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Player Features and Ideas Discussion

 
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Mini Freighter

Author
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#1 - 2012-01-03 19:09:39 UTC
Well, not so much mini as quarter sized.

For those people who don't have a full freighter load to move, and don't want to risk that large investment. And who don't want to have to cross train mining to get an Orca.

Say, a quarter of the cargo capacity, at half the price.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

tankus2
HeartVenom Inc.
#2 - 2012-01-03 19:27:25 UTC
or you could get one of those fancy Deep Space Transports that very few people use. With fitting and rigs, they can hold an absurd amount for their size.

Where the science gets done

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#3 - 2012-01-03 19:45:55 UTC
tankus2 wrote:
or you could get one of those fancy Deep Space Transports that very few people use. With fitting and rigs, they can hold an absurd amount for their size.



You mean about 32k m3 for a Mastadon, with t2 rigs? Only slightly more than a Mammoth (with 2 t2 rigs and a t1 rig. like anyone would be crazy enough to fit that). Even An Occator doesn't break the 40k m3 mark.

Yes, the 20k ehp tank is nice, but I'd want something a little bigger than that.

Maybe a 50k ehp tank, with a 200k m3 cargo bay.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Zaxix
State War Academy
Caldari State
#4 - 2012-01-04 20:11:28 UTC
I groan everytime I see one of these mini freighter threads. Where on the skill tree would this mini freighter fall? Any skill tree you might use has to deal with the industrial ship skills. Since racial industrial 5 is required for freighters and the Itty V, and there are no intervening skill clusters, where does this mini freighter fit in? It takes approx 16 days to get into a freighter (with implants). With that in mind, why train up to something, somewhere in the middle, when one more week gets you into the freighter?

Bokononist

 

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#5 - 2012-01-04 20:39:29 UTC
Actually, I was thinking Freighter 1. It's not a step in the journey to a larger freighter. It's just an option, for when a larger freighter isn't needed. A way of reducing the risk on your investment.

Possibly something a little faster on align times and warp speed, but those aren't my main concern. Sometimes you don't need a super tanker. Just something bigger than a tramp freighter.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

tankus2
HeartVenom Inc.
#6 - 2012-01-04 22:08:53 UTC
or buff Deep Space Transports to hold more and be a bit more tanky, thus giving them a reason to continue to exist

Where the science gets done

Goose99
#7 - 2012-01-04 22:50:32 UTC
Supported. +1

There is a large gap in cargo between the largest subcap hauler and smallest freighter, with nothing in between to fill it. Orca, an "ORE Mining Capital Industrial Ship," isn't a viable workaround. With 30k cargo, it's not larger than itty v or impel by a large enough amount to fill the gap, just safer from highsec ganks, which is besides the point.
MadMuppet
Critical Mass Inc
#8 - 2012-01-04 23:44:09 UTC
-1

ORCA - Not counting the 400km3 maintenance bay you still have the 40km3 Corp hangar and the potential for over 90km3 in the regular cargo hold (oh and 25km3 in the ore bay)... so you are already at the quarter scale mark as it is and still fit a semi-decent tank.

The problem that a lot of these request threads have is that the ability to move larger and larger masses of goods can screw up the market price variations that make the market unique.

This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

"If you are part of the problem, you will be nerfed." -MadMuppet

Goose99
#9 - 2012-01-04 23:49:40 UTC  |  Edited by: Goose99
MadMuppet wrote:
-1

ORCA - Not counting the 400km3 maintenance bay you still have the 40km3 Corp hangar and the potential for over 90km3 in the regular cargo hold (oh and 25km3 in the ore bay)... so you are already at the quarter scale mark as it is and still fit a semi-decent tank.

The problem that a lot of these request threads have is that the ability to move larger and larger masses of goods can screw up the market price variations that make the market unique.


Actually, he wanted to move smaller mass of goods. Freighter is still around.Roll

Oh, and I guess you weren't around back in 2003. Now that's variation.Lol
tankus2
HeartVenom Inc.
#10 - 2012-01-05 04:43:20 UTC
ok ok, a more serious post for once.

given that we have t1 industrials, two t2 industrials (one of which is mostly unused), orcas, and freighters to haul stuff around, we do have a lot of variation. However, just in the previous sentence we have a lame-duck class of ship that is there but no-one uses.

a solution to solve both the issue of no in-between from a freighter/ jump freighter and orca would be to buff one of the two types of t2 industrial. As I've mentioned before, this would be the Deep Space Transport.

The first thing to note between all transport ships is that the Deep Space ones have 2k m^3 more cargohold space than the Blockade Runners, which this difference isn't enough. For hitpoints, the DSTs again have about 1k more hitpoints across all three bars more than BRs, which again isn't enough.

So, my idea is this: Give the DSTs 2k m^3 more cargohold and 4k more hitpoints across the board (more in the ship's primary tank or, for the mastodon, in both armor and shields). Just to throw a curveball, DSTs also have a role bonus: +2 warp strength, which doesn't help in the era of heavy interdictors and insta-pop gatecamps. This should be changed into a 50% reduction in sig radius, which would increase lock-on times OR 15% omni resistance on the tank of the ship (mastodon would likely get this on the shields, which if it does then it would get the bonus hitpoints mostly to shields).

So, these changes sound good or what?

Where the science gets done

Goose99
#11 - 2012-01-05 05:20:51 UTC
tankus2 wrote:
ok ok, a more serious post for once.

given that we have t1 industrials, two t2 industrials (one of which is mostly unused), orcas, and freighters to haul stuff around, we do have a lot of variation. However, just in the previous sentence we have a lame-duck class of ship that is there but no-one uses.

a solution to solve both the issue of no in-between from a freighter/ jump freighter and orca would be to buff one of the two types of t2 industrial. As I've mentioned before, this would be the Deep Space Transport.

The first thing to note between all transport ships is that the Deep Space ones have 2k m^3 more cargohold space than the Blockade Runners, which this difference isn't enough. For hitpoints, the DSTs again have about 1k more hitpoints across all three bars more than BRs, which again isn't enough.

So, my idea is this: Give the DSTs 2k m^3 more cargohold and 4k more hitpoints across the board (more in the ship's primary tank or, for the mastodon, in both armor and shields). Just to throw a curveball, DSTs also have a role bonus: +2 warp strength, which doesn't help in the era of heavy interdictors and insta-pop gatecamps. This should be changed into a 50% reduction in sig radius, which would increase lock-on times OR 15% omni resistance on the tank of the ship (mastodon would likely get this on the shields, which if it does then it would get the bonus hitpoints mostly to shields).

So, these changes sound good or what?


2k m3 more cargo isn't close to enough. All DST but Impel will still be smaller than Itty 5, and nowhere close to orca, much less taking the halfway spot between freighter and subcap hauler that's now sitting empty.
CobaltSixty
Fawkes' Loyal Professionals
#12 - 2012-01-05 09:29:14 UTC  |  Edited by: CobaltSixty
A freighter for when you don't need to carry as much is called a Jump Freighter. They even have up to 80% more tank.

Ships optimized for cargo space goes like this in EVE.
(Stats for ships referenced with all T1 cargo rigs and T2 expanders.)

  • Mining Frigates: ~550-850m³. (bleh)
  • Exequror: ~2,800m³, often overlooked.
  • Noctis: ~4,600m³.
  • Mining Barges: ~2,400-9,900m³.
  • Blockade Runners: ~8,600-10,900m³.
  • Exhumers: ~9,600-17,000m³.
  • T1 Industrials: ~9,200-38,400m³.
  • Deep Space Transports: ~29,200-36,200m³.
  • Orca: ~129,000m³, more if you're carrying ore. More still if you managed to train Industrial Command Ships V.
  • Jump Freighters: 337,500-367,969m³.
  • Freighters: 900,000-981,250m³ maximum.

Rorqual not included because it can't go through stargates, making it a useless hauler.

Do DSTs need a boost to their cargo capacity and HP? Yes.
The Impel should stop short of 50km³ to prevent the carriage of packaged battleships.
ROUGHLY: Impel - 48km³, Occator - 45km³, Bustard, 39km³, Mastodon 36km³, with T2 rigs/expanders.

Do we need Jump Freighters that can't jump? No.
OP's request for a custom-for-him slightly-better-than-an-Orca ship denied. The granularity is there at the smaller levels where it needs to be, and gradually becomes less so as overall cargo capacity increases. Sounds about perfect to me.
Zaxix
State War Academy
Caldari State
#13 - 2012-01-06 18:35:05 UTC
It sounds like what OP really wants is a faster, cheaper freighter and/or an industrial with more room. However, you can haul .01 m3 in a freighter. It may seem like overkill, but that's not really the point. There is no logical reason to create an entire subclass of freighters for the purpose of hauling LESS. Is it somehow not possible to move less than a full freighter load in a freighter? I get the annoyance with the slowness of the freighter but once you've got all the relevant skills maxed out and some good implants, they do pretty well. Take those skills to a JF and they get downright awesome. Align to warp time in a nomad with the right skills/implants is 16 seconds.

Also, consider the ISK to risk values for the proposed ship class. If its a 'mini' freighter, I'd expect it to have less room, be smaller, and have less EHP. The rough (very rough) current gank worthy threshold is in the 1 to 1.5bil range. That's based on a calculation of what it takes to destroy a freighter vs. loot drops to make the gank worth it. With less EHP, you'd have to carry less valuable cargo or you'd actually increase the risk of being ganked. And since some of the most valuable items are actually very small, you'd still be hauling less volume than you're able to carry. With no slots for mods, it'd be like an unfitted orca. And it would carry a similar volume.

If freighter 1 was the skill req, then i'd have a choice of freighter or mini freighter with the same training time, less cargo volume, less EHP, less of an ability to carry valuable cargo, and the only benefits I would get would be a vaguely defined "faster" and "more agile" (but those would still have to be slower/less nimble than industrials/orcas to fit the game design pattern). Presumably they'd be cheaper, but as soon as I needed to haul more than my max volume, I'd need to either make more trips (which means its not actually faster in practice) or buy a freighter.

Bokononist

 

tankus2
HeartVenom Inc.
#14 - 2012-01-06 22:08:01 UTC
this is why I say buff the Deep Space Transports than introduce something new. I'm now partial to Cobalt's suggestion instead of my own :d

Where the science gets done

Joe Risalo
State War Academy
Caldari State
#15 - 2012-01-06 22:31:45 UTC
CobaltSixty wrote:
A freighter for when you don't need to carry as much is called a Jump Freighter. They even have up to 80% more tank.

Ships optimized for cargo space goes like this in EVE.
(Stats for ships referenced with all T1 cargo rigs and T2 expanders.)

  • Mining Frigates: ~550-850m³. (bleh)
  • Exequror: ~2,800m³, often overlooked.
  • Noctis: ~4,600m³.
  • Mining Barges: ~2,400-9,900m³.
  • Blockade Runners: ~8,600-10,900m³.
  • Exhumers: ~9,600-17,000m³.
  • T1 Industrials: ~9,200-38,400m³.
  • Deep Space Transports: ~29,200-36,200m³.
  • Orca: ~129,000m³, more if you're carrying ore. More still if you managed to train Industrial Command Ships V.
  • Jump Freighters: 337,500-367,969m³.
  • Freighters: 900,000-981,250m³ maximum.

Rorqual not included because it can't go through stargates, making it a useless hauler.

Do DSTs need a boost to their cargo capacity and HP? Yes.
The Impel should stop short of 50km³ to prevent the carriage of packaged battleships.
ROUGHLY: Impel - 48km³, Occator - 45km³, Bustard, 39km³, Mastodon 36km³, with T2 rigs/expanders.

Do we need Jump Freighters that can't jump? No.
OP's request for a custom-for-him slightly-better-than-an-Orca ship denied. The granularity is there at the smaller levels where it needs to be, and gradually becomes less so as overall cargo capacity increases. Sounds about perfect to me.


Looking at this, the answer is right there

Quote:
  • Jump Freighters: 337,500-367,969m³.

  • the only difference here is we don't want it to be a t2 ship or a jump freighter

    Instead, it would be a t1 frieghter, but instead of having reduced cargo capacity because of the jump drive, it has reduced capacity simply to allow it to move faster. So it would align faster, warp faster, and have a faster base speed.

    This ship could simply be a reskin of the existing freighters if CCP didn't wanna create new skins for them.

    However, these ships would be more designed for heavy hauling with more speed. They will not get a bonus to capacity per level, but instead a bonus to warp speed/velocity/agility, or all 3. So they would have the base capacity of a jump freighter.

    At lvl 5 they would be equal or just under equal to the velocity, agility, and warp speed of the orca. perhaps someone else might suggest that they be slightly better than the orca since they have no other function, but this is the general concept.

    Smaller capacity in exchange for speed and price, no capacity skill buff in exchange for skill buff to movement.
    I'd say it's a perfect exchange, but I would still suggest that these ships require less materials than larger frieghters. So this perhaps may require them to have a new skin in order to make this "fit with lore"
    LeHarfang
    Federal Navy Academy
    Gallente Federation
    #16 - 2012-01-07 10:36:14 UTC
    Why not simply switch the cargo capacity for both the freighter and jump freighter? I mean, getting more skills would be rewarding.

    Wait a sec, i see that jump freighter would become way too OP with this. Nevermind.
    Marco Bastanold
    Exploitation Industrial Group
    #17 - 2012-01-09 21:01:07 UTC
    Joe Risalo wrote:
    [quote=CobaltSixty]A freighter for when you don't need to carry as much is called a Jump Freighter. They even have up to 80% more tank.

    At lvl 5 they would be equal or just under equal to the velocity, agility, and warp speed of the orca. perhaps someone else might suggest that they be slightly better than the orca since they have no other function, but this is the general concept.

    Smaller capacity in exchange for speed and price, no capacity skill buff in exchange for skill buff to movement.
    I'd say it's a perfect exchange, but I would still suggest that these ships require less materials than larger frieghters. So this perhaps may require them to have a new skin in order to make this "fit with lore"


    Just reskin the Orca, the Ore Industrial skill is already existing, so require Racial industrial 4 and Ore Industrial 4 to fly a new repurposed/reskinned Orca mid-sized freighter. Give it the handling characteristics of the Orca, 2 rigs slots and 4 low slots and a base capacity of 200k m3.

    Not sure if the game really needs another transport/freighter, but this may be a viable option.
    Joe Risalo
    State War Academy
    Caldari State
    #18 - 2012-01-09 23:52:32 UTC
    Marco Bastanold wrote:
    Joe Risalo wrote:
    [quote=CobaltSixty]A freighter for when you don't need to carry as much is called a Jump Freighter. They even have up to 80% more tank.

    At lvl 5 they would be equal or just under equal to the velocity, agility, and warp speed of the orca. perhaps someone else might suggest that they be slightly better than the orca since they have no other function, but this is the general concept.

    Smaller capacity in exchange for speed and price, no capacity skill buff in exchange for skill buff to movement.
    I'd say it's a perfect exchange, but I would still suggest that these ships require less materials than larger frieghters. So this perhaps may require them to have a new skin in order to make this "fit with lore"


    Just reskin the Orca, the Ore Industrial skill is already existing, so require Racial industrial 4 and Ore Industrial 4 to fly a new repurposed/reskinned Orca mid-sized freighter. Give it the handling characteristics of the Orca, 2 rigs slots and 4 low slots and a base capacity of 200k m3.

    Not sure if the game really needs another transport/freighter, but this may be a viable option.


    I had considered the skins to be that of the orca, however, the skills themselves can't be related.

    The reason why I say this is because the initial post was to give a smaller, less expensive freighter that was actually a freighter, thus not requiring the skills needed to get the orca.

    It would have the same skill requirements of a large freighter now, but they would be smaller, somewhat faster, and cost less.
    Droxlyn
    School of Applied Knowledge
    Caldari State
    #19 - 2012-01-10 02:00:02 UTC
    Take an Orca, rip out the Ship Maint Bay, ore hold, corp hangar, and mining related bonuses. Bump up the Cargo hold space that it reaches ~300k m3 with T2 expanders. Adjust the blueprint so it still costs about the same as an Orca, and change the skills to match a Freighter?

    Can it access normal jet cans?

    I know I would love a ship that can carry around that much for Multi-factory PI duty. Especially if it could keep the Corp Hangar so it could feed alts/corp mates their PI materials with fewer visits to the station.
    Ines Tegator
    Serious Business Inc. Ltd. LLC. etc.
    #20 - 2012-01-10 02:12:25 UTC
    +0.75

    I support the idea to merge this idea with the DST's and buff them up to 50-75k cargo or so. That would be nice, and give them a reason to exist.