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Rorqual Revamp Idea Thread

Author
Mole Guy
Bob's Bait and Tackle
#21 - 2013-06-19 07:48:13 UTC
Syreniac wrote:
Nikk Narrel wrote:
[quote=Syreniac]Reposting myself from another thread where the person who started it was going for the 'Make Rorquals a mobile POS because that's going to fix the problems with it and not get abused by PVPers' approach.

Limit the shields to only permitting industrial ships.


Hypothetical situation: Some supercapital is hiding in a POS, warp a rorqual as close as possible, activate the bubble and you could probably bump it out.

.

POS BOWLING!!

look at it this way. if the rorquals shields did NOT extend out, but DID improve with this core, then folks could warp to the rorqual, store their ships inside and jump in their combat ships sitting right beside the rorquals.

if we have a larger bay, we could put 15-20 hulks in there and have 15-20 combat ships standing by. we miners/pvpers could defend ourselves.
the rorqual could stay in deployed mode and have a tough defense. it would have an offense if we added more band width and kept the 20% bonus.
give it super cap shields, but carrier armor. give it super cap drone band width (at least enough for 10 sentries).
drop the requirements for deployment for boost.
give it a jump portal generator for industrial only.

itll defend itself.
immune to EWAR would be a good start too.
Rowells
Pator Tech School
Minmatar Republic
#22 - 2013-06-19 09:29:40 UTC
Who says the bubble is limited to industrials? If a combat pilot had to go the long way out to a mining site shouldn't he at least have some sort of sanctuary as well? It could be set like a normal pos based on whatever the pilot wants. He could even begin sacrificing light blues by changing the settings to appease the pirates.

That being said, it might not be necessary to have a reinforce timer or similar mechanic if the rorqual has a JPG. Simply keep the bubble up long enough for friendly cyno to light and activate portal once the cycle stops, safely removing most of the barges with it (some poor dude might get blasted off field before he can jump). If a force field bubble is implemented then their might be some sort of delay timer for this though.
Alvatore DiMarco
Capricious Endeavours Ltd
#23 - 2013-06-19 09:33:09 UTC  |  Edited by: Alvatore DiMarco
Has someone compared the Rorqual to a supercarrier (mothership was a better term IMO, CCP) because that's basically what it is and suggested they should have a supercarrier tank and room for a flight of fighters yet?

Miners don't have PvP escorts and never will. Ever.
Nikk Narrel
Moonlit Bonsai
#24 - 2013-06-19 13:55:50 UTC
I find the magic POS bubble being compared to an existing POS on one side, and something mobile enough to go anywhere on the other.

Just to refresh memory, the POS shield only works on the POS. The POS can ONLY be anchored at a MOON.

The Rorqual in this deployed mode, would stop being manually placed at a moon. (IE: The POS is at the moon, therefore a Rorqual inside POS shields has to be as well)
Instead, it would be able to deploy in a roid belt!

Can it deploy the shield with PvP ships around? Just say no, and the bumping argument flies out the window to never be seen again.

Seriously, this is not that difficult to iron out details to make it balanced and working.

Logic: The Rorqual has only been practical when deployed in a POS, due to the protective defense offered by the POS shields.
It needs this level of defense.
Solution: Let it take the shields somewhere that the Rorqual actually belongs.
Clarification: It doesn't need to be on the Rorqual itself, but a Mining POS anchored at the belt works just as well.
Something far more vulnerable than a regular POS, but still offers the Rorqual legitimate protection for players willing to make preparations on this level.

An undefended Rorqual becomes an "I Lose" button the moment awareness of it reaches the right ears. We don't need unbalanced ISK sinks on this level, that cannot be compensated out with reasonable game play mechanics.
Mole Guy
Bob's Bait and Tackle
#25 - 2013-06-19 13:58:51 UTC  |  Edited by: Mole Guy
Alvatore DiMarco wrote:
Has someone compared the Rorqual to a supercarrier (mothership was a better term IMO, CCP) because that's basically what it is and suggested they should have a supercarrier tank and room for a flight of fighters yet?

Miners don't have PvP escorts and never will. Ever.

i suggested to make it have super cap shields.
i didnt think to call it a "mother ship" even though it essentially is/ could be.

we dont need fighters. sentries will do nicely. we will need increased drone control range to so hit those snipers..
0racle
Galactic Rangers
#26 - 2013-06-19 14:04:06 UTC  |  Edited by: 0racle
It's MEANT to be a rock grinder. That's why it has its own fancy rock grinding animation and all. That's its role in the game. Just like how Freighters carry big massive loads of things from place A to place B.

Also, making them cheaper wouldn't do a tap but spit in the face of those who've already invested in them. I reference Oveur.
"Titans were never meant to be cost effective, its a huge ****."
- CCP Oveur, 2006

Don't change them. They're fine as they are.
Nikk Narrel
Moonlit Bonsai
#27 - 2013-06-19 14:52:17 UTC
Give them their normal shields, but add a stront bay to allow reinforced mode.

It needs to last 6 minutes of reinforced shielding. Specialized to remain active using this fuel while undeploying and jumping.

5 minutes to undeploy, and the remaining minute to finish jump prep.

As a non PvP ship, and unique just like it's special tractor beams, this vessel cannot be blocked from jump drive use, (While the reinforced shield is up).

To kill it, they need to get through the shield.
They have no choice about reinforcing it, and by so doing they will free it to jump.
6 minutes on the clock, and 5 needed to undeploy under cover of this shield.

Worst thing an enemy can do? Not reinforce it, but pin it down and hope to drive the player crazy with a waiting game.
Risk of doing this? The player can manage to get allies up and ready to fight back before going crazy and rage quitting.

Net result? A fight happens.
Tchulen
Trumpets and Bookmarks
#28 - 2013-06-19 15:05:18 UTC
Nikk Narrel wrote:
Give them their normal shields, but add a stront bay to allow reinforced mode.

It needs to last 6 minutes of reinforced shielding. Specialized to remain active using this fuel while undeploying and jumping.

(snipped rest of post)


I like this idea. It would mean the mining fleet still has to pay attention and scatter if enemies appear. It means that the Rorqual can at least try to help the mining ships with remote reps and sentries (or other drones) whilst it undeploys and preps for jump. I think you're right, as well, eventually it would be used to bait a defence fleet to form to try to save the stricken Rorqual rather than reinforcing it and letting it jump out.

Evei Shard
Shard Industries
#29 - 2013-06-19 17:09:14 UTC
With the current limitations, Rorquals are just multi-billion isk piñatas if you take them out of a shield.

Right now a Rorqual might as well be a POS module.

I like the idea of a shield with a reinforced timer. It protects the miners as well, but after reinforced mode is up, then what?
Without any additional mechanics, I'd simply log off one mining ship during the reinforced timer, log back in a pre-positioned cyno alt, and poof, Rorq cyno's out the moment the reinforced mode is up.
Adding a recharge time of sorts to the capacitor or whatnot to prevent this almost negates the use of the shield, and were back to the loot piñata.

One option for it would allow for it to retain it's value, be used in the same manner it currently is used, and allow for an off grid boosting change that wouldn't make it obsolete:
Make it a mobile refinery.

Not 25%, not 40%, but make it 50%, plus percentage added by the Mobile Industrial Refining skill, for a max of 95%.
It would need to be connected to a POS (if anything, the code would just need to detect that the Rorqual is inside a POS shield), and in place of the link modules, it would have a secondary type of Industrial Core that does refining.
Play with the numbers on things like ore capacity vs. mineral capacity etc. Let it require BPO's for refining ore, just like there are BPO's for compressing ore. Set it up so that the pilot needs to choose to do one or the other, but leave the refine rate at a high rate, not this refining array crap we have now. Heck, forget the POS part, give it the shield suggested above, and make that shield activation a requirement for using the refining module (thus the ship can only refine at the belt, adding some vulnerability, but some reward as well).

This would bring a high level of value to the Rorqual, and open up a lot of opportunity in various parts of low, null, and wh.

Profit favors the prepared

Rowells
Pator Tech School
Minmatar Republic
#30 - 2013-06-19 19:58:01 UTC
Evei Shard wrote:
Right now a Rorqual might as well be a POS module


Actually the best description I've ever heard of it
Mole Guy
Bob's Bait and Tackle
#31 - 2013-06-19 20:13:11 UTC
0racle wrote:
It's MEANT to be a rock grinder. That's why it has its own fancy rock grinding animation and all. That's its role in the game. Just like how Freighters carry big massive loads of things from place A to place B.

Also, making them cheaper wouldn't do a tap but spit in the face of those who've already invested in them. I reference Oveur.
"Titans were never meant to be cost effective, its a huge ****."
- CCP Oveur, 2006

Don't change them. They're fine as they are.

something tells me you do not own a rorqual.
something tells me you are trolling.

but, incase you arent...
rorquals are not fine. they serve no purpose other than sitting in a pos and compressing ore. an orca gives better bonuses unless you spend money on heavy water and trap yourself for 5 minutes.
the game is ever evolving or we would not have expansions. their role can be better defined, better enhanced to help.
back in 05-06, i can remember having fleets of mining vessels because of an alliance mining op. we dont have that anymore, miners are really being scoffed at.

a few minor changes to the rorqual would GREATLY increase game play.

lemme ask you, how many rorqual kills do u have? i would assume non because they are either in station, or at the pos. but if we added a way for them to boost well without deployment, not only jump to cyno's but open a mining portal for miners (just like blops) and send fleets out in space, i guarantee u will see them in the belts, or everywhere.
no kills if they are in the pos, crafty peeps will be able to kill them once they are more mobile.
Rowells
Pator Tech School
Minmatar Republic
#32 - 2013-06-19 20:23:18 UTC
0racle wrote:
Don't change them. They're fine as they are.


I guess you also think they should bring back the old doomsday, 100mn tengus, and super capital log off mechanics, right? Not everything was made perfect the first time around. That's why we have a huge rebalance effort going on right now.
Veshta Yoshida
PIE Inc.
Khimi Harar
#33 - 2013-06-19 23:09:31 UTC
The three main problems as I see them:
1 - Links are coming on-grid and mining is harder hit than most due to the nature of the work and relative cost of bonuses.
2 - Mining is so tedious that it has been (is?) plagued by botting, thus making links practically mandatory to shorten time spent mining.
3 - Rorqual is expensive, as unwieldy as an arthritic snail and doesn't do much of anything other than **** bricks and provide bonuses.

Ideas to solve above:
1. Remove sieging requirement for using Rorqual for links and give Orca's a hefty mobility buff, primarily in agility (align) to give players two distinct options (dependent on hostility of terrain).

2. Get on with the ideas for ring mining and remaking belts in general to better 'simulate reality, as in 1-2 system covering belts rather than random in space (see other thread).

3. - Let the sieged Rorqual effectively become a medium/large POS, complete with shield and ability to fit additional modules.
Indy SMA and compression facilities considered to be pre-deployed/onlined and links fully operational with or without pilot (consider getting rid of mindlink and rolling it into bonuses).
- Upon destruction or unsieging of Rorqual, any deployed POS modules are instantly destroyed and contents scattered in similar way as hacked containers but with longer life.
- Let it be Ores first attempt/prototype of a proper nomad/hive ship developed for (and with) the Thukker .. start work on said ship to be deployed at CCPs pleasure.

There, that should give CCP something to do Lol
Malik Atild
Republic University
Minmatar Republic
#34 - 2013-06-20 04:31:46 UTC
Discussion is coming along a lot better than expected. There seems to be 3 ideas that are most agreed upon so far:

1. Separating mining boosts from the Industrial Core (seems to be universal agreement on this)
2. Ability to offer more viable protection for the miners (most discussed among these being a sort of safe haven or bubble)
3. Bringing the ship up into the super capital class (being more defined and suited for its special role)

Excited to hear some more constructive ideas and opinions
Rowells
Pator Tech School
Minmatar Republic
#35 - 2013-06-20 07:11:28 UTC  |  Edited by: Rowells
If the bubble idea were implemented, would the fuel consumption of the Indy core remain the same and would the fuel bay remain the same as well?

While I like the idea of a nomadic corp/alliance, I think that it shouldn't center itself around a specific ship (which can be controlled by a player), but rather a mobile structure (I hear these ideas for jump-capable POS all the time during CSM's). I think the rorqual would hold a position to support operations away from friendly space (ops lasting hours) where a POS could support more long term (days to weeks) operations even farther.
Kraal Utrecht
Viziam
Amarr Empire
#36 - 2013-06-30 20:36:11 UTC
***Repost what I have posted in other topic, with some changes... this topic seems more appropriate.***

I would personally like to see some mobile refineries.
Something like ones in Homeworld but just more EVE'ed.

For example:
Slow big ship without offensive capabilities and defense would be its shield/armor/hull in ship-form (no drone bay).
It would have one preinstalled (cannot be uninstalled) module to transform ship into semi pos/station type.
"Transforming" can be purely virtual - it could still look exactly the same it would just lost ability to move and others could "open" it when right clicked like normal container but could only drop in ores to its ore hold.
Use this module and ship transforms (after several minutes?) into something like mini-pos with strong pos-like shields that cover only this ship and can in this form withstand heavy fire but shield need fuel to operate. Use again to turn back into ship. It would in cycles refine dropped ores into minerals.
Depending on pilots skills and refining modules it would refine in range from basic 95% efficiency to even, lets say, 150% (and from basic 100% refining speed to 150% or more) with maxed modules and pilots skills.

When in mini-pos form, this ship would act like immobile container when interacted where miner or hauler could drop ores (only drop in, not taking out) and this pos-ship would every cycle refine portion of ore in its ore hold.
Ship could be fitted with different ore refining modules with only one active at a time so pilot would activate module he wish to refine ore that gathered the most at the time.
Refined minerals would gather in its cargo hold. This hold would be considerably smaller than ore hold so it would be required to empty it to hauler.

What do you think?
Ellendras Silver
CrashCat Corporation
#37 - 2013-06-30 22:03:42 UTC
Mole Guy wrote:
Syreniac wrote:
Nikk Narrel wrote:
[quote=Syreniac]Reposting myself from another thread where the person who started it was going for the 'Make Rorquals a mobile POS because that's going to fix the problems with it and not get abused by PVPers' approach.

Limit the shields to only permitting industrial ships.


Hypothetical situation: Some supercapital is hiding in a POS, warp a rorqual as close as possible, activate the bubble and you could probably bump it out.

.

POS BOWLING!!

look at it this way. if the rorquals shields did NOT extend out, but DID improve with this core, then folks could warp to the rorqual, store their ships inside and jump in their combat ships sitting right beside the rorquals.

if we have a larger bay, we could put 15-20 hulks in there and have 15-20 combat ships standing by. we miners/pvpers could defend ourselves.
the rorqual could stay in deployed mode and have a tough defense. it would have an offense if we added more band width and kept the 20% bonus.
give it super cap shields, but carrier armor. give it super cap drone band width (at least enough for 10 sentries).
drop the requirements for deployment for boost.
give it a jump portal generator for industrial only.

itll defend itself.
immune to EWAR would be a good start too.


you want a bit too much i think What?

[u]Carpe noctem[/u]

Rowells
Pator Tech School
Minmatar Republic
#38 - 2013-06-30 23:14:40 UTC
I wish they could update te fleet UI so it could be oriented for certain purposes. Make it easier to see who is mining what and how much etc. etc
Rowells
Pator Tech School
Minmatar Republic
#39 - 2013-06-30 23:18:55 UTC
@Kraal Utrecht if the Rorqual became a super (unable to dock) and had a very large mineral bay in addition to its ore bay I could understand this refinery tool being necessary.
Azrael Dinn
Imperial Mechanics
#40 - 2013-07-01 06:00:26 UTC
I personaly use the ship sometimes as a hauler but then again it's just a realy realy expensive hauler and I realy would like it to do something else.

The military applications for the ship are limited but you can use it for setting up towers in large fleets but again the use of the ship is rather limited.

i suggested the earlier that the ship would get an "overpowered" mining module so people would want to debloy it into the fields and pvp:er would get new targets and fights but seems all the nerds think it would be bad.

I personaly think the ship could be changed alot with new modules rather than remapping the whole ship and it's bonuses.

After centuries of debating and justifying... Break Cloaks tm

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