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Evelgrivion
Ignatium. Rote Kapelle
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Posted - 2009.02.12 16:08:00 -
[1]
The industrialists of eve could always use a bigger and better ship; in eve's hyper capitalistic economy, being able to haul more, mine more, and build more are the drives and goals of the producers, buyers, and sellers of New Eden. Taking its cues from Tech 3, let me introduce modular Industrials.
The foundation of all Tech 3 industry ships would be a basic chassis, much like the one above (albeit much prettier than the hastily designed one here). Providing a base amount of agility, health, and other stats, these hulls can't really do much, until they have some industrial sections attached to their hulls.
A cargo section, designed to increase the carrying capacity of the ship its mounted to.
A cargo section mounted to the basic chassis to create an industrial.
For example, a large cargo hold module can be attached to the hull. This is just an example of the possibilities. Pilots could choose to attach additional hauling modules, defensive equipment, or perhaps even mining modules!
Four cargo sections on the hull
The net result is an industrial that can be configured for most any roll the pilot wants. This idea isn't just limited to hauler sized vessels; new Mining Barges, industrial command ships, and even new Freighters with extensible cargo holds could be introduced.
A hauler with an enlarged cargo hold and a powerful engine added on.
With CCP's introduction of Tech 3 subsystems technology, the number of ships it would be possible to create is staggering. An extremely large, freighter sized hull which can do anything from compressing ice, hauling stuff as a freighter, or even space born construction would be an awesome implementation in my book. 
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Dire Lauthris
Caldari Body Count Inc. Against ALL Authorities
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Posted - 2009.02.12 16:12:00 -
[2]
Great idea!
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Jupix
Minmatar Pari Nallea Failliance
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Posted - 2009.02.14 09:20:00 -
[3]
I'll bump this a bit and say what you drew there is basically the Orca - if you take a closer look it's basically a slim hull like that but with large cargo modules bolted on.
Take those off and it would make a nice basis for a modular industrial ship. I'd love one. |

Torain
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Posted - 2009.02.14 09:45:00 -
[4]
I like what you're selling, sir. I'll take two. |

SpawnSupreme
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Posted - 2009.02.14 12:13:00 -
[5]
i like this idea alot but i also like a choo-choo train amagin a rhea (jump freighter linked to cargo containers that look simular in design to the rhea or what ever freighter you have.
with a skill allowing up to link 5 containers draging behind
3 diferent types of cargo available 1 more cargo space 350k m3 2 ship maintenance bay 500k = 1 fitted bs 3 corp hanger array so you can offer in space funtions 200k m3
you can add more options to make a simular idea as op to add these links as well 1 ore compresion unit 2 ore refinary 3 metal refinery = refine anything and everything that can fit (suggest)crusier or smaller stuff) 4 clone vat bay 5 tactical bay = device that can fit 1 highs 1 med 1 low with 125 drone space and 125 bandwith cant exceed skill 6 gyro booster bay = gives double the agility and improves warp speed to a full 3au a second
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Swed XX
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Posted - 2009.04.03 13:34:00 -
[6]
Edited by: Swed XX on 03/04/2009 13:35:11 Pretty awesome idea
i really hope ccp fall over this tread.
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Van Tuz
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Posted - 2009.04.03 17:11:00 -
[7]
good idea but wanted add some more ideas I offer to do 2 sizes jf such ships 1'st is subcapital (like orca) with max attainable cargo of half-freighter (300-400k) but defendless or with cargo approximately 50k but with strong defensive abilityes such as warpstabs, medium (at least) guns. also with possibility to add 1-2 strip miners 2'nd class is capital (<0.5 only) with optional jumpdrive, max cargo like freighter has, 3-4 strip miners and/or ability to fight 0.0 nps or small gang
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Hariya
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Posted - 2009.04.03 17:19:00 -
[8]
Just make sure it is still weak enough to be ganked at 1.0, and the idea might even fly 
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Scopex Novita
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Posted - 2009.05.21 02:59:00 -
[9]
I like this idea, especially if it includes a unit for grappling onto cans and pulling them in for storage.
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Clansworth
Good Rock Materials
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Posted - 2009.05.21 08:04:00 -
[10]
Good idea, using the Subsystem mechanic for industrial platforms. I've always wanted ship-based manufacturing, and I believe it is the reason the original haulers were called industrial ships.. they just never implemented it. Would be intersting if the hull itself was made by someone like ORE, or another 3rd party, but then the industrial empire corps each made a subsystem towards their specialty that would slap onto it. The problem I see with the subsystem model is that it requires one of each specific TYPE of subsystem, so mixing and matching isn't currently allowed. (A slot 1 subsystem can only go in slot 1, for instance). I still think a siege module for industrial ships would be enough for ship-based manufacturing. Could have a couple, a science one, an ammo one, even a refining one would be possible.
Originally by: Scopex Novita I like this idea, especially if it includes a unit for grappling onto cans and pulling them in for storage.
Wait, like a Tractor beam?
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