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Thread Statistics | Show CCP posts - 2 post(s) |

Xindi Kraid
Cerulean Sky Fire Industries
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Posted - 2008.10.23 20:00:00 -
[1]
Love the ship right now but some things would make me love it more.
1. Change the Mining Barge prereq to something else. I am a hauler pilot, the Orca (and Rorqual) is a HAULER, thus it should require hauler skills, mining skills are for miners. (same applies to the rorqual but that one has already been done) 2. For a ship of this size medium drones would be nice to use. ORE is a Gallente company, why are they fielding a ship with a Caldary size done bay? 3. A bigger maint bay would be nice, what good is a ship that can haul rigged ships if it can't carry a battleship? (perhaps Industrial Command Ships can increase the size of the maint bay) 4. I agree that a bit more cargo space might be nice, but something that you could do is have the Industrial Command ship skill boost cargo bay capacity AND the corp hangar section
additional thoughts 1. An extra high and mid slot might be nice 2. the concept of sticking strip miners on this thing sounds intriguing and would fir with it requiring Mining Barge V, Perhaps we can have a T2 version that fits miners. -So says Xindi Kraid
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Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.10.23 20:27:00 -
[2]
Edited by: Xindi Kraid on 23/10/2008 20:27:27
Originally by: Chaos Incarnate
Also, for an ORE ship, the skills are right where they should be, the rorqual requires barges V as well
The rorqual requiring Mining Barge V is also a mistake. if you have mining skills you should be mining, haulers should require a different skillset regardless of what faction they belong to. -So says Xindi Kraid
Dear devs: Sign here initial here here and here |

Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.10.24 00:56:00 -
[3]
Edited by: Xindi Kraid on 24/10/2008 00:56:06
Originally by: Constance Harme
Originally by: Evanhawk Needs more cowbell... er drone bay. I don't see why a ship like this couldn't support 125m3 and 125mb/s drone capacity.
I think its to encourage people to use it the way its supposed to, its a high sec ship it doesn't need 5 heavy drones.
Heavies no, but it would be nice to be able to field 5 mediums, let the ship be somewhat survivable in low sec, let it survive cruiser rats, but a rorqual would still be a good idea in low sec and a necessity in 0.0 -So says Xindi Kraid
Dear devs: Sign here initial here here and here |

Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.10.24 00:58:00 -
[4]
BTW have BPOs been seeded on sisi yet? I would like to know what materials are required and how long it will take to reasearch and manufacture -So says Xindi Kraid
Dear devs: Sign here initial here here and here |

Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.10.24 01:40:00 -
[5]
Edited by: Xindi Kraid on 24/10/2008 01:41:52
Originally by: Clansworth
I still think this would be useful in null-sec, as it could be used int he belt.
It will be usefull in 0.0, but the belt rats will eat it for lunch if they get too close since its not a 0.0 ship.
The rorqual can tank rats decently and has a drone bay to fight back. The orca does not -So says Xindi Kraid
Dear devs: Sign here initial here here and here |

Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.10.24 20:14:00 -
[6]
Originally by: Hugh Ruka DON'T CHANGE THE SKILL REQS ... I like them as low as they are ... makes the ship usable also without the gang links ...
I second this request.
You don't require other ships like carriers to be able to use all of the modules avaialble. We should be able to fly the Orca with lower skills, but to fly it WELL requires higher skills like mining director.
Personally my first plan for this thing is POS construction and resupply, I don't see why I need to know how to use mining links for that, or why I need to be able to fly a covetor -So says Xindi Kraid
Dear devs: Sign here initial here here and here |

Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.10.24 21:21:00 -
[7]
Originally by: Unity Love Edited by: Unity Love on 24/10/2008 20:41:29
Originally by: Xindi Kraid
Originally by: Hugh Ruka
Personally my first plan for this thing is POS construction and resupply, I don't see why I need to know how to use mining links for that, or why I need to be able to fly a covetor
IT'S NOT MEANT TO BE USED FOR POS CONSTRUCTION AND RESUPPLY SO (UBER CAPS-LOCK = ON -->) STFU!!
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Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.10.24 22:51:00 -
[8]
I have a question for all of you who keep saying "let the freighter dock with it": Do you really, honestly want to leave your freighters in the belt for the time it will take to fill the freighter? An alternative option would be to get 2 orcas. It's cheaper and the second orca will let you bring more ships out. Set one Orca on command and the other as a hauler, problem solved |

Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.10.24 23:12:00 -
[9]
Edited by: Xindi Kraid on 24/10/2008 23:12:05
Originally by: Leumas Kharzim So, just for laughs, lets say I do actually want to leave a freighter in the belt and have it loading from the Orca.
Then just for laughs I would watch as somone blows it up while the rest of the mining fleet makes it's escape to saftey
Quote: What would it mean for the rest of the game if freighters could interact with ship based corporate hangars?
That would be awesome, but most of the comments were regarding the Orca, not capship corp hangars in general |

Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.10.25 07:02:00 -
[10]
Originally by: Krylon Rhae something about reconfiguring the bays
Now thats an interesting idea that might warrant an extra thread. I would like to be able to tweak the bay sizes even if it is only through rigs.
Which makes me think, If we have cargo bay rigs why not maint bay rigs and corp hangar rigs for cap ships? -So says Xindi Kraid
Dear devs: Sign here initial here here and here |

Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.10.25 21:12:00 -
[11]
Why does eveyone think you should have mining director to fly an orca?
You won't use it JUST for mining oversight so why make mining oversight a requirements?
You can fly dreads before you can use siege modules, you can fly carriers before you can use capital logistics modules (and the triage modul) and you can even fly titans before you can use the doomsday device. On a smaller scale you can fly any class of ship and still not be able to fit guns on them, and I would be surprised if theres an idiot out there flying a makinaw without the skill to use ice miners. If none of the other ships require you to have module skills to fly the hull why should the orca?
Of course like any other ship, once you have the skills to be able to fly the orca, you are going to want to train other skills so that you can fly it well and use all of the modules it has bonuses for. It's just stupid to have ONE role required for a multi role ship. -So says Xindi Kraid
Dear devs: Sign here initial here here and here |

Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.10.26 08:11:00 -
[12]
What if the cargo bay and corporate hangar are both the same size and both get a bonus to size per level of Industrial Command Ships. |

Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.10.26 12:24:00 -
[13]
Originally by: Astarte Efga'ir Looking at the building requirement materials, the Orca requires more Capital Cargo Bays to build than the Rorqual but has less space. That doesn't make sense.
Capital Cargo Bays needed and total space Orca = 37 gives 30,000 m3 cargo Rorqual = 22 gives 40,000 m3 cargo
In comparison to the Rorqual, shouldn't it require less?
On the other hand the Orca doesn't need any Capital Corporate Hangar Arrays to build,.. needs balanced?
No a dev post a couple pages back says they fixxed that. -So says Xindi Kraid
Dear devs: Sign here initial here here and here |

Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.10.27 03:09:00 -
[14]
Originally by: Maglorre
Originally by: Thorson Wiles
Now I can see 1 Orca in the middle of the belt giving the bonuses and maybe tractoring the cans to it's location, and another Orca doing the hauling of 3+ Iteron 5s also from a single location. Makes the hauling easier, and puts more miners in the field.
Except it doesn't put more miners in the field. To run 2 Orcas you have to have 2 people that would, most likely, be capable of flying a hulk in the Orcas. So you have now replaced 3 people specialised for hauling skills with 2 people specialised for mining and have reduced the mining capacity of your group.
While I agree Mining Barge V is a bad skill, your comment isn't entirely accurate.
Hulks require Astrogeology V and exhumers III. With the base skills required for an orca the only barge you can fly is a Procurer, which most miners will tell you isn't worth much more than the basis for a skiff.
Quote:
In my mind this is the biggest problem with this ship. Why does the SHIP need the skills to run the gang links when the gang links themselves require the skills?
The skill requirements don't really make sense to me. Yes, it's a mining support ship but it's essentially a hauler that can run gang links. The gang links require all the relevant skills to use, why should the ship also require it?
- A carrier can fit warfare links but dos not require the warfare leadership skills.
- A Rorqual can fit the gang links and does not require mining director.
I understand that the training time for this ship needs to be reasonably significant but for those people that have trained to be good at hauling to not be able to switch to this ship without training mining barge 5 and mining director first seems a little unusual.
I totally agree with this and have stated it several times. The orca is a ship, it should require ship skills. Obviously to do anything usefull with the ship you will want to train the module skills but they shouldn't be required. |

Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.10.27 23:11:00 -
[15]
I personally like the idea somone put out a few days back to give the orca a bonus that reduces the size of ore and maybe minerals too.
That way it can hold quite a bit per trip when hauling for a mining operation, but for general shipping a freighter will still be more usefull. |

Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.10.29 06:25:00 -
[16]
It definately needs a bigger maint bay -So says Xindi Kraid
Dear devs: Sign here initial here here and here |

Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.10.30 06:09:00 -
[17]
Originally by: Fulber
Originally by: Fyzikz As for this. It is a mining industrial COMMAND ship. Command ships require leadership 5, why wouldn't a mining command ship require the skill to use the links it is designed for?
Just like the Rorqual.
and every other command ship in existance -So says Xindi Kraid
Dear devs: Sign here initial here here and here |

Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.10.31 06:50:00 -
[18]
Well since arguing over the skills is going nowhere I am going to ask a question instead.
Does the Orca require a capital maintainance array to park or will it fit in a normal maint array? -So says Xindi Kraid
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Xindi Kraid
Cerulean Sky Fire Industries
|
Posted - 2008.11.05 02:43:00 -
[19]
If they are releasing in a week I want to know the exact stats of the Orca as included in the expanion. -So says Xindi Kraid
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Xindi Kraid
Caldari Cerulean Sky Fire Industries
|
Posted - 2008.11.20 21:36:00 -
[20]
About the mining barge skill: Changing the name would not change the fact that you have to train to mine to fly an orca and Rorqual since Mining Barge requires Astrogeology 3 which in turn requires mining 4. if Mining Barge had it's name changed to Ore Ships, you would still have to train to mine to fly the Orca and Rorqual.
If you want to seperate the mining ships from the capital industrials then remove the astrogeology skills. The barges already require astrogeology so it wouldn't affect the training time for them, but it would remove the requirement to train mining skills to fly an Orca and Rorqual. |
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