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Strategic Industrial proposal - The Proletariat

Author
Draahk Chimera
Supervillains
#1 - 2015-05-23 16:43:26 UTC
Well, Fozzie wanted to make one and I have been working on one in my head for a while. Check it out and see what you think.

Ore Strategic Industrial bonuses:
5% reduction in module heat damage amount taken per level

Industrial Subsystems

Proletariat Industrial - Exhumation Matrix
3 Highslots
5% bonus to Strip Miner and Ice Harvester range per level
6% reduction in Strip Miner and Ice Harvester duration per level

Proletariat Industrial - Covert Configuration
3 Highslots
7.5% bonus to Mining yield per level
5% reduction in Gas Cloud Harvesting duration per level
Role Bonus:
100% bonus to Mining and Gas Cloud Harvesting yield
100% reduction in Cloaking Devices CPU requirement
50% reduction to ship cargo capacity
• Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
• Cloak reactivation delay reduced to 5 seconds

Proletariat Industrial - Salvage rescue systems
5 Highslots
5% reduction in Salvager duration per level

Proletariat Industrial - Foreman Processor
3 Highslots + 1 Medslot
2% bonus to Mining Foreman Links effectiveness per level
Role Bonus:
• Can use 3 Warfare Link modules simultaneously

Cargo Subsystems

Proletariat Cargo - Ore Transports
1 Medslot + 2 Lowslot
Cargo Capacity 550 + Ore Capacity 40,000
10% bonus to ship ore hold capacity per level

Proletariat Cargo - Planetary Resources Transports
1 Medslot + 2 Lowslot
Cargo Capacity 550 + Planetary Commodity Capacity 40,000
10% bonus to ship planetary commodity hold capacity per level

Proletariat Cargo - Ship Transports
1 Medslot + 2 Lowslot
Cargo Capacity 550 + Ship Maintenance Bay Capacity 1,000,000

Proletariat Cargo - Danger zone transports
4 Medslot + 2 Lowslot
Cargo Capacity 5000 + Fleet Hangar Capacity 45,000
5% bonus to fleet hangar capacity per level
4% bonus to all shield resistances per level

Propulsion Subsystems

Proletariat Propulsion - Cargo Storage Optimization
2 Lowslot
2% bonus to ship cargo capacity per level
Role Bonus:
25% reduction to ship max velocity

Proletariat Propulsion - Fuel Catalyst
1 Medslot + 1 Lowslot
10% bonus to afterburner speed per level

Proletariat Propulsion - Chassis Optimization
2 Lowslot
5% bonus to max velocity per level

Proletariat Propulsion - Interdiction Nullifier
5% increased agility per level
Role Bonus:
Immunity to non-targeted interdiction

Engineering Subsystems

Proletariat Engineering - Superior heat injection
3 Lowslots
17.5% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules and Resistance Modules per level

Proletariat Engineering - Supplemental Coolant Injector
3 Lowslots
5% Reduction in the amount of heat damage absorbed by modules per level

Proletariat Engineering- Capacitor Regeneration Matrix
3 Lowslots
5% reduction in capacitor recharge rate per level

Proletariat Engineering - Augmented Capacitor Reservoir
3 Lowslots
5% bonus to capacitor capacity per level

Electronic Subsystems

Proletariat Electronic - Tractor Efficiency Crystals
3 Highslots
5% reduction in Tractor Beam duration per level
60% bonus to Tractor Beam range and velocity per level

Proletariat Electronic - Tactical Surveys
1 Highslot 1 Medslot
100% bonus to Survey Scanner range per level

Proletariat Electronic - Minimalist Sensor Radiant
1 Lowslot
5% reduction in signature radius per level

Proletariat Electronic - Emergent Locus
1 Highslot + 2 Medslot
10% increase to scan strength of probes per level
Role Bonus:
+10 bonus to Relic and Data Analyzer virus strength

404 - Image not found

Deep Nine
Vigilante Carebears
#2 - 2015-05-23 16:45:21 UTC  |  Edited by: Deep Nine
Absolutely, this thread will have my full support and backing.

Adding the ability to overheart gas/ice/ore lasers would make that deduction to heat bonus make sense.
Daoden
The Scope
Gallente Federation
#3 - 2015-05-23 16:48:22 UTC
So every time I kill a miner I also get the satisfaction of knowing I took away some SP from him as well, sweet.
Ansharah Opium
The Opium Sisters
#4 - 2015-05-23 16:52:10 UTC
would it be able to move in these modes?
Kiddoomer
The Red Sequence
#5 - 2015-05-23 17:01:32 UTC  |  Edited by: Kiddoomer
How many strip miners this ship could have ? By reading the 5 subsystem category I see 4 highslot, isn't that a little too much with the +40k ore hold ? it's seem better than any exhumer at first sight, and that's without the other things like better agility and overheat bonus for tank, but I see that this configuration would give 1 or 2 midslot only, so no big shield tank possible.
One other thing though is I see too many lowslot for the "ore miner" configuration, something like 6 here allow for both yield and tank.

Seems very cool for the rest, I would fly in this ship all day long.

In the name of Jirai 'Fatal' Laitanen : “Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.”

James Baboli
Warp to Pharmacy
#6 - 2015-05-23 18:15:27 UTC
So to get this straight, this layout:

Proletariat Industrial - Exhumation Matrix
3 Highslots
5% bonus to Strip Miner and Ice Harvester range per level
6% reduction in Strip Miner and Ice Harvester duration per level

Proletariat Cargo - Ore Transports
1 Medslot + 2 Lowslot
Cargo Capacity 550 + Ore Capacity 40,000
10% bonus to ship ore hold capacity per level

Proletariat Propulsion - Cargo Storage Optimization
2 Lowslot
2% bonus to ship cargo capacity per level
Role Bonus:
25% reduction to ship max velocity

Proletariat Engineering - Superior heat injection
3 Lowslots
17.5% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules and Resistance Modules per level

Proletariat Electronic - Tractor Efficiency Crystals
3 Highslots
5% reduction in Tractor Beam duration per level
60% bonus to Tractor Beam range and velocity per level

Gives a lovely slot layout of 6/1/7, for a maximum effective strip miner total of almost 8 (7.8) before links, less need to move and enough lows to fit 6 or 7 mining laser upgrades if the fitting space isn't carefully considered, with a 60k m3 orehold? Wowza, that totally doesn't obsolete the hulk for mining where it is safe.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Samillian
Angry Mustellid
#7 - 2015-05-23 18:59:58 UTC
So you want to obsolete all T1 and T2 industrials, mining barges, Exhumers and the Noctis with a single hull. Can't see it happening.

Not supported.

NBSI shall be the whole of the Law

Draahk Chimera
Supervillains
#8 - 2015-05-23 19:10:34 UTC
James Baboli : Yes you are correct. I missed that one. "The one" being the tractor sub with the mining sub. The "noctis" combination needs to go back to the drawing board it seems.

Samillian : Yeah... the way Strategic Cruisers made all T1 and T2 cruisers and battlecruisers obsolete. You have of course red the OP very carefully and noted how all the subs individually have smaller bonuses than the barges and indys they are based upon?

404 - Image not found

Samillian
Angry Mustellid
#9 - 2015-05-23 19:33:45 UTC
The sum of the parts is greater than the whole.

Which is the main problem with the subsystem model.

NBSI shall be the whole of the Law

Mr Thicke
Black Market Imperium
#10 - 2015-05-23 20:07:40 UTC
Samillian wrote:
The sum of the parts is greater than the whole.

Which is the main problem with the subsystem model.


Do you have an improvement to suggest?
Kiddoomer
The Red Sequence
#11 - 2015-05-23 20:14:23 UTC
Maybe a option would be to reduce the total number of low slot given in any configuration by 2 or 3, we can easily have too many of them in a bunch of configuration, reduce the ore hold to 25k + bonus per skill, and limit the number of strip miners to 2 or 3.
For the rest I can't really tell, maybe 1 or 2 midslot added for the active shield one and propulsion bonused one ?

In the name of Jirai 'Fatal' Laitanen : “Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.”

Reaver Glitterstim
The Scope
Gallente Federation
#12 - 2015-05-23 21:21:49 UTC
Draahk Chimera wrote:
3 Highslots
5% bonus to Strip Miner and Ice Harvester range per level
6% reduction in Strip Miner and Ice Harvester duration per level

Same yield as a Hulk!?

Go back to square one.

No, really. Delete your whole post and start over.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

James Baboli
Warp to Pharmacy
#13 - 2015-05-23 22:01:24 UTC
So, the way to make such a ship workable is to limit the subsystem types a bit.

Anything which needs or uses highs goes in the role system.
Engineering specs and electronics determine entirely the number of mids
Utility and propulsion give lows.

Now you can have a noctis like configuration without the large number of highs this yields unbalancing any mining subsystem.
Your cargo configurations don't get excessive lows through an electronics system.
Etc.

In any single area, the subsystem bonus and slots should not exceed about 90% of the ability of any of the ships it is competing with, due to now being forced into doing at least 2 things at once for it's value. Super mackinaw would need to have similar but slightly lower yield to a mackinaw, and some other thing that a mackinaw lacks to make it a valid choice. Ditto a noctis-like configuration, or a DST configuration or a whatever configuration.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Deep Nine
Vigilante Carebears
#14 - 2015-05-24 19:09:06 UTC
It needs to be refined.

But it is a good idea. You should stay on it.
Panty Stocking
Doomheim
#15 - 2015-05-24 21:48:19 UTC
full support, +1

that is as long as the materials cost for the hull and subsystems combined are are proportional to the price of strategic cruisers, and then a shitload more. the cost just one of these should get blops teams creaming themselves for hotdrop o'clock.

and an idea for fun: cannot join fleets, rambo mining only.
Kiddoomer
The Red Sequence
#16 - 2015-05-24 22:02:33 UTC
Panty Stocking wrote:
full support, +1

that is as long as the materials cost for the hull and subsystems combined are are proportional to the price of strategic cruisers, and then a shitload more. the cost just one of these should get blops teams creaming themselves for hotdrop o'clock.

and an idea for fun: cannot join fleets, rambo mining only.


You missed this :

Proletariat Industrial - Foreman Processor
3 Highslots + 1 Medslot
2% bonus to Mining Foreman Links effectiveness per level
Role Bonus:
• Can use 3 Warfare Link modules simultaneously

Basically can become a mini-orca with this, as can other T3 have bonus to Links with a certain subsystem.

In the name of Jirai 'Fatal' Laitanen : “Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.”

James Baboli
Warp to Pharmacy
#17 - 2015-05-24 22:22:38 UTC
Kiddoomer wrote:
Panty Stocking wrote:
full support, +1

that is as long as the materials cost for the hull and subsystems combined are are proportional to the price of strategic cruisers, and then a shitload more. the cost just one of these should get blops teams creaming themselves for hotdrop o'clock.

and an idea for fun: cannot join fleets, rambo mining only.


You missed this :

Proletariat Industrial - Foreman Processor
3 Highslots + 1 Medslot
2% bonus to Mining Foreman Links effectiveness per level
Role Bonus:
• Can use 3 Warfare Link modules simultaneously

Basically can become a mini-orca with this, as can other T3 have bonus to Links with a certain subsystem.


Can end up as a lovely 6 link booster, with armor + shield resists, all the mining links and maybe the info link with lock range.....

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

James Baboli
Warp to Pharmacy
#18 - 2015-05-24 22:24:20 UTC
If the OP wants, I'm more than willing to sit down and try to break anything he comes up with, or coordinate to try and make a version which is very resistant to being made broken with him on voice coms and a google doc.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Deep Nine
Vigilante Carebears
#19 - 2015-05-25 00:16:10 UTC
+1.
Tiddle Jr
Brutor Tribe
Minmatar Republic
#20 - 2015-05-25 00:54:48 UTC
Bonuses looks tempting but too much to begin with. I do personaly believe that we shold start from the concept similar to Tech 3 Destroyer.

3 major bonused sub modes with appropriate trade off one of another just do not make this thing a king among the kings.
Hull size, hmm prob the most interesting part. Need to think about it.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

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