or other cap ship needs to use jump drives
It should have the same range as a carrier
It should not be allowed in high sec and it should not be allowed to use gates (it has a jump drive, what other ship with a jump drive can use gates... not even the Rorqual can use gatess)
It doesnt need any ship bay, it does need a seperate fuel bay like the carrier.
It should have no more than 200k space of cargo room
Slot layout is debateable. I dont really see the need for it to have any slots or any better resists than the orginal (cuse its not a t2 ship)
Bonuses... to cargo room like current freighter but only to a max of 200k depending on race.
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