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shady trader
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Posted - 2008.06.02 20:44:00 -
[1]
A new level of mining barge, aimed not at increased ore production but a survivability. Designed based on a battleship/battlecruiser's hull for protection with increased cargo hold for ore and a reasonable drone bay with the ability to mount up to 3 strip miner/ice miners as well as support modules. With the extra protection of the battleship's shields and armour, it can survive for sufficient time for its escorts to deal with the attacker.
To be able to shoehorn in the larger cargo bay and the special hardware for the strip miners, some of the slots had to be removed, the power generate and computer core also had to be down sized. The engines have been reduced, slowing the speed significantly to a base speed of 120m/s.
Layout
6 Highs (only three can mount strips) the other three are utility slots (tracker beam, remote armour repairer etc).
4 Mid slots
4 low slots (may need balancing with mining upgrades)
Cargo hold 5000m3
Drone bay 150m3
Skills needed in addition to those need for a Covetor. Battlecruiser 4 (non racial skill unlike battleship skills so less problems to code and descibe)
It bonus's It gets bonus to its tank output say 2% per (battlecruiser) level to amour and shield amount. With the fitting it's designed to match or just exceed the Covetor class of barge. But have a better tank then a hulk so that it can survive in low sec were it will be attacked by people with a PVP fitting, with its tank and reasonable skills plus some support will last sufficienty to allow its escorts to deal with the attacker before its destroyed. Those making it more practical to mine the low sec ores or ore in constested regions.
The idea is to product a tech1 mining ship suitable for low sec and 0.0 mining operations so that the risk of loss is reduced as it can be fully insured. So for slightly reduced out put you get a mining barge that can be replaced for 50-60 mil (insurance plus modules) instead of the 120+ mil un-insured (hulk + faction shield booster and modules)loss as well as lower risk. Also it can be mass produced unlike the hulk's which are limited to tech2 BPO's or invention.
I did consider reducing the high slots to 3, however I thought the tractor beam and or remote armour repairs or shield transfer arrays woudld be worth it. With the repair's and sheild transfer arrays and a couple of ships you could set up a spider tank to increase survivability even more. Would also make some mining missions a little safer.
The hulk would still remain the king of the mining barges for output so overall game balance or mining would not be effected.
That do people think ?
Macrointel, the place were the nature order of the universe does not hold sway. Pirates and ore thief's are congrated by carebears for the actions. |
phillip duncan
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Posted - 2008.06.02 22:16:00 -
[2]
I had a similar idea, but using a dread as the base hull along with keeping the jump ability. Replace the seige module with an industral core. Then its in industral mode give it bonus to mining yeild and some increased protection. Just what you need then mining in a war zone, able to travel with the rest of the mining fleet as well as not being allowed in high sec.
Another way of doing the jump ability would be a tech2 version of the tier 4 barge.
I am not sure about the battlecruiser skill, something else is needed. However it cannot be a completely new skill as its the escalation of a existing barge line, the only way a new skill could be introduced is if it effects all mining lasers so it makes sense for miners generally to train it. The only thing I can think of its an ore conservation skill that reduces the ore you take out of the roids for the same yeild.
Another good thing about a having a combat ship's skill being needed, it will make it easier for carebears to prepare for war as they will have already trained some of the skills. All they would need is guns/missiles unless they are gal trained then they could just use a Domi with the drone skills they have already trained to support their barges.
Born with a face perfact for radio and a voice perfect for silent movies. |
Rose Nuke
State War Academy
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Posted - 2008.06.02 22:20:00 -
[3]
news just in hulks can tank! seriosuly though all my hulks tank 0.0 triple 1.8mil bs spawns fine
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Jason Edwards
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Posted - 2008.06.03 08:38:00 -
[4]
Originally by: Rose Nuke news just in hulks can tank! seriosuly though all my hulks tank 0.0 triple 1.8mil bs spawns fine
Ya pretty much.
Why pay much more for a ship to get a tank you dont need. They arent going to give a miner a capital sized tank. ------------------------ "There was this bright flash of light - and now this egg shaped thing is on my screen - did I level up?" |
Astria Tiphareth
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Posted - 2008.06.03 10:27:00 -
[5]
Originally by: Rose Nuke news just in hulks can tank! seriosuly though all my hulks tank 0.0 triple 1.8mil bs spawns fine
Whilst I'm not saying one way or the other whether I agree with a new mining ship as described, I don't think tanking dumb NPCs is the issue that comes to mind when in a barge... ___ "If you can't debate using logic & fact, and at least recognise other people's point of view, don't waste time posting on forums. It only makes you look like a teenage idiot." |
ollobrains2
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Posted - 2008.06.03 10:31:00 -
[6]
What would be the offset negatives for such a ship u may ask
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procurement specialist
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Posted - 2008.06.03 11:15:00 -
[7]
expensive but if t1 it would be insurable so less damage when ganked. it sounds like you are gimping pg and cpu and giving slots to put modules for it back in.
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Jason Edwards
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Posted - 2008.06.03 11:27:00 -
[8]
Originally by: Astria Tiphareth
Originally by: Rose Nuke news just in hulks can tank! seriosuly though all my hulks tank 0.0 triple 1.8mil bs spawns fine
Whilst I'm not saying one way or the other whether I agree with a new mining ship as described, I don't think tanking dumb NPCs is the issue that comes to mind when in a barge...
Like I said... it would never ever get a capital strength tank. That's what is needed to tank players. ------------------------ "There was this bright flash of light - and now this egg shaped thing is on my screen - did I level up?" |
Mavolio
White Nova Industries Cosmic Anomalies
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Posted - 2008.06.03 14:11:00 -
[9]
not much point being able to tank a player, if they cant kill the miners they will hit the haulers, if they cant kill those they will kill the cans with the minerals in just to be annoying. If you want to defend a mining op bring other players and watch local.
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shady trader
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Posted - 2008.06.03 21:06:00 -
[10]
The idea was not for the ship to be able to tank the players attacking permenently but to allow the defenders time to kill/nuetrise the attackers with jammers/ecm etc. At the moment a well equiped attacker can kill a barge in couple of salvo's, before the defenders can stop them.
I am aware that the Hulk can tank 0.0 NPC spawns, however fitting a tank to deal with an attacker with a PVP set up is a little harder as well was much more expensive given the fitting restictions on a barge. The idea here is for a ship with a lower risk profile but at the cost of lower output. Even with this ship the players still need to work as a gang for support, but the gang know have a chance to support the barge before its detroyed.
As for the reduced CPU and pwnergrid, I was thinking only a small change, after all there will be significately less needed if you are not running guns/missiles. I did not want to produce a ship that can support a super tank that can be abused in a differnece role. This was more a way to help balance the ship then anything else and would be subject to devs magic touch for the actual numbers.
As for the PVP's changing targets, a tech 1 indy with tech 1 fitting is a lot cheaper to replace then hulks. As for a loss of a can, this is effectively lost time and easier to replace then bringing a replacement ship and modules in to the system. Also a full can can be mitigated by have the indys making smaller runs with speed fittings. I must admit the orginal idea was for something to work with the Rorque given that the devs have said that the gang bonus will be moved to only work in the same grid and not the whole system like today.
At the moment, the risk vs reward for low sec mining is to heavly weighted on the risk side. CCP and a signficant part of player based want to get people out of empire, but carebears do not like to high a risk. This idea was one to help rebalance low sec mining ops, the basis of building the player inforstructure, for example people turning the ore into new ships and modules. reducing the length of supply lines to 0.0 (and they can just be jumped straight out) as well proving the ships that PVP'ers with negative sec status need. Macrointel, the place were the nature order of the universe does not hold sway. Pirates and ore thief's are congrated by carebears for the actions. |
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