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Gantor Tesla
Nex Constructi Nex Super Vos
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Posted - 2008.04.06 17:17:00 -
[1]
Edited by: Gantor Tesla on 06/04/2008 17:35:44 What is lacking in Eve? Field support ships. In real combat you have cargo vessels with tools to change parts on your weapons of war. I'm proposing similar situation. I like the idea of a mobile refitter. I believe it would be useful / obtainable to put it on an Industrial Hull. It would be cheap(ish), and somewhat agile in a fleet combat position. I'll use the Caldari for the example.
Mechanic Class
Pelican - Badger II Hull
Caldari Industrial Skill Bonus - +5% to Cargo Capacity; +15% bonus to Shield and Armor Thermal resistance and +10% bonus to Shield and Armor Kinetic resistance per level
Mechanic Skill Bonus - +20% to Fitting Range; -5% to Fitting module capacitor use.
Role Bonus - Ability to fit Mechanic Module
I'm thinking Crane stats for the rest of the ship, save the bonuses.
Mechanic Module - Activating this module allows 1 ship at a time to refit at your ship. When active allows ships to request refitting. When ships request refitting it prompts the pilot with a message which the capsuleer may reject or accept. Once accepted the ship may either: A. Use the Mechanic's fitting systems to fit modules from their cargo hold. B. Open the Mechanic's hold like a hangar, and fit modules from inside. Only modules and ammo may be transported between the Mechanic's ship and the refitting ship.
Mechanic Module - Activation cost - 25 cap Duration - 30 seconds Fitting Range - 2500m - 100% to ship velocity when active.
I believe this ship would make long term, small gang ops a possibility. The biggest problem with small gang warfare is fitting to the situation, and resupply. This ship will be an answer to both of these and make industrial pilots useful on PvP ops.
Thoughts? Comments?
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Hlidskjalf
Novus Aevum Transports And Industries
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Posted - 2008.04.06 17:26:00 -
[2]
I actually really like this idea. It adds a new dimension to logistical support, both for small and large groups. A few questions I'd like to ask.
> Will this Refitting Module be like a Siege Module? Renders the ship completely stationary for the time of activation. (which raises the concept of fuel consumption) > Would it have any drone implaications, for say, a new skill bonus that would increase the amount healed by repair drones, thus adding another dimension to the ship? - - - - - - - - - High sec miner. Why could possibly compel me to hurl my Retriever into low sec at you, unless it were loaded with explosives, and would destroy you too. :) |

Gantor Tesla
Nex Constructi Nex Super Vos
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Posted - 2008.04.06 17:34:00 -
[3]
Originally by: Hlidskjalf > Will this Refitting Module be like a Siege Module? Renders the ship completely stationary for the time of activation. (which raises the concept of fuel consumption)
Yes. I forgot to put the speed restriction on the module. I will do that now.
As far as the fuel consumption. Stations do not use a specific type of fuel to allow ships to refit, rather corp hangar modules draw their power from the POS powergrid, so I continued with that logic and used cap use instead.
Originally by: Hlidskjalf > Would it have any drone implaications, for say, a new skill bonus that would increase the amount healed by repair drones, thus adding another dimension to the ship?
I like this. Perhaps if we add a 50m3 drone bay, 25mb of bandwidth, and give the Mech module a 200% to drone repair. That way you could effectively rep a BS when stationary, but you will be a BIG target if you try it in combat. Perhaps extend the bonus to remote reps, but then you are getting into a logistics module so idk about that.
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Hlidskjalf
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Posted - 2008.04.06 19:15:00 -
[4]
Originally by: Gantor Tesla I like this. Perhaps if we add a 50m3 drone bay, 25mb of bandwidth, and give the Mech module a 200% to drone repair. That way you could effectively rep a BS when stationary, but you will be a BIG target if you try it in combat. Perhaps extend the bonus to remote reps, but then you are getting into a logistics module so idk about that.
Perhaps decrease the overall cargo capacity for an increase to 300m3, 125 drone bandwidth. This way, it could launch a flight of heavy repair bots, or deploy a cluster of sentries for defence.
With regards to the actual use of the module itself, what would you do with the ships that are using the module. You would likely need to have them be disabled or otherwise out of order in order to move equipment out of slots. I imagine attempting to remove one of your lasers thats busy firing at a distant target could be quite hazardous...  - - - - - - - - - High sec miner. Why could possibly compel me to hurl my Retriever into low sec at you, unless it were loaded with explosives, and would destroy you too. :) |

Salpad
darkmusse Corp
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Posted - 2008.04.06 22:39:00 -
[5]
A good idea in principle, but why not also let it enable other ships to "top up" their drone bays? Like a ship transferring drones from its cargo hold to its drone bay? That's something sorely lacking in deep space, far from friendly (or just safe) stations.
-- Salpad |

ViolenTUK
Vindicated Exiles
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Posted - 2008.04.06 23:09:00 -
[6]
This would work in a very similar manner as the carrier corporation hanger/ship fitting service does. I like the idea that a tech 2 hauler could provide this service.
www.eve-players.com |

Mavolio
White Nova Industries Cosmic Anomalies
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Posted - 2008.04.06 23:22:00 -
[7]
nice idea, only thing i would change is make the cargo bay ammo + modules only. Also you might as well drop the ammo from, "Only modules and ammo may be transported between" if there was 1 in a gang i was in and there were 20 ppl and i had to wait while people took twice as long to grab ammo and modules from the cargo ship, even tho the ship could just drop a tin and let people grab it, i would be fored to make some sarcastic comment about time efficency.
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UrsaeMajoris
Combined Imperial Fleet Southern Cross Alliance
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Posted - 2008.04.07 11:18:00 -
[8]
This idea is so awesome! I could have my PVE and PVP setups carried by this ship - no longer would we have to go to a station for your fittings, the fittings come to you.
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J'Mkarr Soban
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Posted - 2008.04.07 11:27:00 -
[9]
I like this idea, it goes with the general theme of splitting the functionality of a carrier down into component parts.
If only there was a 'shutdown ship' option, I'd then say that would be a requirement to change modules on the fly. Or you can only change offline modules, and when replaced they are offline too, and you have to turn them on (with the cap costs). Then I'd give them a cap transfer bonus to allow them to be as quick as possible to turn ships out after re-fitting.
-- These are my personal views and in no way represent the views of Proxenetae Invicti, which maintains a neutral stance stemming from the strong ethics demanded of its work. |

Chi Quan
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Posted - 2008.04.07 12:03:00 -
[10]
ehhmm.. Carrier? Mothership? Titan? ---- "i-r-l33t3r-than-u 'cause ju is a n00b" is not a valid argument, it just shows you don't have any |
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UrsaeMajoris
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Posted - 2008.04.07 12:09:00 -
[11]
Originally by: Chi Quan ehhmm.. Carrier? Mothership? Titan?
Not everyone can afford those you know... This thread isn't about introducing the idea of refitting in space, it's about introducing it to a more accessible/affordable and practical scale. This would be a dedicated ship for that kind of stuff. Plus with this idea you can refit ships in space regardless of system security status.
How many people have access to a capital worth billions of isk to refit their ship? This would be a lot cheaper, not to mention a lot faster - besides with capitals, that would be more like you having to come to then, which is the opposite of what this ship suggestion is trying to achieve.
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Eleana Tomelac
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Posted - 2008.04.07 12:41:00 -
[12]
Originally by: Chi Quan ehhmm.. Carrier? Mothership? Titan?
-No hi-sec -Need a cyno to move -It's huge, we aren't asking for so much
This makes 3 reasons why even the carrier can't qualify for this, I'm not even speaking of supercaps, their cost and the logistics, stuck pilot in them and all that.
I don't think the cost of a carrier is what is making the need for this. The need is there because there is no sub-capital ship that can do this. And it should only do this (for example, I don't think it should have drones or any defenses, like any industrial). -- Pocket drone carriers (tm) enthousiast !
Please visit your user settings to re-enable images. Assault Frigates MK II |

Gantor Tesla
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Posted - 2008.04.07 15:03:00 -
[13]
Edited by: Gantor Tesla on 07/04/2008 15:04:40
Originally by: Salpad A good idea in principle, but why not also let it enable other ships to "top up" their drone bays? Like a ship transferring drones from its cargo hold to its drone bay? That's something sorely lacking in deep space, far from friendly (or just safe) stations.
Good point. I think of them as Ammo, so to me they were included already. :)
Originally by: Eleana Tomelac I don't think the cost of a carrier is what is making the need for this. The need is there because there is no sub-capital ship that can do this.
Carriers didn't enter into my mind at all. Rather I was inspired by similar vehicles that operate in war today. I'm imagining this as a combat role for haulers, who in times of Corp war are usually locked in station. This gives them a valuable role in a Fleet situation and would overall improve intercorp relationships. I was also envisioning was safe spot refitting. Imagine your EW pilots being able to change racial jammers on the fly...
Originally by: Eleana Tomelac I don't think it should have drones or any defenses, like any industrial).
That was my original plan. I would like it to be able to repair, as this is the essence of the ship really. The reason I set the drone bay to 50 was so you could have 5 light shield / 5 light armor drones, or a mix of light drones. With the 25 mb bandwidth restriction you're only getting 5 lights, 2 Meds or 1 Hvy. You're usually better with the 5 lights anyway. You could implement a remote rep bonus, like a reduction to make it able to fit mediums, or a repair bonus to Small remote reps. What I was going for is a ship that is A. Survivable B. Offenceless C. Useful . That way it stay's in it's role. If we put too much emphasis on repair, we're going to downplay the role of logistics pilots in a fleet.
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Abrazzar
Equilibrium Inc. FOUNDATI0N
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Posted - 2008.04.07 15:15:00 -
[14]
Edited by: Abrazzar on 07/04/2008 15:16:51 Maybe just give it a 0 m3 Ship Maintenance Bay, so ships can be fitted and give it instead of the mechanic module bonus a 99% reduction in maintenance bot bandwidth usage and 2-3 drone bandwidth. Add to that a nice 250m3 drone bay and it'll be able to field 5 heavy repair bots but no combat drones. -------- Ideas for: Mining Clouds
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Ellaine TashMurkon
CBC Interstellar The Unseen Company
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Posted - 2008.04.07 15:20:00 -
[15]
It could use existing mechanics and have small corp hangar instead of large own cargo, just like carriers. It would also definately use some ability for medium sized cap transfer.
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Hlidskjalf
Novus Aevum Transports And Industries
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Posted - 2008.04.07 16:48:00 -
[16]
Edited by: Hlidskjalf on 07/04/2008 16:54:07
Originally by: Abrazza Maybe just give it a 0 m3 Ship Maintenance Bay, so ships can be fitted and give it instead of the mechanic module bonus a 99% reduction in maintenance bot bandwidth usage and 2-3 drone bandwidth. Add to that a nice 250m3 drone bay and it'll be able to field 5 heavy repair bots but no combat drones.
I like this. Could I also suggest perhaps another skill bonus.
- Ability to field one extra repair drone per level.
So can field 6 repair drones at Reffiting Ship I (assuming Drone V) and 10 Repair drones at Reffiting Ship V. Gives that ship far more repairing capacity, which could really speed up repairs of small and large ships, so minimising the amount of time the Fitting ship needs to be deployed in Fitting Mode. - - - - - - - - - High sec miner. Why could possibly compel me to hurl my Retriever into low sec at you, unless it were loaded with explosives, and would destroy you too. :) |

Stakhanov
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Posted - 2008.04.07 18:24:00 -
[17]
Originally by: Gantor Tesla
Originally by: Hlidskjalf > Will this Refitting Module be like a Siege Module? Renders the ship completely stationary for the time of activation. (which raises the concept of fuel consumption)
Yes. I forgot to put the speed restriction on the module. I will do that now.
No. This is a ship class with a rather small role and totally useless solo. Carriers can warp or jump out while allowing the entire fleet to refit at once , smartbomb warp bubbles / heavy neut tacklers , and send an angry flock of fighters at whatever ship is deemed threatening.
Logistics are underused , though they are very efficient and can reach a decent MWD speed. Something with a hauler hull needs to be able to move around a bit (maybe not as fast as a blockade runner , but better than T1 haulers) even when being used by a friendly ship to refit. It will have to stay in range of said ship , and properly time its escape to avoid leaving friends behind with no guns or tank fitted. Probably a choice target as killing it at the right time can completely disable the refitting ship.
Which is why it doesn't need a limit on the number of ships refitting. Classic large fleets usually have carriers anyway , small gangs need to move around fast to compete.
Other nice roles for that ship would be electronic support - projected ECCM and remote sensor boosters (perhaps tracking links too) and / or a bonus to ship scanner / cargo scanner range.
Originally by: Istvaan Shogaatsu edit: Wow, that was unpleasant, I felt pity for someone. Won't happen again.
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