Pages: 1 2 3 4 5 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Emperor Salazar
Dreddit Test Alliance Please Ignore
24
|
Posted - 2011.09.07 13:38:00 -
[1] - Quote
Originally posted this with my alt, xxSketchxx, here is my proposal for a Tech 3 Industrial Cruiser.
Subsystems
Industrial Subsystems:
Ore Yield GÇô 25% bonus to mining laser yield and +5,000m3 ore hold per level; 5/0/0 (5 turrets); 500m3 cargo
Covert Ops Reconfiguration GÇô 40% bonus to mining laser yield and 10% increased cargo capacity per level; 99.5% reduction in Cloaking Device CPU use; 90 second cloaking activation delay after deactivation of mining laser(s); 4/0/0 (3 turrets); 500m3 cargo
Deep Core Extraction - 7.5% bonus to Mercoxit Mining Crystal Yield multiplier and +2000m3 Mercoxit Storage Bay per level; 50% reduction in mining laser optimal range; 5/0/0 (5 turrets); 400m3 cargo
Harvesters Efficiency Optimizer GÇô 10% decreased duration of gas harvesters and +5,000 m3 gas chamber per level; 5/0/0 (5 turrets); 350m3 cargo
Defensive Subsystems:
Adaptive Shielding GÇô 5% bonus to all shield resistances per level; 1/1/0
Amplification Node GÇô 10% bonus to booster effectiveness per level; 0/2/0
Industrial Processor GÇô 5% bonus to effectiveness of mining foreman gang links per level; 99% reduction in CPU need for Gang Link modules; 1/0/1
Signature Optimizer GÇô 5% reduction in signature radius per level; 0/1/1
Engineering Subsystems:
Capacitor Regeneration Matrix GÇô 5% reduction in capacitor recharge rate per level; 0/0/3
Power Core Multiplier GÇô 10% bonus to power output per level; 1/0/2
Mining Laser Field Enhancement - 10% increase in range of Mining Lasers and Gas Harvesters per level; 1/0/2
Harvester Capacitor Optimization GÇô 10% reduced capacitor usage of Mining Lasers and Gas Harvesters per level; 0/0/3
Electronic Subsystems:
Harvester CPU Efficiency Gate GÇô 5% reduction in CPU penalties of mining upgrade modules per level; 20% bonus to survey scanner range per level; 0/3/1
Obfuscation Manifold GÇô 20% bonus to ECM target jammer strength per level; 0/4/0
Emergent Locus Analyzer GÇô 10% increase to scan strength of probes per level and 20% bonus to range and velocity of tractor beams per level; 0/4/0
Dissolution Sequencer GÇô15% bonus to ship sensor strength per level; 0/3/1
Propulsion Subsystems:
Interdiction Nullifier GÇô Immunity to non-targeted interdiction; 0/0/0
Intercalated Nanofibers GÇô 5% increased agility per level; 0/0/1
Hull Construction Reconfiguration GÇô 5% reduction in mass per level; 0/0/0
Chassis Optimization GÇô 10% bonus to max velocity per level; 0/0/1
Some hull info
Base: 50m3 drone bay and 50mbit bandwidth
O.R.E Industrial Cruiser Skill Bonus: Can deploy 1 additional mining drone per level.
Some key points to take away:
All numbers are rough figures just to give an idea of the possible bonuses. The mining bonuses have been fleshed out to some degree to make them competitive but not on par with that of a hulk. All configurations that emulate a role that has a specialized ship for the role will be inferior to their specialized cousins, though may have some unique features. For instance, the Industrial Command Processor gives a 5% bonus to effectiveness per level but can only fit 1 link without needing command processers to allow for more gang links.
Some potential unique features:
- covert ops miner (between retriever and covetor mining capabilities)
- ECM defense (strength equivalent to that of kitsune with current bonus)
- interdiction nullification
- potentially difficult to probe
Rough numbers for max skilled mining setups: (Modified to reflect yield bonus changes)
- Osprey = 656/min (3x MDCM II, T2 crystals)
- Retriever = 755/min (2x T2 strips and T2 crystals)
- T3 Covert Ops = 981m3/min (3x MDCM II, T2 crystals)
- Covetor = 1132m3/min (T2 strips and T2 crystals)
- T3 miner = 1226m3/min (5x MDCM II, T2 crystals)
- Hulk = 1302m3/min (T2 strips and T2 crystals)
Skill Requirements
O.R.E Industrial Cruiser [Rank 5]:
Advanced Spaceship Command 5 O.R.E. Industrial Subsystem 1 -Mining 5
-Astrogeology 3
O.R.E. Defensive Subsystem 1 -Shield Operation 5
-Shield Management 3
O.R.E. Engineering Subsystem 1 -Engineering 5
-Energy Management 3
O.R.E. Electronics Subsystem 1 -Electronics 5
-Survey 3
O.R.E. Propulsion Subsystem 1 -Navigation 5
-Evasive Maneuvering 3
In closing: I think these subsystems will allow for a unique and versatile ship. Furthermore, should T3 one day be able to change subsystems at POSs, the T3 industrial will truly come into its own in terms of versatility and adaptability. In addition to potentially being an industrialistGÇÖs wet dream, this ship will also provide yet another juicy target for pirates abound.
Link to original thread is here
I will post below with xxSketchxx to verify that he is my alt. |

XXSketchxx
Remote Soviet Industries
0
|
Posted - 2011.09.07 13:40:00 -
[2] - Quote
Posting to confirm that I am the alt of Emperor Salazar. |

44000
A Black Spot
1
|
Posted - 2011.09.08 13:48:00 -
[3] - Quote
nicely fleshed out idea,
it really comes into its own with the cov-ops, althought the mass reduction will **** ppl off with the whole wormholes are feeding to many minerals into the market problem!
however, the idea for gas mining is brillient, esp with the bonuses to scanning. nice work. although a bit of fine tuening needs doing. such as the 90 second delay to cloaking afeter mining lasor? it kind of negates the point of it, as ud just fit a normal cloak to a higher mining subsystem cuz ul be able to ninja better. |

Rek Seven
Zandathorn Industries
3
|
Posted - 2011.09.08 14:00:00 -
[4] - Quote
The figures and precise details are irrelevant but the idea is sound. |

Emperor Salazar
Dreddit Test Alliance Please Ignore
24
|
Posted - 2011.09.08 14:07:00 -
[5] - Quote
44000 wrote:such as the 90 second delay to cloaking afeter mining lasor? it kind of negates the point of it, as ud just fit a normal cloak to a higher mining subsystem cuz ul be able to ninja better.
This was a result of discussion in the original thread. The idea is that the covert cloak allows you to get to where you want to be and mine somewhat effectively. It was agreed that one should not be able to simply cloak and slink away at the first sign of danger, hence the 90 second delay. Without the delay, one would be able to sit >2k km away from an asteroid and cloak as soon as a potentially hostile ship got on grid and then leave at their leisure. This would simply be too safe. |

Twilight Runner
1
|
Posted - 2011.09.08 14:17:00 -
[6] - Quote
I like this, also t3 frigates |

Rek Seven
Zandathorn Industries
3
|
Posted - 2011.09.08 14:42:00 -
[7] - Quote
On closer examination, this is just a T3 mining barge...
I would also like to fit a t3 industrial ship to fit the role of a hauler, that is idea for traders to move goods in and out of null sec.
Also the cloaky sub needs 5 high slots for a probe launcher otherwise it's pointless for anyone using the ship outside of null sec.. Anyway i'm contradicting myself now as i'm sure CCP will be deciding the details  |

Emperor Salazar
Dreddit Test Alliance Please Ignore
24
|
Posted - 2011.09.08 14:54:00 -
[8] - Quote
Rek Seven wrote:On closer examination, this is just a T3 mining barge... I would also like to fit a t3 industrial ship to fit the role of a hauler, that is idea for traders to move goods in and out of null sec. Also the cloaky sub needs 5 high slots for a probe launcher otherwise it's pointless for anyone using the ship outside of null sec.. Anyway i'm contradicting myself now as i'm sure CCP will be deciding the details 
Honestly there are already pretty good ship alternatives for traders to move goods with safety (Prorator has a covert cloak and can be fit for 10k+ m3).
The current design supports dedicated hauling. A 25k m3 ore hauler or a 25k m3 gas hauler or a 10k m3 mercoxit hauler could be created with this current design.
As for high slots, there are currently 4 subsystems (2 defensive, 2 engineering) that could each add 1 high slot. This means with a cloak fit T3 industrial, you could have 6 high slots pretty easily.
As an example, cloak fit, adaptive shielding, mining laser field enhancement, emergent locus analyzer, and interdiction nullifier would result in a 6/5/2 layout with 4 turrets. |

Rek Seven
Zandathorn Industries
3
|
Posted - 2011.09.08 15:19:00 -
[9] - Quote
Emperor Salazar wrote:
The current design supports dedicated hauling. A 25k m3 ore hauler or a 25k m3 gas hauler or a 10k m3 mercoxit hauler could be created with this current design.
As for high slots, there are currently 4 subsystems (2 defensive, 2 engineering) that could each add 1 high slot. This means with a cloak fit T3 industrial, you could have 6 high slots pretty easily.
As an example, cloak fit, adaptive shielding, mining laser field enhancement, emergent locus analyzer, and interdiction nullifier would result in a 6/5/2 layout with 4 turrets.
Okay, that sounds good then
Emperor Salazar wrote: Honestly there are already pretty good ship alternatives for traders to move goods with safety (Prorator has a covert cloak and can be fit for 10k+ m3).
Couldn't the same be said for this T3 mining barge idea? I think having a hauler that can cloak, scan it's way through WH space, have a good tank and the ability to defend it's self with things like ECM would be awesome... Maybe increase the align time if an expanded cargo sub is used. |

Emperor Salazar
Dreddit Test Alliance Please Ignore
24
|
Posted - 2011.09.08 15:25:00 -
[10] - Quote
Rek Seven wrote:Emperor Salazar wrote: Honestly there are already pretty good ship alternatives for traders to move goods with safety (Prorator has a covert cloak and can be fit for 10k+ m3). Couldn't the same be said for this T3 mining barge idea? I think having a hauler that can cloak, scan it's way through WH space, have a good tank and the ability to defend it's self with things like ECM would be awesome... Maybe increase the align time if an expanded cargo sub is used.
You could always fit an improved cloak to the ship if you use the 25k m3, higher efficiency mining subsystem. Or to the gas harvester or mercoxit setups as long as you have those 2 extra utility high slots (1 for cloak, 1 for probe launcher).
And in wh space, the sites are relatively easy to find so you don't really need the emergent locus analyzer, thus you could use one of the other electronic subsystems.
The covert cloak setup has the drawback of smaller cargo capacity because I do not want this ship to outshine any currently existing ships, especially T2 ones. If I gave it higher cargo capacity, it would simply be a better blockade runner (cargo + cloak + tank + other abilities). This is not something I want to do. |
|

Sigras
Conglomo IMPERIAL LEGI0N
3
|
Posted - 2011.09.08 18:04:00 -
[11] - Quote
well currently, the max cargo you could get on this ship that uses a covert ops cloak and interdiction nullifier would be 1437.50 m^3
500 m^3 base + 50% for level 5 industrial + 5 expanded cargo II @ 27.5% each
Any thought as to what the T3 industrial book itself would do because overheating is not all that useful in mining.
and yes I still think this is a great idea. |

Rek Seven
Zandathorn Industries
3
|
Posted - 2011.09.09 08:26:00 -
[12] - Quote
Yup, still not down with a T3 that's just a mining barge... |

Sigras
Conglomo IMPERIAL LEGI0N
3
|
Posted - 2011.09.09 09:13:00 -
[13] - Quote
you know, I was gonna troll you for that post, but then I got to thinking about it . . . T3 is about being more versatile than T2 but not necessarily better, and you do have a point that it is essentially three iterations of a mining barge and a dedicated gas harvesting ship.
Do you have any suggestions for other industrial roles this ship could fill?
Maybe instead of the mercoxit miner which basically overlaps with the regular miner, it could mine ice or haul PI mats or something? IDK |

Emperor Salazar
Dreddit Test Alliance Please Ignore
24
|
Posted - 2011.09.09 11:20:00 -
[14] - Quote
Sigras wrote:you know, I was gonna troll you for that post, but then I got to thinking about it . . . T3 is about being more versatile than T2 but not necessarily better, and you do have a point that it is essentially three iterations of a mining barge and a dedicated gas harvesting ship.
Do you have any suggestions for other industrial roles this ship could fill?
Maybe instead of the mercoxit miner which basically overlaps with the regular miner, it could mine ice or haul PI mats or something? IDK
I'm not comfortable with having it mine ice due to the need for ice harvesters which are designed for larger ships than I intended this thing to be. If CCP were to introduce smaller ice miners and thus smaller pieces of ice then it might be feasible.
Hauling PI mats? meh.
And this ship really isn't just a mining barge. You have the potential for the following:
-25k m3 ore hauler -25k m3 gas hauler -10k m3 mercoxit hauler -Mining booster (with higher boosts than an orca) -Combat industrial (absolutely doable if you are creative - I can easily see an autocannon fit being quite possible with 5 drones as well, ECM and a mean tank. -Exploration platform
I don't know about you guys but...I don't see that as "just a mining barge." |

Firartix
Sense of Serendipity Echoes of Nowhere
2
|
Posted - 2011.09.09 11:25:00 -
[15] - Quote
I don't really know about that 25,000 m3 gas bay (... it just sounds.... too op), but EVE sure could use a dedicated gas harvesting ship! And the idea of T3 Blockade Runner is nice too.
In my opinion though, it'd be too much work redoing the whole T3 system onto another ship class. It's just gonna make the game too complicated by having so many subsystems/classes (people have already been complaining about that regarding new addition of some ships) I'd rather ask for a subsystem addition to the current existing T3s then.. why would you want a specific Industrial T3 class and skill? Just make an "ORE Subsystem" pack.
Voted  |

Emperor Salazar
Dreddit Test Alliance Please Ignore
24
|
Posted - 2011.09.09 11:31:00 -
[16] - Quote
Firartix wrote:I don't really know about that 25,000 m3 gas bay (... it just sounds.... too op), but EVE sure could use a dedicated gas harvesting ship! And the idea of T3 Blockade Runner is nice too. In my opinion though, it'd be too much work redoing the whole T3 system onto another ship class. It's just gonna make the game too complicated by having so many subsystems/classes (people have already been complaining about that regarding new addition of some ships) I'd rather ask for a subsystem addition to the current existing T3s then.. why would you want a specific Industrial T3 class and skill? Just make an "ORE Subsystem" pack. Voted 
I personally think it would be more work to try and add them to the current T3 than simply create a new ship and mirror the subsystems over with some tweaks to the names/stats/abilities. And, the game should be more complicated. People complain about the addition of ships to the game when they overshadow existing ships. Each ability this ship has is designed to prevent this - to provide unique alternatives to existing ships with added versatility, much like the current T3 line.
As for the gas bay, this is more a result of gas harvesting in known-space. Ladars there have gas that is 10 m3 per unit, with thousands of units at a given site (low sec ones have up to 5k units, so this bay would support half of that). This bay would help alleviate some of the logistics with this, enabling people to actually harvest this gas efficiently. With combat boosters getting a look by CCP "soon" I think this is more and more essential. |

Emperor Salazar
Dreddit Test Alliance Please Ignore
27
|
Posted - 2011.09.14 11:42:00 -
[17] - Quote
Bump to the top. |

Pattern Clarc
Aperture Harmonics K162
3
|
Posted - 2011.09.14 12:18:00 -
[18] - Quote
Looks good, added here |

Emperor Salazar
Dreddit Test Alliance Please Ignore
31
|
Posted - 2011.09.16 16:37:00 -
[19] - Quote
Bumping. |

Tchal'la
Tachyon Training
0
|
Posted - 2011.09.19 00:45:00 -
[20] - Quote
I really like this idea, but I would still rather see this as an extension of existing T3 cruisers. It would really give an option for a one-ship-does-it-all exploration option, being able to configure for probing, combat, radar, mag, ladar, and grav sites, as well as being able to haul out the spoils. |
|

Rek Seven
Zandathorn Industries
4
|
Posted - 2011.09.19 08:39:00 -
[21] - Quote
Tchal'la wrote:I really like this idea, but I would still rather see this as an extension of existing T3 cruisers. It would really give an option for a one-ship-does-it-all exploration option, being able to configure for probing, combat, radar, mag, ladar, and grav sites, as well as being able to haul out the spoils.
Agreed. Bonuses to hacking and analyzing would be nice. |

Emperor Salazar
Dreddit Test Alliance Please Ignore
116
|
Posted - 2011.09.19 11:36:00 -
[22] - Quote
Rek Seven wrote:Tchal'la wrote:I really like this idea, but I would still rather see this as an extension of existing T3 cruisers. It would really give an option for a one-ship-does-it-all exploration option, being able to configure for probing, combat, radar, mag, ladar, and grav sites, as well as being able to haul out the spoils. Agreed. Bonuses to hacking and analyzing would be nice.
I see bonuses to hacking/analyzing as something an SoE ship would be good for. |

DetKhord Saisio
Unchained Potential Test Alliance Please Ignore
2
|
Posted - 2011.09.19 15:03:00 -
[23] - Quote
Rek Seven wrote:Yup, still not down with a T3 that's just a mining barge... Hulk is best for ore, Mackinaw for ice, and Skiff for mercoxit. Since no hull has gas harvesting bonuses, your idea could be perfect for gas.
|

tankus2
Endless Destruction Imperial Ascension
6
|
Posted - 2011.09.19 20:54:00 -
[24] - Quote
I like the idea of a T3 hulk, though I would like to see two subsystems that do the following:
one would have bonuses geared toward ice harvesting; reduction in harvester duration primarly
the other would have bonuses geared toward drones; attack, defense, and yield bonuses Where the science gets done |

Emperor Salazar
Dreddit Test Alliance Please Ignore
116
|
Posted - 2011.09.19 21:04:00 -
[25] - Quote
tankus2 wrote:I like the idea of a T3 hulk, though I would like to see two subsystems that do the following:
one would have bonuses geared toward ice harvesting; reduction in harvester duration primarly
the other would have bonuses geared toward drones; attack, defense, and yield bonuses
The former of these two has an inherent problem. I designed this ship to use mining lasers/gas harvesters, i.e. modules that are not restricted to mining barges. The ship is designed to be smaller than bargers and thus cannot support these modules. If there were Ice Miners similar to mining lasers then I would add this subsystem but then there would also need to be smaller pieces of ice and thus an entire new table of refinement from said smaller pieces.
As for drones, the bonus to the ship itself is the allowance of more mining drones (and only mining drones). |

XXSketchxx
Remote Soviet Industries
4
|
Posted - 2011.10.16 14:20:00 -
[26] - Quote
Bump. |

Jack Carrigan
Order of the Shadow The Revenant Order
41
|
Posted - 2011.10.16 15:15:00 -
[27] - Quote
It is a very well thought out, and presented idea.
And I also do agree with a dedicated Exploration ship being more of SoE's territory, or SoCT. But either way.
Definitely useful, feasible, and quite well-researched.
Not to mention, imagine the tears if one got ganked.
Salazar, definitely +1 on this one. "War is not measured in terms of who wins or loses, who is right or wrong.-á It is measured in terms of who survives." |

XXSketchxx
Remote Soviet Industries
59
|
Posted - 2011.10.26 17:02:00 -
[28] - Quote
Bump. |

el alasar
The Scope Gallente Federation
35
|
Posted - 2011.10.26 18:10:00 -
[29] - Quote
Firartix wrote:In my opinion though, it'd be too much work redoing the whole T3 system onto another ship class. It's just gonna make the game too complicated by having so many subsystems/classes (people have already been complaining about that regarding new addition of some ships) actually to me, i cannot remember that any game ever had too much complexity. and i would love to see more options to be built in to eve. after all this is EvE, there is supposed to be new stuff to explore and advanced concepts to learn and use only after you have played for more than three years. we also want to challenge peoples' minds, no?
+1 for more T3. nicely written up, maybe a comment from CCP?
enjoying the order cancellation confirmation? sometimes CCP listens - there is hope after all :) www.eveonline.com/ingameboard.asp?a=topic&threadID=1431503 more ideas that need your support: https://forums.eveonline.com/default.aspx?g=posts&m=261507#post261507 |

Tanya Powers
Science and Trade Institute Caldari State
61
|
Posted - 2011.10.26 22:32:00 -
[30] - Quote
Excellent idea.
-not game breaking (you forgot to add ice cyble or amount bonus)
-not relegating Exhumers to hangar queens
-mining ship of choice for low sec/null sec operations
-expensive enough but the possible reward there is something you can get, hardly, but you can
I'd train for one ASAP if he was there and for sure mine in null sec, I'd have a chance against agressors while right now, no. |
|

XXSketchxx
Remote Soviet Industries
63
|
Posted - 2011.10.27 02:29:00 -
[31] - Quote
Tanya Powers wrote:Excellent idea.
-not game breaking (you forgot to add ice cyble or amount bonus)
No ice mining from this thing.
I may revisit this but...meh ::effort::
|

Tahna Rouspel
BWE Special Forces
8
|
Posted - 2011.10.27 05:00:00 -
[32] - Quote
I don't understand the purpose of the cloaking delay. It's meant to be a defensive measure against ship that pop on grid. It's not a 100% effective defence. Someone could warp to you cloaked and sneak warp disrupt you or bump you.
The cloaking subsystem wouldn't be worth sacrificing yield if you can't use it defensively. You just don't mine if you know hostiles are around.
If this was implemented, I would like to see a transportation subsystem that is better than the the iteron V. This is a 400mil ship after all, it should be better than any cheaper ships by at least some margin. |

Burseg Sardaukar
Sardaukar Merc Guild General Tso's Alliance
53
|
Posted - 2011.10.27 05:02:00 -
[33] - Quote
Emperor Salazar wrote:Harvesters Efficiency Optimizer GÇô 10% decreased duration of gas harvesters and +5,000 m3 gas chamber per level; 5/0/0 (5 turrets); 350m3 cargo ...
YES^
Emperor Salazar wrote:Rough numbers for max skilled mining setups: (Modified to reflect yield bonus changes) - Osprey = 656/min (3x MDCM II, T2 crystals)
- Retriever = 755/min (2x T2 strips and T2 crystals)
- T3 Covert Ops = 981m3/min (3x MDCM II, T2 crystals)
- Covetor = 1132m3/min (T2 strips and T2 crystals)
- T3 miner = 1226m3/min (5x MDCM II, T2 crystals)
- Hulk = 1302m3/min (T2 strips and T2 crystals)
Very awesome calculations to ensure it doesn't eclipse specialized crafts' roles.
I also like the idea of "Gas Chambers" and "Ore Holds." I think a lot more ships should have specialized holds like fuel bays, so regular cargo holds can be freed up. We have a blog, it is terrible. How to fix Bounty Hunting |

Hecatonis
Ascension Manufacturing
9
|
Posted - 2011.10.27 07:40:00 -
[34] - Quote
really like the idea, well made.
+1 |

Taint
A Pack Of Wolfes
6
|
Posted - 2011.10.27 09:06:00 -
[35] - Quote
In time it will properly come, however think ccp have more then plenty on their minds :) |

XXSketchxx
Remote Soviet Industries
65
|
Posted - 2011.10.27 14:56:00 -
[36] - Quote
Tahna Rouspel wrote:I don't understand the purpose of the cloaking delay. It's meant to be a defensive measure against ship that pop on grid. It's not a 100% effective defence. Someone could warp to you cloaked and sneak warp disrupt you or bump you.
The cloaking subsystem wouldn't be worth sacrificing yield if you can't use it defensively. You just don't mine if you know hostiles are around.
Honestly only a silly miner or someone desperately after rare ore would actually mine in the cov ops subsystem fit. The cov ops primary use is to get you to where you want to be. Sure you can mine with it but....its pretty crappy yield (and for good reason).
The delay is there to deter people mining at range from an asteroid and simply cloaking when someone pops into local/comes on grid. Think of current T3. If they are being hunted while killing rats, they are likely already being targeted and thus cannot immediately cloak up. This serves to emulate that limitation.
Quote:If this was implemented, I would like to see a transportation subsystem that is better than the the iteron V. This is a 400mil ship after all, it should be better than any cheaper ships by at least some margin.
Yeah...no. The name of this ship I have given it is a bit of a misnomer. It is not by any means meant to be a "superior" hauler. It can haul certain things quite nicely with the proper fits, but as a dedicated hauler....other ships are better than it for a reason.
|

Markus Reese
Debitum Naturae RED.Legion
2
|
Posted - 2011.10.28 02:11:00 -
[37] - Quote
Don't want to take glory, but I had a proposal a bit ago, complete with concept art for the ship design contest.
Prospect T3 industrial
Lots of info, so don't want to reiterate it all, but heck, read it up. |

el alasar
The Scope Gallente Federation
52
|
Posted - 2011.10.28 13:08:00 -
[38] - Quote
Markus Reese wrote:Don't want to take glory, but I had a proposal a bit ago, complete with concept art for the ship design contest. Prospect T3 industrialLots of info, so don't want to reiterate it all, but heck, read it up. uhm... sorry... but isnt this just a graphics mockup? i guess this is your suggestion you are referring to? let me put it here, too:
Markus Reese wrote:In order to remain competitive with the changing times. Ore is looking to reach out to the higher risk takers in industry. The "Prospect" proposal is to seek investors to make an industry ship focused entirely to the small industrial corps whom would prefer to gather the materials themselves rather than outsource their rare ore supplies.
The design is centered around survivability. While they may rival tech 2 counterparts, the overall yields will not exceed, but instead offer additional functionality in dangerous space. unfortunately, all this state of the art technology does come at additional costs.
Turrets would be side mounted instead of traditional ore top mounts to match the dual process line design.
Skill requirements for usage will be the similar to that of the Strategic cruisers. Difference will be barge instead of cruiser skill and the skill itself will be strategic industrial.
Strategic Industrial I Astrogeology V Spaceship Command III Mining Barge V Spaceship Command I Strategic Industrial Defensive Systems I Mechanic V Shield Operation III Engineering I Strategic Industrial Electronic Systems I Electronics V Strategic Industrial Engineering Systems I Engineering V Strategic Industrial Mining Systems I Mining V Drones III Strategic Industrial Propulsion Systems I Navigation V
I would like to have had some slight changes for the fitting slots. Unfortunately gas miners do not require a hardpoint. To keep it from being overpowered, I had to limit possible high slot combination maximums to 4. Exception is the locus setup which would not receive the gas mining bonus.
Edit: in game, had never used gas harvesters, and didn't realize that the info window for them doesn't say that they use turret hardpoint. Thanks to a friend for pointing that out, with that knowledge, the foreman subsystem could be tweaked to add a high slot instead.
Other issue would be that gathered resources would have to go straight to the resource bays, or the hull resource bay would need to become a regular cargo bay.
Primary focus was on getting a general function. Due to time, and the fact of having to make the assortment of subsystems, planning and testing different ways to assemble to prevent an overpower event, texture mapping was not possible, instead focusing on an appearance. This also includes exact calculations for areas such as mass, powergrid, etc. Attribute points.
Notes: The folder for this project, not including blender or outside used images is 583 mb. If the .bmp file format is included, 514 mb can be added to that. For you eve players in the know, must be a sign XD
Also note the little mark on the front of the scaling bar. Is a person for case of reference.
more little ideas that need your support: https://forums.eveonline.com/default.aspx?g=posts&m=261507#post261507 enjoying the order cancellation confirmation? sometimes CCP listens - there is hope after all :) www.eveonline.com/ingameboard.asp?a=topic&threadID=1431503 |

Markus Reese
Debitum Naturae RED.Legion
2
|
Posted - 2011.10.29 01:13:00 -
[39] - Quote
el alasar wrote: uhm... sorry... but isnt this just a graphics mockup? i guess(bbc code for link error to the suggestion) you are referring to? let me put it here, too:
--bunch of stuff removed for readability--
actually, the image file isn't just a graphical mockup. the full size image is 9000x15000 and each subsystem on it comes with a description and the bonuses it does. Some use commonality of the T3 but most of it is specifically designed for an industrial. Also, that link was for my original deviant art contest, the link I put was my slightly improved version two for the ccp hosted one.
Essentially the rundown.
Electronics:
Ion Phase invertor: 20% gas harvester yield, 10% bonus Reinforced Auger assembly: 3% ice harvester duration bonus Emergent locus analyser: No changes from current Stereoscopic composition array: 20% mercoxit cloud reduction, 20% yield bonus non strip miners, 10% range bonus all harvesters
Defensive:
High output shield emitters: 7.5% booster effectiveness per level Foreman operations system: 5% bonus per level, 99% ganglink reduction for cpu Independent bulkhead framework: 5% bonus to damage control effectiveness Cargohold optimization network: +2000m3 ore bay per level
Engineering:
Power core isolation unit: +1 warp core stab Power transformer substations: 5% capacitor regen Twinned Antimatter reactor: 5% powergrid High Imedance capacitors: 5% Capacitor amount
Offensive (industrial):
Signal Neutralizer array: CPU cloak reduction, and 10% harvester range bonus Mass Extraction Centrifuge: 3% harvester duration reduction and can fit strip miners Drone Interface uplink: 10% bonus to drone damage and mining drone yields, 7.5% to drone hp Supplimental Processors: 35% duration penalty to ice, 5% yield to mining and gas, 10% ice bonus range
Propulsion: Interdiction Nullifier: Same old Vectored Thrusters: 5% sig reduction Quad Fusion Boosters: 5% agility Propulsion Realocation: +2000m3 ore bay
That was just the basic sum of it. I also give a description to explain the whys of the different subsystem bonus. Also, the pictures have the fittings that they offer in a general sense, as would need to do hard number crunching I don't care about. Now, I am not a miner, but I worked with a bunch and knew how there is no industry ship really for doing industrial work. Did it to make something different and complete for the contests. I am not much of an artist, so went for info instead. Believe was the largest submission for it as well.
Spent weeks test planning, etc to make sure there were no busted combinations I could think of and to be certain they would offer function without overpowering the current T2 versions. Essentially, if ccp makes more scannable industry sites, these ships would allow proper roaming industry fleets capable of surviving and moving around pirate space. The only two parts really specialized are the gas harvester module, and the ore bays. Outside of the orca's ore bays, there is no ships that specialize for this. |

Desudes
Pixelmoon The Star League
8
|
Posted - 2011.10.29 03:39:00 -
[40] - Quote
I like this. Though I still think they should redo the t2 barges to be more like t2 haulers (tanky/cloaky) and give the t1s the current t2's mining stats, considering a rohk can out mine a retriever.
Depth in EVE industry ships? Whoa. FOR THE DESU!!! |
|

Alain Kinsella
5
|
Posted - 2011.10.29 11:51:00 -
[41] - Quote
Nice ship, I would consider flying it - and not just as a mining ship either. I see good potential for Orca pilots who trained the other combat boosts to benefit from this as well.
My only change is the subsystems should have a minimum of L4 in skill prereq, and perhaps Ore Industrial IV for the hull itself. That's not adding a lot to the training time (in comparison to everything else).
Other questions:
-> I assume the m3 amounts are for a solo miner. Have you considered the impact of the 'cycle time' reduction? The normal turret miner is a one minute cycle, but the strip miner is five minutes. That could put the edge toward this ship when in fleet.
-> Would your alliance allow such a ship to be used in Sov Null by your members, or their blues? If no, why not? Both Low and W-Space are mentioned when discussing these types of ships but I've not seen much endorsement for them in Sov Null.
I may have come here from Myst Online, but that does not make me any less bloodthirsty than the average Eve player.
Just more subtle.
|

Emperor Salazar
Dreddit Test Alliance Please Ignore
135
|
Posted - 2011.10.29 15:18:00 -
[42] - Quote
Alain Kinsella wrote:
-> I assume the m3 amounts are for a solo miner. Have you considered the impact of the 'cycle time' reduction? The normal turret miner is a one minute cycle, but the strip miner is five minutes. That could put the edge toward this ship when in fleet.
I like this limitation. It means miners have to be more attentive and perhaps even cycle their miners.
Quote: -> Would your alliance allow such a ship to be used in Sov Null by your members, or their blues? If no, why not? Both Low and W-Space are mentioned when discussing these types of ships but I've not seen much endorsement for them in Sov Null.
I'm not sure what you are asking here. Are you referring to my alliance personally? Our blues can do w.e. they want in terms of pve and mining. I came across a 10 man ice mining op a couple days ago in some backwater system. |

Emperor Salazar
Dreddit Test Alliance Please Ignore
145
|
Posted - 2011.11.08 12:25:00 -
[43] - Quote
Bump for miners. |

Jack Carrigan
Order of the Shadow The Revenant Order
191
|
Posted - 2011.11.08 12:28:00 -
[44] - Quote
Bump for the sheep. "War is not measured in terms of who wins or loses, who is right or wrong.-á It is measured in terms of who survives." |

Jack Carrigan
Order of the Shadow The Revenant Order
202
|
Posted - 2011.11.10 16:35:00 -
[45] - Quote
Bumping for the carebears, and their yet to be spilled tears.  "War is not measured in terms of who wins or loses, who is right or wrong.-á It is measured in terms of who survives." |

Alain Kinsella
13
|
Posted - 2011.12.26 04:49:00 -
[46] - Quote
Free bump for old answers, sorry on delay.
Emperor Salazar wrote:Alain Kinsella wrote: -> I assume the m3 amounts are for a solo miner. Have you considered the impact of the 'cycle time' reduction? The normal turret miner is a one minute cycle, but the strip miner is five minutes. That could put the edge toward this ship when in fleet.
I like this limitation. It means miners have to be more attentive and perhaps even cycle their miners.
Valid point, I've no issues then.
Quote:Quote:-> Would your alliance allow such a ship to be used in Sov Null by your members, or their blues? If no, why not? Both Low and W-Space are mentioned when discussing these types of ships but I've not seen much endorsement for them in Sov Null.
I'm not sure what you are asking here. Are you referring to my alliance personally? Our blues can do w.e. they want in terms of pve and mining. I came across a 10 man ice mining op a couple days ago in some backwater system.
To clarify, I meant both; I did not know what the SOPs are within CFC. Even better if other Sov Null entities endorsed the fit, but you've covered the bases enough that I'm going back now and putting in my +1.
This was pure interest btw, I actually have quite a bit of respect for GSF and their friends - spent my first years in SL helping the staff fight bored SA users. 
Also, what tears? *points to sig* I LIKE this ship, its the first T3 I'd consider losing SP over. I may have come here from Myst Online, but that does not make me any less bloodthirsty than the average Eve player.
Just more subtle.
|

XXSketchxx
Dreddit Test Alliance Please Ignore
131
|
Posted - 2012.01.24 13:56:00 -
[47] - Quote
Bumpin dis thread. |

XXSketchxx
Dreddit Test Alliance Please Ignore
209
|
Posted - 2012.03.28 00:53:00 -
[48] - Quote
Bumpin this bitch.
Also, nerf ISD. |

Tarn Kugisa
Space Mongolian Pinked
48
|
Posted - 2012.03.28 01:00:00 -
[49] - Quote
Cloaky Miner? DO WANT
Real Caldari Hull Tank (And Win doing so) Support https://forums.eveonline.com/default.aspx?g=posts&t=16580 |

Ghazbaran
Gravity Core
0
|
Posted - 2012.03.28 02:38:00 -
[50] - Quote
BUMP |
|

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
63
|
Posted - 2012.06.11 16:34:00 -
[51] - Quote
Bump. |

Robert Caldera
Caldera Trading and Investment
325
|
Posted - 2012.06.11 16:35:00 -
[52] - Quote
no more interdiction nullifier crap supported. |

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
63
|
Posted - 2012.06.11 16:46:00 -
[53] - Quote
Robert Caldera wrote:no more interdiction nullifier crap supported.
competent and well set up camps can stop interdiction nullified ships, just sayin
all the subsystem allows you to do is travel relatively safely |

Robert Caldera
Caldera Trading and Investment
325
|
Posted - 2012.06.11 16:49:00 -
[54] - Quote
Liliana Rahl wrote:Robert Caldera wrote:no more interdiction nullifier crap supported. competent and well set up camps can stop interdiction nullified ships, just sayin all the subsystem allows you to do is travel relatively safely
yeah, I guess you're about setting up 400 ships around the gate so he wont be able to cloak but not everyone is in TEST. Interduction nullified ships are nearly impossible to catch if fit for agility.
|

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
63
|
Posted - 2012.06.11 16:57:00 -
[55] - Quote
Robert Caldera wrote: yeah, I guess you're about setting up 400 ships around the gate so he wont be able to cloak but not everyone is in TEST. Interduction nullified ships are nearly impossible to catch if fit for agility.
Confirming test camps all pipes on a 24/7 basis with 400 ships and 10,000 cans.
Also, you could always you know...hunt them down while they're mining? |

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
63
|
Posted - 2012.06.11 16:59:00 -
[56] - Quote
Protip: a dramiel burned in my direction once when I was in my tengu and decloaked me while I was still in bubble, probably just over a second from getting into warp. I was only able to get away because I had heard there was a camp up that way so I had fit warp core stabs. He was able to lock me and try to point. |

Pisov viet
Kaesong Kosmonauts Test Alliance Please Ignore
41
|
Posted - 2012.06.11 17:12:00 -
[57] - Quote
Quote: Harvesters Efficiency Optimizer GÇô 10% decreased duration of gas harvesters and +5,000 m3 gas chamber per level; 5/0/0 (5 turrets); 350m3 cargo
While I entirely support a ship with bonus to gas harvesters, -10% duration per level would be insanely huge (it's equivalent to +100% yield at lvl 5. Also, a decrease of the risk of gas explosions would sounds nice (not very useful, but nice).
Also noticing no ice mining bonus, but w/e, bots are doing it anyway.
Good idea overall. But I feel bad when thinking of yet another ORE ship skill entirely dedicated to one and only one ship. |

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
63
|
Posted - 2012.06.11 17:21:00 -
[58] - Quote
I don't know if I addressed ice mining in this thread or the other thread, but it basically came down to ice mining involves 1. super long cycle times and 2. huge chunks of ice. The idea of this ship is to have short cycles and small cargo (thus requiring active mining to sift stuff over to the ore bays).
To accommodate ice mining, there would need to be "smaller" ice harvesters and subsequently smaller blocks of ice that had respectively smaller yields of topes. This wasn't really something I wanted to dive into. |

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
63
|
Posted - 2012.06.11 17:25:00 -
[59] - Quote
Also in regards to skills, note that it would be just like racial Tech 3 cruisers. You have specific subsystem skills that are rank 1, core skills required for those subsystems at level 5 and 3 and then a ship skill that is rank 5. Really not a bad train at all. |

MeBiatch
Republic University Minmatar Republic
380
|
Posted - 2012.06.11 17:32:00 -
[60] - Quote
yes atlast someone put good thought into this idea! PLEX FOR PIZZA!
TECH III MINING SHIPS!
TECH III BATLESHIPS!!! |
|

Danel Tosh
EVE Protection Agency Intrepid Crossing
27
|
Posted - 2012.06.11 17:57:00 -
[61] - Quote
Love This Idea! +1 I really hope that CCP will take notice and implement this eventually.
this ship should add more versitility to the Industrial lineup and may help both thwart gankers and get more hisec carebears out into null space. |

MeBiatch
Republic University Minmatar Republic
381
|
Posted - 2012.06.11 20:03:00 -
[62] - Quote
i added this thread to my sig... hopefully ccp picks up on it as its epic... though with the new jesus feature enhanced modular poses this might take a while to make its way to eve online... PLEX FOR PIZZA!
tech III industrial ships! |

Danel Tosh
EVE Protection Agency Intrepid Crossing
27
|
Posted - 2012.06.12 01:28:00 -
[63] - Quote
BUmP!!
keep the discussion rolling so this idea gets the dev attention it deserves :) |

M Overlord
Mirai Yume The Dark Nation
5
|
Posted - 2012.06.12 03:59:00 -
[64] - Quote
I think this is great idea  |

Legion40k
Order of the Silver Dragons Silver Dragonz
1
|
Posted - 2012.06.12 04:00:00 -
[65] - Quote
Wow.. a well thought out concept that doesn't break the 'hulk will always be king' hierarchy and adds a new wave of diversity to dedicated miners
think of the killmails, me likey, this must happen
 |

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
63
|
Posted - 2012.06.13 12:22:00 -
[66] - Quote
Stay on the front page. |

Dersen Lowery
Children of Armok Ushra'Khan
36
|
Posted - 2012.06.13 16:36:00 -
[67] - Quote
Supported. |

Forums Terrorist
GoonWaffe Goonswarm Federation
1
|
Posted - 2012.06.14 00:42:00 -
[68] - Quote
This is a fantastic idea, OP. |

Enna Bairelle
Lar Sara Nation
5
|
Posted - 2012.06.15 00:08:00 -
[69] - Quote
+1 to you. But Advanced Spaceship Command V is just too much for a cruisersize ship. Just make the required skills in line with other T3s. |

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
82
|
Posted - 2012.06.15 02:24:00 -
[70] - Quote
Enna Bairelle wrote:+1 to you. But Advanced Spaceship Command V is just too much for a cruisersize ship. Just make the required skills in line with other T3s.
That is in line.
Racial cruiser: rank 5 skill Advanced Spaceship Command: rank 5 skill |
|

Jack Carrigan
Order of the Shadow The Revenant Order
681
|
Posted - 2012.06.15 05:22:00 -
[71] - Quote
Still supported!
Also, the Support Tug still needs love. "War is not measured in terms of who wins or loses, who is right or wrong.-á It is measured in terms of who survives." |

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
85
|
Posted - 2012.06.16 13:58:00 -
[72] - Quote
Bump. |

MeBiatch
Republic University Minmatar Republic
419
|
Posted - 2012.06.17 19:59:00 -
[73] - Quote
bump... would be nice if a member of ccp or csm commented on this brilliant idea... PLEX FOR PIZZA!
tech III industrial ships! |

Reaver Glitterstim
Dromedaworks inc
147
|
Posted - 2012.06.18 06:38:00 -
[74] - Quote
For starters, this is a really cool post. I've been waiting to see something like this, and it's really neat that you went to the effort to put this all together. However, I have a few issues I'd like to address.
I'd like to see the other roles of industrials fleshed out more in this ship. It's primarily a mining ship, with almost no focus at all on hauling cargo. It does have an option to use mining foreman links, but there is nothing offering bonuses to salvaging, hacking, or archaeology.
Here's an example of possible options:
Industrial Subsystems:
Freight Storage Optimization - 15% increased cargo capacity per level
Covert Ops Reconfiguration - 30% bonus to mining laser yield and +3500m3 ore hold per level; 99.5% reduction in Cloaking Device CPU use; 90 second cloaking activation delay after deactivation of mining laser(s)
Deep Space Extraction - 7.5% reduction in cycle time of gas miners and deep core mining lasers and +2000m3 ore hold per level
Salvage Operations Reconfiguration - 25% bonus to range and towing speed of tractor beams and 5% bonus to salvager access difficulty per level
Defensive Subsystems:
Adaptive Shielding - 5% bonus to all shield resistances per level
Amplification Node - 10% bonus to shield booster effectiveness per level
Industrial Processor - 5% bonus to effectiveness of mining foreman gang links per level; 99% reduction in CPU need for Gang Link modules
Drone Defense Computer - 10% increase in drone hit points and +15m3 drone bay per level; 10% increase in drone damage when drones attack automatically per level (there is no damage bonus when you tell the drones what to attack) *drone bay size increase does not correspond to increased bandwidth
Engineering Subsystems:
Fitting Service Adaptation - 5% reduction in capacitor recharge time per level; can fit fitting service module (high slot) - fitting service module: 10 minute cycle time, ship becomes immobile, consumes liquid ozone, ship has fitting service while module is cycling
Power Core Multiplier - 5% bonus to power output per level
Industrial Field Optimization - 10% reduction in capacitor cost and increased range of mining lasers and gas miners per level
Reserve Power Storage - 5% reduction in capacitor cost of shield boosters and +500m3 capacitor booster charge storage bay per level; -75% powergrid cost to fit capacitor boosters (I imagine this would have much lower powergrid than a normal cruiser--this powergrid cost reduction is aimed at making it reasonable to fit a medium capacitor booster)
Electronic Subsystems:
Scanning Systems Optimization - 5% reduction in cycle time for all scanners per level (includes codebreakers, analyzers, ship scanners, cargo scanners, survey scanners, and the on-board scanner--but not probe scanners or salvagers)
Obfuscation Manifold - 15% bonus to ECM target jammer strength per level
Emergent Locus Analyzer - 10% increase to scan strength of probes per level
CPU Efficiency Gate - 5% increase in ship CPU output per level
Propulsion Subsystems:
Interdiction Nullifier - Immunity to non-targeted interdiction; 850m3 cargohold
Warp Core Magnifier - 10% reduction in penalties for fitting warp core stabilizers per level; +1 warp strength; 2750m3 cargohold
Intercalated Nanofibers GÇô 7.5% increased agility per level; 1875m3 cargohold
Thrust Optimization GÇô 20% bonus to max velocity per level; 50% reduced agility; 50% resistance to stasis webification effect; 3200m3 cargohold
I've made the choice of propulsion system determine the amount of base cargohold you get, with dramatic differences from one choice to the next. Technically you can fit for a large ore bay as well as a large cargohold, but it's probably only good for mining in highsec. And even then you can't mine quite as fast as a retriever--I reduced the mining output of the mining bonus subsystem. I don't think this should be a fast miner at all, at the fastest it should be close to a retriever but less. (I'm talking about the new upcoming retriever) It's real purpose is not as a mining barge but as a tactical miner. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
93
|
Posted - 2012.06.18 12:08:00 -
[75] - Quote
The name of this ship (T3 Industrial) is misleading because I hate how CCP has classified haulers as industrials.
The ship is a T3 miner and will continue to hold that role. I would love to see a line of exploration specialized ships produced by SoE and maybe even a T3, but that is not the purpose of this T3 miner, a ship produced by ORE. |

Reaver Glitterstim
Dromedaworks inc
149
|
Posted - 2012.06.18 17:51:00 -
[76] - Quote
Liliana Rahl wrote:I hate how CCP has classified haulers as industrials. What's wrong with that? I think of industrial ships as all industry-oriented ships, you know pretty much everything non-combat? There could be a much broader spectrum of exploration-oriented ships, but first CCP would have to make a broad spectrum of exploration.
CCP has classified ALL of the following ships as industrials, and rightfully so, as they are all industry ships: Industrials
ORE Industrials
ORE Frigates
Mining Barges
Exhumers
Industrial Command Ships
Capital Industrial Ships
[*] -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
94
|
Posted - 2012.06.18 18:56:00 -
[77] - Quote
Uh....no they haven't.
Notice the skill required for T1 "hauler" ships.
You misunderstood what I was saying. I mean that I dislike how CCP has designated "haulers" with the "racial industrial" skillbooks.
It should be "racial hauler" or something to that effect. Not racial industrial.
With all that said, my original point stands. This is meant to be a dedicated, adaptable mining ship. There are already T2 haulers and I don't really see how T3 haulers could fit to the "versatility" role that T3 is known for. Additionally, I don't really see exploration sort of things as "industrial" and thus are outside the scope of this ship. |

Reaver Glitterstim
Dromedaworks inc
150
|
Posted - 2012.06.18 19:37:00 -
[78] - Quote
Liliana Rahl wrote:It should be "racial hauler" or something to that effect. Not racial industrial. I can agree with that. Calling haulers industrials makes it sound as though industry in EVE is not the fleshed-out world that it is. I think perhaps a long time ago, industry in EVE was much simpler, and maybe the only ships used in industry were industrials and ships that chose to fit mining lasers. And since the latter weren't designed for mining, perhaps they chose to call the haulers industrials because they WERE the industrial ships...back then. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Alkaza Minin
Fractured Core Fatal Ascension
2
|
Posted - 2012.06.18 19:59:00 -
[79] - Quote
i like this idea. Its well thought out, i think it works since theres trade offs between the abilities of the ship, and you cant get the ship past the ore/min of the hulk. One thing that should be added to the trade-offs, which are already well done, is cargo. you have tank, ore yield, and what ill call slipperiness (cloak, interdiction nullifier), but i didnt notice much for the cargo. Add that in addition to what you already have and the ship would be golden, just need the CCP art team to make a ship for it WoW holds your hand until end game, and gives you a cookie whether you win or lose. EVE not only takes your cookie, but laughs at you for bringing one in the first place... |

Jing Tian
Brothership Of EVE
0
|
Posted - 2012.06.18 20:12:00 -
[80] - Quote
Support +1 |
|

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
94
|
Posted - 2012.06.18 20:59:00 -
[81] - Quote
Reaver Glitterstim wrote:It just wouldn't be versatile if it was only a mining ship.
Allow me to point out why its a perfectly versatile mining ship.
*Good at general mining + dedicated ore bay *Cloaked miner with decent bonus *Mercoxit miner *Gas harvester *Can provide gang bonuses *Options for various defenses (active tank, buffer tank) *Electronics options (ECM, scanning, defense against jams) *Navigation options (nullifier to get into null sec, mass reduction useful for wormholes, speed and agility)
I'd say its pretty versatile as is without stepping on the toes of any T2 specialized ships (barring gas mining, as there is no T2 ship for gas mining right now). |

Reaver Glitterstim
Dromedaworks inc
150
|
Posted - 2012.06.18 22:16:00 -
[82] - Quote
Liliana Rahl wrote:a short, short list Small minds might think that's versatile. I can already do that many things with a tech 1 ship. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
94
|
Posted - 2012.06.18 23:11:00 -
[83] - Quote
Reaver Glitterstim wrote:Liliana Rahl wrote:a short, short list Small minds might think that's versatile. I can already do that many things with a tech 1 ship.
Please tell me the T1 ship that can do all of those things as well as this ship would be able to.
I'm terribly sorry that this ship doesn't also act as a mass hauler/explorer/ship hangar/Doomsday equipped/fighterbomber spewing salvage boat. |

Reaver Glitterstim
Dromedaworks inc
150
|
Posted - 2012.06.19 01:02:00 -
[84] - Quote
Liliana Rahl wrote:Reaver Glitterstim wrote:Liliana Rahl wrote:a short, short list Small minds might think that's versatile. I can already do that many things with a tech 1 ship. Please tell me the T1 ship that can do all of those things as well as this ship would be able to. I'm terribly sorry that this ship doesn't also act as a mass hauler/explorer/ship hangar/Doomsday equipped/fighterbomber spewing salvage boat.
I underlined what you missed, and I refuse to continue this discussion because it is beneath me. If you want to stop driving people away from debating with you, perhaps you should focus more energy on listening to what the person is saying, and less on trying to force your own ideas across. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Galphii
Sileo In Pacis THE SPACE P0LICE
49
|
Posted - 2012.06.19 02:08:00 -
[85] - Quote
I read this the first time it appeared, and it's no less awesome now. I loves it, it is my... preciousssss  |

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
94
|
Posted - 2012.06.19 02:23:00 -
[86] - Quote
Reaver Glitterstim wrote: I underlined what you missed, and I refuse to continue this discussion because it is beneath me. If you want to stop driving people away from debating with you, perhaps you should focus more energy on listening to what the person is saying, and less on trying to force your own ideas across.
Good god you are not very bright are you?
|

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
98
|
Posted - 2012.06.20 13:41:00 -
[87] - Quote
Bump away. |

Labia Nabali
D0W 3O
2
|
Posted - 2012.06.20 21:44:00 -
[88] - Quote
Cliffs at bottom but please read the entirety of my post!
I like this idea a lot. Even carebears need some love, which they should be getting when they make the changes to the current mining barges in addition to the new mining frigate. However, there is one thing that I strongly disagree with and that is the Interdiction Nullifiier subsystem.
It is not because I think that these ships shouldn't be allowed to travel in relative comfort. In fact I think they should be allowed to travel through camps and anchored bubbles just like the other T3s already implemented into the game! (wait wtf is this guy talking about? Didn't he just contradict himself? What a nub!1!1! Gank him!) Well in a sense, but please, keep reading and I will explain why.
Mining ships are very different compared to PVE or PVP ships. A mining fit abaddon is not the same as a mission fit abaddon nor is it even close to a PVP fit abaddon.
Missioning ships for example travel to various systems to find their objective. Once the deadspace pocket is located, they then proceed to destroy mission objectives and return to the mission agent's home.
PVP ships fly around system looking for prey or travel through systems looking for targets to engage. In this sense, PVE and PVP ships are constantly active, flying around trying to accomplish goals. They are not sitting still, fapping to space rocks.
Once a mining ships has found its desired asteroid to consume, it cuts engines, initiates mining lasers, and then proceeds to press play on whatever pornographic video has been selected for that evening's entertainment.
Again, combat ships (whether it is against NPCs or players) are moving objects. Mining ships, are more or less stationary.
If you have every tried to tackle hulks inside a wormhole, then you probably know what I am about to say. Every single time I have gone after a hulk mining at a site inside a wormhole, they are usually fit with at least one Warp Core Stabilizer. I have even found that some have fitted two when looking upon their tangled remains. The only way to ensure that you will tackle hulks mining in a wormhole, is to warp an interdictor on top of them and bubble. If these T3s were immune to said bubbles, they would almost be impossible to catch, much like Captain Jack Sparrow's Black Pearl.
For this reason, I believe that these T3 mining ships, if introduced, should NOT be able to warp from interdictor or heavy interdictor bubbles.
They should be immune to anchored bubbles though, just like the current interdiction nullifier subsystem is.
Maybe rephrase the subsystem to anchored bubble immunity or something along those lines. Maybe even give it a low slot to balance out the fact that it can't warp when inside a interdictor's bubble. None of the interdiction nullifier subsystems have a low slot, so I feel this could help balance that aspect a bit.
If you blindly warp into a hostile system that has a camp AND interdictors, then you should be killed. These are not meant to give you freedom to the entirety of the EVE universe. Being immune to anchored bubbles will help you in a majority of cases, giving you that edge over current mining ships. It will give you the ability to travel more or less, in relative comfort. However, there should still be that risk factor, which is why they should not me immune to interdictors.
Please leave feedback on my thoughts. Fly safe o/
Cliff Notes: 1) +1 in favor of idea 2) Remove interdiction nullifier subsystem 3) Add anchored bubble immunity subsystem (also add 1 low slot) 4) I hope you fall and scrape your shin for not reading my entire post 5) If you did read my entire post, got lost or confused, and then went here for clarity, then I am sorry and I will pray to the loot gods for you on your next big kill |

Reaver Glitterstim
Dromedaworks inc
156
|
Posted - 2012.06.20 21:54:00 -
[89] - Quote
1 3 5 -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
98
|
Posted - 2012.06.21 00:12:00 -
[90] - Quote
In all the times I've killed hulks in wh space, none have ever had warp core stabs. I disagree entirely that being able to bubble them would be the only way to kill them. You're assuming two things here: 1. that people fit WCS and 2. that people will use the interdiction subsystem when mining.
The interdiction subsystem is an essential component for the ship for those that wish to have a chance at bypassing entry level camps to 0.0, much like many T3 pilots use. |
|

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
98
|
Posted - 2012.06.21 00:18:00 -
[91] - Quote
With that said, I initially skipped to your tl;dr, was intrigued, read your post, and was amused. Very entertaining post. |

Reaver Glitterstim
Dromedaworks inc
156
|
Posted - 2012.06.21 00:38:00 -
[92] - Quote
I think that regardless of any lack of skill or planning in many of the pilots you may come across, it should always be assumed that the pilots you meet are skillful and have planned their moves carefully. Everyone should be given a fair chance if they plan carefully. And that means that every careful plan should have a weakness, to allow another careful planner a route of entry.
Mining in the deep parts of space should be viable, however I have a feeling that when the megacyte, zydrine, and morphite supplies start to run low players will find a way to get that stuff. The important thing is that it isn't available to people who don't have to work to get it. Once that is accomplished, the ships that were made for collecting it need to be made viable without being overpowered.
I don't know how much interdiction nullification is the best amount, but I do know that it isn't a decision to be taken lightly. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Labia Nabali
D0W 3O
3
|
Posted - 2012.06.21 18:21:00 -
[93] - Quote
Liliana Rahl wrote:In all the times I've killed hulks in wh space, none have ever had warp core stabs. I disagree entirely that being able to bubble them would be the only way to kill them. You're assuming two things here: 1. that people fit WCS and 2. that people will use the interdiction subsystem when mining.
The interdiction subsystem is an essential component for the ship for those that wish to have a chance at bypassing entry level camps to 0.0, much like many T3 pilots use.
Regardless if someone uses WCS or not, the majority of propulsion subsystems for this ships are pointless. When you mine, you are not orbiting the target with an afterburner or microwarp drive on. When you are orbiting the asteroid, a few m/s really isn't going to make a difference. You need to stay within range of the asteroid to mine it. As I stated in my previous post, compared to PVE or PVP ships, mining ships, are more or less stationary. There would be no reason to use any other propulsion subsystem besides Interdiction Nullifier.
From your original post:
Propulsion Subsystems:
Interdiction Nullifier GÇô Immunity to non-targeted interdiction; 0/0/0
Intercalated Nanofibers GÇô 5% increased agility per level; 0/0/1
Hull Construction Reconfiguration GÇô 5% reduction in mass per level; 0/0/0
Chassis Optimization GÇô 10% bonus to max velocity per level; 0/0/1
Intercalated Nanofibers and Chassis Optimization are pointless. Hull Construction Reconfiguration MIGHT and I say MIGHT be the only other subsystem worth anything because of WH space. However, since this is a strategic cruiser hull, it will have no problem going in and out of C1 WHs. Thus, making the only viable subsystem, Interdiction Nullifier.
However, to encourage people to use other propulsion subsystems, you would have to alter the cargo bay or ore bay for these ships, as Reaver Glitterstim was describing. I am not saying his subsystems would be more useful or not, but without a dramatic restriction on cargo hold space for the interdiction nullifier subsystem, there would be no use for any of the other propulsion subsystems.
I am only trying to help make this a sound idea so the Devs will consider it. I think you guys are on the right track, and I am only trying to help. |

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
100
|
Posted - 2012.06.22 11:39:00 -
[94] - Quote
Hmm....Looking back I'd actually agree that the velocity and agility subsystems really have no purpose other than adding a low slot. I'll look into these two.
As for the other two:
Interdiction Nullifier: pretty evident why this is useful
Hull Construction Reconfiguration: I still see quite significant use for this one, namely, ninjamining in wh space. Couple it with the large ore bay of the Ore Yield subsystem, throw on a prototype cloak and scout with a frigate or something (or don't bother) and you could effectively ninja mine systems in wh space. The subsystem will allow you to do this longer by minimizing the mass going through the wormhole.
Edit: I'm not going to get into stats, but basically, you should assume that while this is a strategic cruiser, its massive will be quite hefty, due to its industrial nature.
Note that the other two subsystems do provide a low slot, where as the aforementioned do not.
Feel free to throw out some ideas for bonuses but note this: I will not be putting a generic cargohold bonus on them. If I do so, said bonus will likely turn this ship into a better blockade runner, and that is something I do not want, as it would be stepping on the toes of a specialized T2 ship. |

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
100
|
Posted - 2012.06.22 11:44:00 -
[95] - Quote
I'm tempted to remove the mercoxit bay, ore bay and gas chamber bonuses from the industrial subsystems, and create a generic ore bay propulsion subsystem and a gas chamber subsystem.
Thoughts? |

True Sight
Deep Freeze Industries
20
|
Posted - 2012.06.22 15:33:00 -
[96] - Quote
Rek Seven wrote:The figures and precise details are irrelevant but the idea is sound.
totally agree, no idea on the specifics, but with the announced upcoming changes and mining frigate introduction, it would be a great time to give people some top-end option to spend their hard earned iskies on. |

Jack Carrigan
Order of the Shadow The Revenant Order
702
|
Posted - 2012.06.22 16:30:00 -
[97] - Quote
STILL supported!
This would be an awesome addition to the ORE inventory. "War is not measured in terms of who wins or loses, who is right or wrong.-á It is measured in terms of who survives." |

Liliana Rahl
Remote Soviet Industries Test Alliance Please Ignore
100
|
Posted - 2012.06.23 12:19:00 -
[98] - Quote
Bump for the weekend. |

Max Therion
Jita Ikami Bank
0
|
Posted - 2012.06.24 06:33:00 -
[99] - Quote
Dev's I endorse this, please green-light T3 Industrial/Haulers per OP! |

Reaver Glitterstim
Dromedaworks inc
159
|
Posted - 2012.06.25 00:51:00 -
[100] - Quote
Liliana Rahl wrote:I'm tempted to remove the mercoxit bay, ore bay and gas chamber bonuses from the industrial subsystems, and create a generic ore bay propulsion subsystem and a gas chamber subsystem.
Thoughts? I'm in favor of generic ore bays entirely. There is no need to box it in; just because it has a bonus to mercoxit mining doesn't mean it shouldn't be allowed to mine other stuff instead. Someone might think the slot layout or other bonuses make it useful for mining arkonor, or something. I don't know if gas should be put in the generic ore bay, but I don't think it should have a gas bay. Perhaps the gas mining subsystem would lend a smaller ore bay, or maybe if you allow this t3 to have a fairly large cargohold, the gas can just go straight to cargo.
Here's something a bit off topic, but it's been annoying me and I had to vent: just as the tech 3 shouldn't have overly specialized roles, tech 1 isn't supposed to be highly specialized either. The tier 3 tech 1 battlecruisers have a bonus that only allows them to fit battleship turrets matching their skill bonuses, ie. an oracle cannot fit large autocannons if it wanted to. I disagree very strongly and I think they should all have a powergrid requirement reduction for ALL large turrets. End rant. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |
|

Emperor Salazar
Dreddit Test Alliance Please Ignore
537
|
Posted - 2012.06.27 12:32:00 -
[101] - Quote
Alright, time for some changes:
-removed ore hold from the Ore Yield subsystem
-removed mercoxit storage bay from the Deep Core Extraction subsystem
-removed cargo capacity bonus from the Covert Ops Reconfiguration subsystem
-removed gas chamber from the Harvester Efficiency Optimizer subsystem
-added Industrial Expansion Bay subsystem: +5000m3 storage hold for ore and gas; 0/0/1
-increased the bonus for the Hull Construction Reconfiguration from 5% to 10% to make it more appealing
-clarified that only one gang assist module may be active when the Industrial Processor subsystem is being used (to prevent stepping on the toes of afk POS boosting orcas/rorquals
Thanks for the feedback. I still need ideas for a 4th propulsion subsystem. I think the way the ore hold is now setup will make it so pilots will need to decide between a huge ore bay, bubble immunity or mass reduction. Note that the Industrial Expansion Bay also adds a low slot to the ship, whereas the other two propulsion subsystems do not. |

Emperor Salazar
Dreddit Test Alliance Please Ignore
537
|
Posted - 2012.06.27 15:33:00 -
[102] - Quote
One more change:
The name is now "T3 Harvester Cruiser." This is primarily to clarify the ships role a bit so people do not get confused by the title. It is not an "industrial" in the sense of current eve industrials (haulers). Its purpose is to extract ores and gas with quite a bit of versatility. |

Emperor Salazar
Dreddit Test Alliance Please Ignore
539
|
Posted - 2012.06.28 16:18:00 -
[103] - Quote
Daily bump. |

Jayrendo Karr
Suns Of Korhal Terran Commonwealth
180
|
Posted - 2012.06.28 19:57:00 -
[104] - Quote
Lets make the ships that exist balenced a bit more first. |

Emperor Salazar
Dreddit Test Alliance Please Ignore
539
|
Posted - 2012.06.28 20:20:00 -
[105] - Quote
Jayrendo Karr wrote:Lets make the ships that exist balanced while we're at it too.
ftfy
|

Reaver Glitterstim
Dromedaworks inc
162
|
Posted - 2012.06.28 20:36:00 -
[106] - Quote
I mostly approve of the changes you have made - though you forgot to update the hull construction reconfiguration in the OP.
Still, I think you should consider adding other industry options to this vessel. By giving it a specific role (mining), it is not a strategic cruiser anymore, it is a mining cruiser. It puts it somewhere between tech 1 and tech 3 in the amount of versatility it has. But if I can't convince you, we'll just have to agree to disagree.
Industrial Expansion Bay - you don't have any "propulsion" bonuses on this mod. Perhaps instead of a low slot, it should have +2 warp strength. And I suspect the wording is supposed to be "+5000m3 storage hold for ore and gas per level;"
Perhaps a 4th propulsion subsystem could reduce sig radius and/or increase warp velocity? Just brainstorming. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Emperor Salazar
Dreddit Test Alliance Please Ignore
540
|
Posted - 2012.06.28 20:46:00 -
[107] - Quote
The propulsion subsystem might get renamed. Its more geared to "hull modification" now, rather than just propulsion, hence why I threw the ore bay subsystem down there. Theres also already a subsystem that reduces sig radius (one of the defensive ones).
Thanks for the points about the edits I missed; should be fixed now.
As for something other than "mining" oriented, yeah we're going to have to agree to disagree there. The versatility of this ship is that it can choose what type of specialized extraction it wants to do, whether that be regular ore, mercoxit, or gas while also having versatile options for defense, electronics and other things.
I like the warp velocity idea but I want to hear some more before I add anything. Perhaps something that could be unique to a ship like this that is related to the hull/propulsion/whatever.
Thanks for the feedback. |

Emperor Salazar
Dreddit Test Alliance Please Ignore
541
|
Posted - 2012.06.28 20:56:00 -
[108] - Quote
Actually, I thought of something to make the ore hold subsystem more "propulsion" oriented.
-10% agility per level
Thus, the bigger the bay, the slower you'll align/navigate. |

Reaver Glitterstim
Dromedaworks inc
162
|
Posted - 2012.06.28 22:06:00 -
[109] - Quote
Emperor Salazar wrote:Actually, I thought of something to make the ore hold subsystem more "propulsion" oriented.
-10% agility per level
Thus, the bigger the bay, the slower you'll align/navigate. It's a nice idea, but you can't just lower your skill to get a smaller bay and more agility. Howabout a small ore hold without the penalty and another subsystem with a large hold and a big flat penalty? Like -50% agility role penalty -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Emperor Salazar
Dreddit Test Alliance Please Ignore
541
|
Posted - 2012.06.28 22:07:00 -
[110] - Quote
Reaver Glitterstim wrote: It's a nice idea, but you can't just lower your skill to get a smaller bay and more agility.
I don't see why not.
|
|

Emperor Salazar
Dreddit Test Alliance Please Ignore
541
|
Posted - 2012.06.28 22:08:00 -
[111] - Quote
But I like the second part of your post. I'm going to flesh it out a bit. |

Reaver Glitterstim
Dromedaworks inc
162
|
Posted - 2012.06.28 22:12:00 -
[112] - Quote
Emperor Salazar wrote:Reaver Glitterstim wrote: It's a nice idea, but you can't just lower your skill to get a smaller bay and more agility.
I don't see why not. I mean, if increasing the level of the skill causes your ore bay to get bigger and your agility to go down, say one day you have a specific plan and you want to have a smallish ore bay with better agility. You can't just click a button to make your T3 Harvester Cruiser Propulsion Subsystem skill go down a few levels, and then come back up later at another button click. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Emperor Salazar
Dreddit Test Alliance Please Ignore
541
|
Posted - 2012.06.28 22:18:00 -
[113] - Quote
Reaver Glitterstim wrote:Emperor Salazar wrote:Reaver Glitterstim wrote: It's a nice idea, but you can't just lower your skill to get a smaller bay and more agility.
I don't see why not. I mean, if increasing the level of the skill causes your ore bay to get bigger and your agility to go down, say one day you have a specific plan and you want to have a smallish ore bay with better agility. You can't just click a button to make your T3 Harvester Cruiser Propulsion Subsystem skill go down a few levels, and then come back up later at another button click.
If people are willing to burn skill training to do that, then so be it.
With that said, I was initially going to do a flat penalty but I thought it was more logical to have the penalty scale with the increased size.
I like the idea of a small/large bay.
How about a smaller bay with say 5k m3 and a minor 10% agility penalty and 10% mass increase and then a second subsystem with 25k m3 and a -50% agility and 50% mass increase?
The only problem here is: what does the skill do? Perhaps it can reduce the penalties by 10% per level? |

Reaver Glitterstim
Dromedaworks inc
162
|
Posted - 2012.06.28 22:34:00 -
[114] - Quote
Howabout the skill increases the bay size slightly but doesn't affect the agility?
2500m3 base ore hold with a small agility BONUS, and the skill increases the ore hold size by 250m3 per level
-or-
7500m3 base ore hold with a large agility penalty, and the skill increases the ore old size by 750m3 per level -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Emperor Salazar
Dreddit Test Alliance Please Ignore
541
|
Posted - 2012.06.28 22:43:00 -
[115] - Quote
Interesting.
I'm going to play with the ideas/numbers a bit.
Thanks a lot for the feedback. |

True Sight
Deep Freeze Industries
23
|
Posted - 2012.07.04 19:02:00 -
[116] - Quote
Bumping for justice.
I'd like to suggest you work less on the refined stats and modules and more on the general concept in general, what important roles it feels, why it should be added to the game, why they should introduce this to the game over having players use what is already available etc...
Ultimately if they decide to build a T3 Industrial ship, they won't copy and paste your subsystems stats, they'll start from scratch and make it the way they want :) |

Emperor Salazar
Dreddit Test Alliance Please Ignore
548
|
Posted - 2012.07.05 01:10:00 -
[117] - Quote
True Sight wrote: Ultimately if they decide to build a T3 Industrial ship, they won't copy and paste your subsystems stats, they'll start from scratch and make it the way they want :)
Thats probably true.
In which case, the general concept is already fleshed out more than enough heh
|

Reaver Glitterstim
Dromedaworks inc
193
|
Posted - 2012.08.04 19:01:00 -
[118] - Quote
Shameless necro. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
158
|
Posted - 2012.10.15 23:55:00 -
[119] - Quote
Don't let it die!! HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Allandri
Liandri Industrial Liandri Covenant
9
|
Posted - 2012.10.16 02:05:00 -
[120] - Quote
What would the signature radius be? |
|

Roime
Shiva Furnace Dead On Arrival Alliance
1355
|
Posted - 2012.10.18 08:09:00 -
[121] - Quote
Why not, well presented and nice idea.
This would go well together with some changes to resources in low/null. More and different gases, comets, whatever.
All in all exploration would benefit from more "exploration" content, and less rat shooting. I shoot players all day long, and in comparison shooting rats is mindnumbingly boring. But I would enjoy discovering things, solving puzzles and harvesting rare resources.
Gallente - the choice of the interstellar gentleman |

Reaver Glitterstim
Dromedaworks inc
213
|
Posted - 2012.10.19 20:26:00 -
[122] - Quote
Solving puzzles would be really nice. It's kind of anti-climactic when I discover an ancient ruin and after cycling my archaeology module on the marked cases, I gather mostly generic archaeology tokens and a few uncommon units. It's like an archaeology training site made by the military. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Luc Chastot
Moira. Villore Accords
37
|
Posted - 2012.10.20 00:25:00 -
[123] - Quote
Posting to confirm that I am the alt of Emperor Salazar. Make it idiot-proof and someone will make a better idiot. |

LuckyQuarter
Lucky Galactic Expeditions
6
|
Posted - 2012.10.20 00:45:00 -
[124] - Quote
Nice idea...make it lowsec only :) |

Alexa Coates
Red Fleet
273
|
Posted - 2012.10.20 03:50:00 -
[125] - Quote
LuckyQuarter wrote:Nice idea...make it lowsec only :) kill yourself. That's a Templar, an Amarr fighter used by carriers. |

nat longshot
solo and loveing it
110
|
Posted - 2012.10.20 04:49:00 -
[126] - Quote
no t3's are not ment to mine. |

Reaver Glitterstim
Dromedaworks inc
215
|
Posted - 2012.10.26 05:39:00 -
[127] - Quote
nat longshot wrote:no t3's are not ment to mine.
not CURRENTLY meant to mine.
Is it wrong to come up with ideas for new ships? I don't know about you, but I personally like ideas that bring something new to the table. If you suggested a second set of tier 3 battlecruisers that were like normal tech 1 ships only with a bigger price tag than tier 2 battlecruisers and had more powergrid and HP, I'd say you're nuts and your idea is boring. But a tech 3 mining ship is brilliant. I still say it's a bit one-sided for a tech 3, I think it should be capable of more industrial applications, but it's still brilliant regardless. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Blodhgarm Dethahal
Transcendent Sedition Dustm3n
1
|
Posted - 2012.10.26 13:59:00 -
[128] - Quote
Approved because I saw the word 'gas.' -Bl+¦d
Wormholes are the best Space.. |

XXSketchxx
Dreddit Test Alliance Please Ignore
274
|
Posted - 2012.12.09 07:48:00 -
[129] - Quote
Bump. Thread still open and alive. |

Azrael Dinn
The 20th Legion Mildly Sober
18
|
Posted - 2012.12.09 09:28:00 -
[130] - Quote
nat longshot wrote:no t3's are not ment to mine.
Any why not? I used mining laser II's on a gallente t3. miners seemed to work out just fine.
What I would like to see on a T3 ore ship is that with the subsystems you could change it into a hauler also. So it would be a multipurpose ship like all the T3 ships are.
I'm seeing ninja salvaging on battlefields in a t3 ore ship... yes  |
|

Reaver Glitterstim
Dromedaworks inc Tribal Band
247
|
Posted - 2012.12.10 03:30:00 -
[131] - Quote
Azrael Dinn wrote:nat longshot wrote:no t3's are not ment to mine. Any why not? I used mining laser II's on a gallente t3. miners seemed to work out just fine. What I would like to see on a T3 ore ship is that with the subsystems you could change it into a hauler also. So it would be a multipurpose ship like all the T3 ships are. I'm seeing ninja salvaging on battlefields in a t3 ore ship... yes  See? That's what I'm sayin' too!! T3 is MULTI-purpose! Not mining only! Industry is mining/ice/gas harvesting+hauling+exploration+salvage+archaeology/hacking+probing+mining links+fitting service. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Mars Theran
Tribal Liberation Force Minmatar Republic
502
|
Posted - 2012.12.10 03:41:00 -
[132] - Quote
44000 wrote:nicely fleshed out idea,
it really comes into its own with the cov-ops, althought the mass reduction will **** ppl off with the whole wormholes are feeding to many minerals into the market problem!
however, the idea for gas mining is brillient, esp with the bonuses to scanning. nice work. although a bit of fine tuening needs doing. such as the 90 second delay to cloaking afeter mining lasor? it kind of negates the point of it, as ud just fit a normal cloak to a higher mining subsystem cuz ul be able to ninja better.
..and yet, if you check the mining activity in wormholes in that recent blog, you'll notice that wormholes produced more or less the same as Null, and Highsec produced more than all.
Frankly, I find this surprising; not about the wormholes, but about Null. Really, it's safe, there are lots of people with access to it, and yet it produces marginally less than wormholes.
Wormholes on the other hand, get Grav spawns once every month or two on average in my experience, and you can't mine them out because the ORE has to be stored in the POS hangars, crunched with the Rorqual, and stored in the POS hangars until you can get it out. Expect up to 2 weeks for that in a C5-C6. Not sure about the others, but they have less rsources too.
..and yet, Null, with a huge number of belts in 0.0 resource provision, produces a fraction less than that, and with 1000's more people living there, and much higher logistical capability and storage availability.
..but then, Highsec produces some 98% of the overall production and harvesting of resources. Mostly Veldspar perhaps, but still.. zubzubzubzubzubzubzubzub |

Mars Theran
Tribal Liberation Force Minmatar Republic
502
|
Posted - 2012.12.10 03:51:00 -
[133] - Quote
As for the topic at hand, I find myself mildly surprised. Well put together and thought out, aside from a few unrealistic discrepancies imo. It is another T3 Cruiser however, and an Industrial one focused entirely on mining, and potentially gas mining, while basically being an alternative version of the current Tech 3 line.
What surprises me most, (albeit mildly), is the author and where he resides. Of course, it doesn't surprise me that much, and it isn't all that important. You're not getting heckled for this are you? 
..anyway, I think it's good, but not really needed with the recent changes to Mining Barges and Exhumers. +5000m3 per level is a lot for a Cruiser, even of the mining variety as that will potentially top 30K from what I recall of your post in my brief read of it. Some other things like a Base Hull Drone bay are odd, and I'm sure there is more.
There is also little that differentiates this from a T3 Strategic Cruiser, given the way it is set up and the potential bonuses it has. It is a very good starting point for working out the details of a Tech 3 industrial which should be about the same size of course.
Interesting at least.  zubzubzubzubzubzubzubzub |
|
|
|
Pages: 1 2 3 4 5 :: [one page] |