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Green J Smoker
high times industries High Sec Dropouts
1
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Posted - 2012.01.28 01:05:00 -
[1] - Quote
Balance (I placed this here to keep reminding myself balance within the game is important, and with something this big it will take a lot of discussion)
When it comes the industry there's not many choices for ship type. And I believe adding a Tech 3 could add some excitement to the industrial side of Eve. The only obstacle when inventing a ship that could be a game changer is to maintain the balance within the mining industry. By being able to have different subsystems this tech 3 industrialized ship should be able to serve a wide range of task.
Ideas of subsystem bonuses that are needed in the industrial Tech 3 , transport capabilities (cloaking while in warp) of course this ship with the above features cannot hold more cargo than their distant cousins like a crane. It would be extremely unproductive to release a ship that would make in existence one obsolete. Maybe stealth mining would be valuable for some Low sec ore, with correct subsystem configuration and bonuses the user should be able to configure 2 mining lasers and a covert ops cloaking device. If the ship is far enough away from asteroids the pilot will be able to the cloak and make a smooth getaway with a cargo full of ore. I believe it would also be extremely cool to have laboratory subsystems. During the time the blueprint is under production if any blueprints or subsystems are tampered with they would reset, making all the time lost is space. I could go on and on about different ideas but would like to hear what everyone else thinks!!
Puff puff pass, Green J Smoker 
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Mirima Thurander
Sarajevo Syndicate True Reign
251
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Posted - 2012.01.28 01:06:00 -
[2] - Quote
EVE General Discussion I love the the smell of victory in the morning. It smells like... Blood, vomit and burning flesh.
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Drew Solaert
University of Caille Gallente Federation
42
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Posted - 2012.01.28 01:09:00 -
[3] - Quote
Not a fan, hauling should be dangerous, not risk free. Right now we have a good balance. Could you picture a Crane or Viator with bubble immunity? Sickening. |

Jafit McJafitson
Dreddit Test Alliance Please Ignore
221
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Posted - 2012.01.28 01:12:00 -
[4] - Quote
Yeah, mining bots aren't effective enough, here's my suggestion:
ORE Strategic Harvester
Harmonic Warpcore Subsystem - Invulnerable to all forms of tackle Mining Supremacy Subsystem - +500% effectiveness to all mining modules. Stealth Augmentation Subsystem - Can lock targets and activate non-combat modules while cloaked Market Singularity Subsystem - A jumpdrive that transports you directly to Jita 4-4 from anywhere in New Eden, powered by veldspar Extraspacial Cargohold Subsystem - +2000m^3 cargohold per skill level.
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Green J Smoker
high times industries High Sec Dropouts
1
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Posted - 2012.01.28 01:15:00 -
[5] - Quote
Drew Solaert wrote:Not a fan, hauling should be dangerous, not risk free. Right now we have a good balance. Could you picture a Crane or Viator with bubble immunity? Sickening.
Wasn't thinking in terms of bubbles, but now that it is brought up to carry 3500m3 or something work? |

ACE McFACE
Acetech Systems
559
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Posted - 2012.01.28 01:21:00 -
[6] - Quote
Jafit McJafitson wrote:Yeah, mining bots aren't effective enough, here's my suggestion:
ORE Strategic Harvester
Harmonic Warpcore Subsystem - Invulnerable to all forms of interdiction, tackle and e-war. Mining Supremacy Subsystem - +500% effectiveness to all mining modules. Stealth Augmentation Subsystem - Can lock targets and activate non-combat modules while cloaked Extraspacial Cargohold Subsystem - +2000m^3 cargohold per skill level. Market Singularity Subsystem - A jumpdrive that transports you directly to Jita 4-4 from anywhere in New Eden, powered by veldspar Thats a bit underpowered, what if i want to sell something in Amarr or Dodixie? Real men wear goggles and a Navy shirt! |

Blake Walan
The Resident Haunting Important Internet Spaceship League
6
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Posted - 2012.01.28 05:00:00 -
[7] - Quote
instead of a new ship how about new indi specific subsystems for the existing t3's? you already have boosting, had a cargohold and mining laser one. for your concept what would the prereqs be? industrial 5? exhumer 5? transports 5? here you simplify it all. |

Blake Walan
The Resident Haunting Important Internet Spaceship League
6
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Posted - 2012.01.28 05:11:00 -
[8] - Quote
Blake Walan wrote:instead of a new ship how about new indi specific subsystems for the existing t3's? you already have boosting, had a cargohold and mining laser one. for your concept what would the prereqs be? industrial 5? exhumer 5? transports 5? here you simplify it all.
subsystem names subject to change propulsion subsystem: Cargo Make Room Expandifier- +3000 m3 cargo per level offensive subsystem: Space Rock Eatinator- +5 turret hardpoints, allows fitting of strip miners Gas Cloud Harvesters, and ice harvesters electronics subsystem: Super Duper Mining Booster + to low slots, +5% yeild to strip mininers, ice arvesters, and gas cloud harvesters
no idea for for engineering or defensive if there even needed.
also make the modules component/ build cost heavy to help counter their use by bots. |

Shazzam Vokanavom
Hedion University Amarr Empire
1
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Posted - 2012.01.28 05:12:00 -
[9] - Quote
ACE McFACE wrote:Jafit McJafitson wrote:Yeah, mining bots aren't effective enough, here's my suggestion:
ORE Strategic Harvester
Harmonic Warpcore Subsystem - Invulnerable to all forms of interdiction, tackle and e-war. Mining Supremacy Subsystem - +500% effectiveness to all mining modules. Stealth Augmentation Subsystem - Can lock targets and activate non-combat modules while cloaked Extraspacial Cargohold Subsystem - +2000m^3 cargohold per skill level. Market Singularity Subsystem - A jumpdrive that transports you directly to Jita 4-4 from anywhere in New Eden, powered by veldspar Thats a bit underpowered, what if i want to sell something in Amarr or Dodixie?
I actually prefer this cynacism, its better than the usual QQ rants. At least these are remotely interesting pieces of propoganda.
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Nova Fox
Novafox Shipyards
2995
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Posted - 2012.01.28 05:19:00 -
[10] - Quote
....no.
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RubyPorto
Profoundly Disturbed RED.Legion
1307
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Posted - 2012.01.28 05:21:00 -
[11] - Quote
1) This is GD not effandeye
2) Mining and Hauling are too one dimensional for any new ships to fit well. Single-Shard, Player Driven Sandbox.
5 words. That's what makes it special in my eyes. |

Shazzam Vokanavom
Hedion University Amarr Empire
2
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Posted - 2012.01.28 05:49:00 -
[12] - Quote
RubyPorto wrote:1) This is GD not effandeye
2) Mining and Hauling are too one dimensional for any new ships to fit well.
Thats an argument?
Besides there are several industrial roles: hauling, mining, salvaging, blockade running, industrial command bonuses, POS placement.
When you add other untouched possibilites like research ship or manufacturing ship why not have the possibilities for interchangable functionality?
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RubyPorto
Profoundly Disturbed RED.Legion
1309
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Posted - 2012.01.28 06:01:00 -
[13] - Quote
Shazzam Vokanavom wrote:RubyPorto wrote:1) This is GD not effandeye
2) Mining and Hauling are too one dimensional for any new ships to fit well. Thats an argument? Besides there are several industrial roles: hauling, mining, salvaging, blockade running, industrial command bonuses, POS placement. When you add other untouched possibilites like research ship or manufacturing ship why not have the possibilities for interchangable functionality?
Hauling: Freighters for bulk, Orca for valuables, JFs for dangerous hauls, BRs for Lowsec. Indys and DST for... eh... farting around. Any bases not covered?
Mining: Higher yield just means more hauling for the same profit, and yield's all that matters.
Salvaging: Noctis.
Command Bonuses: Orca for HS, Rorq else. Rorq also hauls similarly to a JF.
POS Placement: I can't think of any non-silly bonus you could give a ship for this.
Research: Doesn't belong somewhere you can logoff. I'd make an alt, set it in your research ship, start the Titan copy job, and log it off for x time. No risk, no effort needed to defend.
Manufacturing: See Research.
If you want interchangeable functionality fine. But it's got to have tradeoffs (as in being worse in some way). And for industry, it's much better (not to mention easier) to keep a fleet of ships, the best for each job, available. Unlike PvP where cost *can* be a tradeoff, industrial ships are lost fairly rarely, so cost is not a large factor. Single-Shard, Player Driven Sandbox.
5 words. That's what makes it special in my eyes. |

Surfin's PlunderBunny
mUfFiN fAcToRy Psychotic Tendencies.
894
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Posted - 2012.01.28 06:02:00 -
[14] - Quote
Shazzam Vokanavom wrote:RubyPorto wrote:1) This is GD not effandeye
2) Mining and Hauling are too one dimensional for any new ships to fit well. Thats an argument? Besides there are several industrial roles: hauling, mining, salvaging, blockade running, industrial command bonuses, POS placement. When you add other untouched possibilites like research ship or manufacturing ship why not have the possibilities for interchangable functionality?
Because it's lame? |

Shazzam Vokanavom
Hedion University Amarr Empire
4
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Posted - 2012.01.28 14:36:00 -
[15] - Quote
So at least we are confirming that industrials have the scope for some kind of tech 3 composition.
I'm a strategic cruiser fanboi myself, but I wont let that dissaude me from applying the tech 3 plausability and process to other ship classes. |

Dane El
Daneco Inc.
43
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Posted - 2012.01.28 15:29:00 -
[16] - Quote
I'm highly disappointed in everyone that has trolled this thread thus far. Look again at the OP's name and really ask yourself "Was that the best I could have done here? Really?"
Smoke another one dude and let us know what you dream up next! |

Krixtal Icefluxor
Bison - Ammatar Thunder Thundering Herd
282
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Posted - 2012.01.28 16:18:00 -
[17] - Quote
T3 Industrials are the same as T3 Frigates.......an answer to a question nobody is asking.
Buff the Mackinaw Shields and CPU and all will be well without much further ado. OMG He Spent His Free-áAURUM ! God is simply-áthe very extraordinary power of the Universe to organize Itself as percieved. -á-á- Lee Smolin "Three Roads to Quantum Gravity" |
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CCP Phantom
C C P C C P Alliance
947

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Posted - 2012.01.28 16:22:00 -
[18] - Quote
Moved from General Discussion. CCP Phantom - German Community Coordinator |
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Mary Annabelle
State War Academy Caldari State
12
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Posted - 2012.01.28 17:13:00 -
[19] - Quote
Green J Smoker wrote:Maybe stealth mining would be valuable for some Low sec ore, with correct subsystem configuration and bonuses the user should be able to configure 2 mining lasers and a covert ops cloaking device. If the ship is far enough away from asteroids the pilot will be able to the cloak and make a smooth getaway with a cargo full of ore.
This part isn't bad.
It could be made to work, but likely only under these conditions:
Only a single cycle of the mining lasers should be possible before needing to empty the hold to make room for more. (You trade convenience for this cloaked mining safety)
You then need to either dump into a can, (Oh look, it shows up like a flag that you are present), or travel to a POS. That trip is painful to many, as it is killing their time efficiency mining.
Of course, they could always have a cloaked transport try to pick up cans. It needs to decloak to transfer, however, the same as the miner may need to to place stuff in the can.
Not convenient, but harder to gank, if you are careful. |

Markus Reese
Debitum Naturae White Noise.
12
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Posted - 2012.01.28 17:13:00 -
[20] - Quote
Alright, another T3 mining thread, as result... I re-link my old proposal of the ore T3 industrial ship "Prospect"
right folks for all your low/nullsec mining needs
During the ship design contest a year ago, I spent alot of time balancing/planning and tweaking what everything did. Every subsystem was designed so it could support the other subsystems. Combinations looked at, skill training compared, etc to make sure it couldn't out produce any of the other T2 mining or industrial ships. It isn't for highsec really. The entire purpose was so the industrious corp which cares more about running production than pure +/- 1 isk maximum profit could go out and do industry in lowsec without needing to be a 50+man corp of pvpers to block the pirates. |

XXSketchxx
Dreddit Test Alliance Please Ignore
170
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Posted - 2012.01.28 17:16:00 -
[21] - Quote
only Nova Fox Shipyards is allowed to spam ideas about new ships amirite? |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
24
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Posted - 2012.01.28 20:16:00 -
[22] - Quote
XXSketchxx wrote:only Nova Fox Shipyards is allowed to spam ideas about new ships amirite? Absolutely. And he has final approval of anything resembling a suggestion for one too. |

epsilonion
Lost Society Get Off My Lawn
4
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Posted - 2012.04.09 10:28:00 -
[23] - Quote
Well as the game stand's IMHO the game is situated around PVP with a aspect of industrial, they need to do something to help the industrial side along as everything in the game is pvp this pvp that..
and why not have something to help a industrialist god knows pvp have enough ships...
lets look at the risk vs reward of indy and pve for income.
0.0:
Industry. The industry sov level of a system goes up, that system gets a perma cloaky so no indy can go on... Impossible to mine safe (ish) in pipe systems, with people not been able to mine in perma cloaky camped systems they logoff (been a miners sole income is to mine)..
PVE. can rat annom's in drakes etc basically in any system (inc pipe systems), stay aligned to a pos, brining isk in for pvp/pvers.
Highsec:
Industry. Feel like your getting somewhere making some basic isk to get your next ship. then hulkageddon or a pilot gangs your hulk, not enough isk to replace the ship so you have to drop down to a retriever.
pve/pvp: Missions, most people dont salvage there sites, only risk is ninja salvager or unless your flying a faction ship with bill's of faction mods on it.
it seems to me that ccp are pushing people away from industry into pvp by offering more and a better working envinroment for them career paths (this is something I have noticed over the years).. Status Shuffle Click Here |

Joshua Aivoras
Tech IV Industries The Methodical Alliance
200
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Posted - 2012.04.09 11:44:00 -
[24] - Quote
More yield = bad
maybe if it was less yield, but more agile/tanky? 95% of the players are loving EVE, the other 5%? On the forums. |

Admiral Lysander
EVE Syndicate Navy Surely You're Joking
21
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Posted - 2012.04.11 18:54:00 -
[25] - Quote
FUBAR that is all |

Nova Fox
Novafox Shipyards
3729
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Posted - 2012.04.11 19:16:00 -
[26] - Quote
XXSketchxx wrote:only Nova Fox Shipyards is allowed to spam ideas about new ships amirite?
Why dont you reverse engeer it then? Ill be happy to argue semantics later.
Also Hulk Final say so in ore mining. CCP said so, that doesnt mean you couldn't buff the hulk though.
A real tech 3 ore ship would be able to mine gas or ice or rock just not as good as the tech 2 ships designed to do so.
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Miss Whippy
Native Freshfood Minmatar Republic
198
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Posted - 2012.04.11 20:49:00 -
[27] - Quote
More and more people are asking for Cloaked mining. Even me as an industrialist thinks this is a horrible idea.
UI Iteration isn't enough, we need to start from scratch |

bartos100
Living Ghost
6
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Posted - 2012.04.11 20:55:00 -
[28] - Quote
i think one of the things industry needs is a ship with limited manufacturing slots |

Barbara Nichole
Cryogenic Consultancy Black Sun Alliance
66
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Posted - 2012.04.11 21:38:00 -
[29] - Quote
The gas miner idea has my support. We have no dedicated gas miner at all right now and a T3 gas miner makes sense as that activity is big in WH space. Yes to the 5 hard turrets for the T2 gas harvester as that is the max allowable at the moment.. also since barges and particularly exhumers have a bonus to their specialzation, a gas mining boost makes sense for that ship.
The ship should not be allowed to fit strip miners at all. The hulk needs to remain THE preferred ore mining vessel.. though I admit the hulk needs a little bump in survivability given it's cost and status as the premere mining ship. - still, the mackinaw needs more love than the hulk. It's tanking ability is nearly non-existent.
We do not need something with more strip miners - or more ore yield. I would welcome a T3 gas mining addition to to my fleet. [IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/OldST.jpg[/IMG] |

Astroniomix
EliteTroll
39
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Posted - 2012.04.11 21:52:00 -
[30] - Quote
epsilonion wrote:Well as the game stand's IMHO the game is situated around PVP with a aspect of industrial, they need to do something to help the industrial side along as everything in the game is pvp this pvp that..
and why not have something to help a industrialist god knows pvp have enough ships...
lets look at the risk vs reward of indy and pve for income.
0.0:
Industry. The industry sov level of a system goes up, that system gets a perma cloaky so no indy can go on... Impossible to mine safe (ish) in pipe systems, with people not been able to mine in perma cloaky camped systems they logoff (been a miners sole income is to mine)..
PVE. can rat annom's in drakes etc basically in any system (inc pipe systems), stay aligned to a pos, brining isk in for pvp/pvers.
Highsec:
Industry. Feel like your getting somewhere making some basic isk to get your next ship. then hulkageddon or a pilot gangs your hulk, not enough isk to replace the ship so you have to drop down to a retriever.
pve/pvp: Missions, most people dont salvage there sites, only risk is ninja salvager or unless your flying a faction ship with bill's of faction mods on it.
it seems to me that ccp are pushing people away from industry into pvp by offering more and a better working envinroment for them career paths (this is something I have noticed over the years).. Confirming that AFK cloakers can destroy ships. Also tornadoes, oracles, nagas, talos(es?), rail harpys, battleships with sensorboosters, rooks, falcons, and interceptors are all powerless to stop a lone stealth bomber from killing a mining fleet.
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