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Rells
Caldari Agony Unleashed Agony Empire
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Posted - 2007.10.24 05:03:00 -
[31]
Its a game man, not real life. They can do anything they want and the only people qualified to say it wouldn't be easy are those working on the code.
Four years is long enough to leave the corp interface broken! |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.10.30 16:05:00 -
[32]
Originally by: Cyberus
Originally by: William Caldwell T2 freighter is a real joke... At least with current sisi stats! Will be overly expensive to invent/build and not worth the price tag for that little cargo, no fittings slots and dead slow cap recharge!
A rorqual costing 2bil is still a better alternative to t2 freighter with better cap a very very very decent cargo bay (150K m¦ and it's getting increased in rev3) and at least won't be just a slow moving brick withough any defenses like current freighters!
A normal t1 smaller jump freighter would have been good... cheap to poroduce and available widely, but to make it t2 is just insane! 
Its seems that ships already unpopular even bofore they get out of testing.
Well the problem is people are making predictions based on current stats which are only placeholders at the moment.
Four years is long enough to leave the corp interface broken! |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.11.02 05:41:00 -
[33]
Current bonuses on the Nomad
Quote:
Name: Nomad Hull: Fenrir Role: Jump Freighter
There is continuing speculation as to how exactly the Thukkers manage to move their vast caravans throughout space relatively undetected, but their expertise with jump drive technology became glaringly apparent when they created the Nomad. Now seeing widespread service with roving Thukker outrider detachments, the Nomad is rapidly becoming an essential part of Thukker life away from the great caravans.
Developer : Thukker Mix
Thukkers spend their entire lives forever wandering the infinite in their vast caravans. As such their technology is based as much upon necessity as their ingenious ability to tinker. Their ship designs therefore tend to based upon the standard empire templates but extensively modified for the Thukkers unique needs.
Minmatar Freighter Skill Bonus: 5% bonus to cargo hold capacity and 5% bonus to maximum velocity per level Jump Freighters Skill Bonus: 10% bonus to hull hitpoints and 5% reduction in jump fuel need per level
The freighter still has a max velocity of 96 m/s so the level 5 version would get a max velocity of about 125 m/s. Not exactly a bonus anyone will care about. This ranks up there with the Hybrid turret bonus on a Buzzard.
Furthermore the current jump range on a tech 2 freighter is 5 ly. This means that carriers will STILL jump further and will STILL be used as the primary logistical means for moving things in 0.0. So net gain is minimal.
Four years is long enough to leave the corp interface broken! |

Futher Bezluden
Minmatar ORIGIN SYSTEMS Atlas Alliance
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Posted - 2007.11.02 06:17:00 -
[34]
mm... no on T2 jump freighters. Make them T1 and easier to get into the field. With T1 Freighters screwed for using JB if the mass change goes into effect, no idea when carrier/rorqual "no ships with cargo" will happen, and still no idea on invention for freighters or htf they'll be produced, this is all pretty crappy.
So what if CCP gives alliance 3-4 months to prep for T2 jump freighter training, attempting to invent them, then having to build them. This just sucks.
All 0.0 alliances should meet in Jita to discuss the changes to logistics CCP wants to put in. 10,000 people at the top station for formal summit every saturday at 1200 eve time. CCP obviously hates everyone in 0.0, so we should file a complaint in Jita which they love so much. THUKKER -Be Paranoid
Skeet Skeet L33t |

Delwin Amber
GoonFleet GoonSwarm
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Posted - 2007.11.02 06:44:00 -
[35]
To make the T2 Freighters usable:
1) Seed the BPO. Seriously, screw invention for this one as that shoots it's cost into the double digit billions. Just seed the BPO and you can keep the cost down to about 2b each, which is reasonable for it's utility.
2) Change it's bonus from 10% hull (which no one cares about) to 5% jump range increase per level. This sets it up so when you hit Jump Freighter V you are just shy of a Carrier's range (6.25ly JFV vs 6.5ly Carrier).
Give us those two and I think these could replace Carriers and Motherships for 0.0 logistics quite well. Expensive, and harder than today, but it would be workable.
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