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Industrial ship overhaul

Author
Kadl
Imperial Academy
Amarr Empire
#41 - 2013-05-07 15:22:06 UTC
Caljiav Ocanon wrote:
Although people use the Orca for that purpose, It's not exactly a good fit for the role.


Can you say why you don't like it for that role? It seems weird to me that a hauler needs all of the leadership and mining skills, but otherwise the vessel seems functional as a heavily tanked hauler with a good cargohold. So other than a bit of design OCD it seems functional.
Caljiav Ocanon
The Holy Rollers
#42 - 2013-05-07 15:28:51 UTC
The Orca has a fleet hanger, ore hold and then a general cargo hold.

Haulers have a general cargo hold, freighters have one large general cargo hold as well. Now if they took all the space on the Orca and consolidated it, that would work as well considering they are fixing the training time for it.
Kadl
Imperial Academy
Amarr Empire
#43 - 2013-05-07 16:33:59 UTC
Caljiav Ocanon wrote:
The Orca has a fleet hanger, ore hold and then a general cargo hold.

Haulers have a general cargo hold, freighters have one large general cargo hold as well. Now if they took all the space on the Orca and consolidated it, that would work as well considering they are fixing the training time for it.


Consolidating the cargoholds would definitely make the Orca less messy. I doubt that will be a major consideration for CCP. The bonuses on the mining barges are also messy. Quick fixes and function are likely to dominate the development on the industrials. They might nerf the Orca as mentioned earlier to provide more room for the T1 industrial roles. I am still not convinced that they will make a third T1 industrial for the Amarr and Caldari. That will take precious development and art team time.
Gecko Hareka
Optimistic Wasteland Inc.
Fraternity.
#44 - 2013-05-08 08:59:19 UTC
For any post one maks there's already one out there :P

We also collected some ideas on indy/haulers/runners in this thread:

https://forums.eveonline.com/default.aspx?g=posts&m=2918528

Gecko Hareka wrote:
With the recent mining ship rebalancing haulers should get a makeover too. When an unfit retri and a mack flown without any modules have more total space (yeah I know, only for ore - thx Chewbaccalee) than - let's say a fitted mammoth - it is time to rebalance. So here I collect some of my ideas:

-Balancing with other ship-types

1. The easiest and non-invasive way to balance mining ships and haulers would be to just give haulers more cargo-space. I would say around 50k fully fitted... this would also correspond well with the in-game size of a mammoth compared to a mack or retri.

2. Give haulers an additional "goods-hold" much like the ore-hold for mining ships where everything except ore can be transported. One can argue that some goods need small, air-conditiopned compartments unsuitable for raw ore *blah*

3. Play around with an all new ore-hauler, so I did not train that skill for the noctis alone :P perhaps a mini freighter with 60k or something like that

3a. Ore-Hauler: Take the Primae hull and expand on it. Make two hauler varients, small natural cargo bays but one with a Raw Materials bay + refined materials bay (say 60km3 for raw ore / gas / minerals, 20-30km3 for refined minerals / gas / ice products). The second one would be a supped upped Primae, with a command center hold and large (40km3) Commodities hold. (thx Patrice Macmahon)


-Balancing haulers amongst their kind

1. small t1 - smaller cargohold but make them faster as fast cargo runner with near insta-warp

2. med t1 - make it a specialty ship for hauling cargo with the extra cargo-hold -> so no ore hauling here

3. large t1 - make it a large slow ship that can haul everything up to 50k - much as it is now only bigger!

4. fast t2 - leave them but rebalance so all 4 get up to 10k cargospace and can cloaky haul a bc with a little extra through space (yeah it's mostly the prowler)

5 hard t2 - make them über-tanks... if some ship has to bull through a gate camp and is meant to not die instantly please streanghten it further atm it is near useless (at least for me)

6 more high slots for blockade runners to make them more useful in black-ops fleets (Mr Hyde113)



-Wild Shots

1. Spice up the cargo-space: Why not fit haulers as massive carebear-gankers: badgers of doom extended. Devise extra rigs for haulers that make them a little better as deathtraps for trigger-happy pirates :P This is a wild shot but I loved the vids with the hulk of doom... why not allow for some hauler teeth too?!

2. Add a special hauler with subsystems yay! so it is more a large combat transport, perhaps with a cov-ops cloak, with fleet modules, triage, etc. DO IT! There must be more out there than the Orca :P

3. "Farmers Market in Space": semi-stationary trade ships for sys without stations (link below)

4. Cargo Drones - loading up your stuff and transport it 10 sys max to another station (and are fully shoot/lootable) on the way (thx Lokoboto)

5. Strategic Industrial (t3) - More customizable indys / a use for high indy ship skills


These are my 5 cent on this topic - I would love comments and feedback!


Cheers,

your friendly supply runner,

gecko
Kadl
Imperial Academy
Amarr Empire
#45 - 2013-05-09 18:22:12 UTC  |  Edited by: Kadl
So many player ideas, and so little information. The new scanning changes are going to get lots of attention. I wish that we had some information about the industrials so that CCP could receive feedback. They now have three full work weeks left till the expansion.
Urban Trucker
Pator Tech School
Minmatar Republic
#46 - 2013-05-09 22:18:25 UTC
You can add another in, a overhaul of the Deep Space Transports, which turns into the new Mini Freighter.

https://forums.eveonline.com/default.aspx?g=posts&m=2968429#post2968429

Urban Trucker wrote:


I won't go down the whole "Industrial Tiericide", but I will suggest a fix for the deep space transport.

It should become our micro freighter. An inbetween for the Basic Industrial, the Freighter and the Orca, with some limitations.

We know that containers can hold more inside than its actual size (3000m3 GSC can hold 3900m3). The same "technology" has been expanded to Deep Space Transports, though it is very experimental, therefore only the Deep Space Transport can handle the tech.

Due to the technology itself, the cargo contained within can only be safely loaded into the transport in station dock or in the security of a tower. The contents cannot be jettisoned into space (as such an act would tear the ship apart).

Essentially, all deep space transports should have 4 holds on it. All equal to what it can hold right now (the m3 inside expandable with equipment and rigs). A rigged out cargohold Occator can hold approximately 35,000m3. The new Occator (same rigs and fit for pure maxxed out), can hold 35,000m3 in each Hold.

Hold 1 (35,509m3)
Hold 2 (35,509m3)
Hold 3 (35,509m3)
Hold 4 (35,509m3)

Total hold on a maxed DST per ship throughout the 4 holds..

If the pilot wants to fit more agility or tank on the ship, they can change the fittings, but all the holds would reduce down based on the removal of the cargo expanders and rigs.

Maxxed out hauling capability of each DST.

Occator, 142,036m3.
Bustard, 122,540m3.
Mastadon, 116,972m3
Impel, 144,876m3

The holds "WOULD BE SEPARATE" from one another. This is not one giant hold (Done on purpose for balancing issues).

DST's cannot scoop loot, nor can it eject can's. It can anchor equipment, but should have the same limitation the freighter's "used to have". Can anchor/launch, can't fuel if its offline (You can read up on the old freighter limitations in the forums).

Now a alternative to the Orca regarding just pure hauling. A intermediary of purchasing and using a freighter.

All DST would get 4 Holds, and would be just under 20 million mass (more viable for wormhole transports). Repair bonuses would be replaced by resist.

Transport Ship Skill Bonus. +4 resistance to Shield/Armor (Racial specific) and +5% bonus Shield, Armor and Hull hit points per level.

Main Questions:

Q) Its too tanky, Resistances and hit points are crazy!!
A) The tank is skill based. if you want a tanky transport, skill into it.

Q) Why can't it scoop loot/Jettison?
A) Balancing issue. Having something that can can flip, scoop a field's worth of loot, carry off a ton of ore/ice from a belt, and have a inherent +2 warp strength would be too strong. Also, in anticipation for a possible Pure Ore Hauler (that and the DST is not a Orca), I would not want to step on its toes. The freighter's used to have this limitation till recently. The Deep Space Transport is literally meant to be a Deep.. Space.. Transport.

Q) Why 4 Holds, why not just 1 hold and just a lot of m3.
A) There is a very delicate balance between hauling M3, masses of ships, etc. The idea here was to address the issues of hauling repackaged ships in industrials. Separating the M3 into 4 holds disallows the transport of repackaged Battleship hulls (50,000m3). The mass limit helps address a few issues with wormhole life, though that may vary.

Q) Ahah!! its a wormhole buff, an UNKILLABLE transport.
A) I once saw a Proteus with a Shadow Serpentis Warp Scrambler (+3) and a +1 long point. With the proliferation of Interdictors, Heavy Interdictors, bubbles and points, I promise you the ship will die in a ball of fire if the person never bothered to get the transport skill past level 1. They'll die in a slightly slower ball of fire if they got the skill to level 3. They "Might" survive long enough to jump back into the hole if they got the skill to level 5. Then again, just jump over and finish them off, the thing align's like a freighter.

Q) Why not just use a Orca?
A) The Orca has its own uses and specialties. There is a need for a pure transporter that is comparable to the Orca, while not replacing it.

Q) Why not just use a Jump Freighter?
A) No one is saying you can't, this is just another option for haulers and a possible viable fix for the Deep Space Transport.

Q) This completely overshines T1 industrials!
A) DST costs between 100 million to 150 million (probably more). a T1 industrial costs less than a million. If you are just getting something small and simple from point 1 to 2, use the T1. If it is something more substantial, you can use the DST. I regularly wind up buying iteron's, fitting them and using them for 2 days, leaving them in the middle of god knows where, then buying another, fitting it and going out. I REALLY can't be doing that with the Deep Space Transport (1 million vs 150 million isk).

Also, those who want to transport and like it now have a new viable alternative. It is a reward to those who decided to go down the industrial track of logistics. Ultimately, they won't replace the T1's, as there are allot of people who will not take a 2 weeks off to train each and every character into a DST

I am for sale (Fenrir Freighter Pilot, 1.4 mil skillpoints, cheap)

https://forums.eveonline.com/default.aspx?g=posts&m=2982440#post2982440

Kadl
Imperial Academy
Amarr Empire
#47 - 2013-05-10 15:03:47 UTC
The Deep Space Transports definitely need a second review. It seems like CCP has not found a truly useful role for them to fill.
Nerva Auris
Doomheim
#48 - 2013-05-12 13:33:45 UTC
Serenity Galad wrote:

Another idea is to unify the skill for industrial, maybe under ORE , or just add this skill and rebalance the primea as PI hauler. However keeping the current skill tree/ industrial ship line is neither intuitive or practical.


I'd rather they didn't actually. ORE going away entirely would be perfectly fine with me. "All players who want to perform x activity must fly y generic ship." doesn't really appeal to me.

I sometimes wonder how the factions harvested the resources to build galaxy-spanning empires before ORE showed up and created the first and only proper mining and industrial ships in the history of ever.

*cough*

That aside, if their goal is to 'specialize' Industrials now that they're not longer tiered, I could see a couple of the Iteron iterations going by by, and possibly the Hoarder if they don't want to bother with giving the Amarr and Caldari new hulls. That or they'll be lazy and just do a reskin to give them their third Indy.
Ruze
Next Stage Initiative
#49 - 2013-05-12 13:49:03 UTC
Nerva Auris wrote:
Serenity Galad wrote:

Another idea is to unify the skill for industrial, maybe under ORE , or just add this skill and rebalance the primea as PI hauler. However keeping the current skill tree/ industrial ship line is neither intuitive or practical.


I'd rather they didn't actually. ORE going away entirely would be perfectly fine with me. "All players who want to perform x activity must fly y generic ship." doesn't really appeal to me.

I sometimes wonder how the factions harvested the resources to build galaxy-spanning empires before ORE showed up and created the first and only proper mining and industrial ships in the history of ever.

*cough*

That aside, if their goal is to 'specialize' Industrials now that they're not longer tiered, I could see a couple of the Iteron iterations going by by, and possibly the Hoarder if they don't want to bother with giving the Amarr and Caldari new hulls. That or they'll be lazy and just do a reskin to give them their third Indy.


The same way we did ... in cruisers and battleships, I guess.

I sure hope they didn't throw one mining laser on their bestower and mine like that. Cause I did for a long time.

The ORE ships currently have the market covered on mining. The new ore hold helps keep that coverage. But it would be nice to see a predecessor line to maybe the Orca/Rorqual series.

Or simply go to a heavily modulated t3 industrial ship, let the current racial variations stand, and see what we can get out of it.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Serenity Galad
Pator Tech School
Minmatar Republic
#50 - 2013-05-31 16:32:37 UTC
So with Odessey around the corner, and no news about any changes to Industrial -except the skill changes you can fly all tier 1 industrial ships with just the lvl 1 skill, ie iteron 5 no longer needs a month of training!!- i think the overhaul of this ship line will be tackled in the winter expansion!

so keep up the good work and lets make sure we consolidate most ideas under this thread!
Serenity Galad
Pator Tech School
Minmatar Republic
#51 - 2013-06-19 18:18:13 UTC
there have been a Dev post on a future overhaul of the Industrials, check it out

Link

i would have a more specizlized ships ( only ore, general cargo, ...)
but progress is good!
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