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CCP Anounces New Destoyers and Mining Ships

Author
Gorki Andropov
I Dn't Knw Wht You Wnt Bt I Cn't Gve It Anymre
#81 - 2012-06-04 12:10:35 UTC
Quartzlight Evenstar Icefluxor wrote:
Richard Desturned wrote:
Quartzlight Evenstar Icefluxor wrote:
Shukuzen Kiraa wrote:

Even the Rorqual doesn't take that long to train for,



You obviously have not a clue what you are talking about.


It doesn't take that long at all unless you plan on using it to siege up and give bonuses.



Ah a clueless goon blathering nonsense. Imagine that.



When does your subscription run out? I think it's fair to say you make no real contribution here beyond spouting 'GOONS R BAD' and 'I ARE BUTTHURT'.
Tallian Saotome
Nuclear Arms Exchange Inc.
#82 - 2012-06-04 12:20:49 UTC
Aramatheia wrote:
a capital miner with a jump drive would be pretty awesome, something for the dedicated outer rim miners to risk i mean mine in. bigger, heavier defense, better mining, a logical step up from the hulk which is pretty small really... I'd like to see a 20km long planetary harvester, capable of cutting off entire sections of a planet, and eating 100k ore asteroids for after dinner mints. Make mining interesting!

hmm dont mind me, just day dreaming over here

You mean a rorqual with a clone vat bay and a SMA full of hulks?

Inappropriate signature removed, CCP Phantom.

Diesel47
Deep Core Mining Inc.
Caldari State
#83 - 2012-06-04 13:22:19 UTC
A capital mining ship that launches up to 5 hulks for it to mine.


Kinda like mining drones but better.
Velicitia
XS Tech
#84 - 2012-06-04 13:34:35 UTC
Diesel47 wrote:
A capital mining ship that launches up to 5 hulks for it to mine.


Kinda like mining drones but better.


Tallian Saotome wrote:
You mean a rorqual with a clone vat bay and a SMA full of hulks?


Can't say it better than Tallian... (though, T2 mining links are strongly suggested)

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Ilkahn
Ideal Mechanisms
#85 - 2012-06-04 14:26:05 UTC
Jace Errata wrote:
Dbars Grinding wrote:
lol new mining frigs. Way to fail CCP. what a waste of dev time.

I know it's a novel concept, but EVE does get new players, some of whom are unable to miraculously skip the early few hours spent mining in your first Bantam to save for a cruiser.


Unfortunately, the playerbase has spent so much time online that the majority have lost sight of reason and has long forgotten the feeling of being a new player to EVE. If the server went down for 2 days therapist offices would fill to overflowing. Many of them should go ride a mountain bike for a few hours a day, or hike 5-10 miles.
Mira Robinson
#86 - 2012-06-04 15:46:45 UTC
Just a newbie mining ship. The career miners need a step up from the Hulk.

Earlier today, the Dixon Mining Guild and the Butz Manufacturing Corporation formed a coalition.

It's hard to tell if there is a light at the end of the tunnel for the Dixon-Butz Alliance.

Ban Bindy
Bindy Brothers Pottery Association
True Reign
#87 - 2012-06-04 16:15:28 UTC
The new ships will help identify new miners by glowing red and broadcasting "please gank me" in local. You will be able to warp directly to them by clicking on the pilot name in local. This will enable gankers to be more efficient in driving new players out of the game immediately. Apparently some of them are staying in the game too long.
Noriko Mai
#88 - 2012-06-04 16:29:39 UTC
CCP Ytterbium wrote:
Hey folks,

Thought it would be time for an update here. So far we are quite happy with the frigates we revamped in Inferno and we will start moving to the others soon.


What we would like to do next:


  • Keep working on frigate overhaul, as we barely started so far - that means having a look at role, slot layout of the remaining hulls and sorting them into the combat, attack, or support categories (the bombardment role was removed as feedback shown it wasn't great to start with)

  • Revamp the rookie ships to be more versatile - ideally they should offer a lot of small bonuses to show what their race philosophy is all about, without being as efficient at any tech 1 frigate in their own roles

  • Since we are removing mining frigates, introduce an ORE frigate to take over that role in general - think of it as an expendable, fast miner able to ninja-mine in hostile environments, while mining barges are more of a static mining platforms

  • Introducing an ORE frig makes us realize how painfully outdated mining barges / exhumers are in general - we want to make them all viable in some fashion and not systemically make the Hulk better at that role. That also means having a look at skill requirements, as the jump from a Covetor to a Hulk is almost non-existant (one idea it to move all mining barge skill requirements to level 1, while exhumers keep a mining barge skill requirement at 5)

  • Then move into tech 1 destroyer hulls - having a look at the existing ships and introducing 4 new toys to play with.



Thanks for your feedback people, it helped a lot for the Inferno release.

Here

"Meh.." - Albert Einstein

George Whitebread
Viziam
Amarr Empire
#89 - 2012-06-04 17:11:48 UTC
Gogela wrote:

Why are vets even commenting on ships for newer players? You'll never even want to fly them! They aren't for you!


So, it's like old people don't caring about the education system because they will never take an education again. The only thing they should care about is health care for the elderly?

I'm pretty sure this attitude is a common recipe for a failed society: no one ever cares about anything that will not directly affect themselves.

I'm commenting on ships for newer players because I want them to have as good experience as possible within the first days of their EVE life. EVE has a hard/confusing learning curve, which have led to many players leaving even before they have really tried the game out. Helping CCP in their quest to attract new players to this game, and make sure said players will stay for some time, can never be a bad thing.

We have all been new players, so we all have some opinions as to what could have made for a better experience for us during those first baby steps in New Eden.

"I say what I like, and I like what I bloody well say" - George Whitebread

Baneken
Arctic Light Inc.
Arctic Light
#90 - 2012-06-04 18:32:34 UTC
Aramatheia wrote:
a capital miner with a jump drive would be pretty awesome, something for the dedicated outer rim miners to risk i mean mine in. bigger, heavier defense, better mining, a logical step up from the hulk which is pretty small really... I'd like to see a 20km long planetary harvester, capable of cutting off entire sections of a planet, and eating 100k ore asteroids for after dinner mints. Make mining interesting!

hmm dont mind me, just day dreaming over here


When I was a newb i thought that rorqual was just a huge slow mining ship that would just go chomp chomp chomp chomp at the belts spewing out compressed ore as it goes. PLol

Boy was I wrong and boy I wish I could kill the mofo that came up with the mechanics for using those ore compression prints.
Just the fact that you need pbo's at all in hte process is enough to issue a fatwa on that bastard but that's another story. Evil
Gogela
Epic Ganking Time
CODE.
#91 - 2012-06-04 18:35:47 UTC
George Whitebread wrote:
Gogela wrote:

Why are vets even commenting on ships for newer players? You'll never even want to fly them! They aren't for you!


So, it's like old people don't caring about the education system because they will never take an education again. The only thing they should care about is health care for the elderly?

I'm pretty sure this attitude is a common recipe for a failed society: no one ever cares about anything that will not directly affect themselves.

I'm commenting on ships for newer players because I want them to have as good experience as possible within the first days of their EVE life. EVE has a hard/confusing learning curve, which have led to many players leaving even before they have really tried the game out. Helping CCP in their quest to attract new players to this game, and make sure said players will stay for some time, can never be a bad thing.

We have all been new players, so we all have some opinions as to what could have made for a better experience for us during those first baby steps in New Eden.

You are putting words in my mouth. They are just talking about making dedicated mining ships for newer players. Why would you get in the way of that? stfu is my final answer, Regis.

Signatures should be used responsibly...

Aramatheia
Tiffany and Co.
#92 - 2012-06-04 18:44:18 UTC  |  Edited by: Aramatheia
Tallian Saotome wrote:

You mean a rorqual with a clone vat bay and a SMA full of hulks?


i'd love to go to work designing a whole new supercapital "planetary harvester" ship, it would be bigger than a titan - think 50-100km long. It would just park itself in orbit above a tasty looking planet then deploy some beams from its super hardened belly section. Capable of slicing in excess of 50km deep into a planets crust to extract massive portions of mineral wealth. Of course activation of such a planetary harvester causes the planet to turn barren and produce no further minerals for at least 1 month. The ultimate in your face in null sec, capture a system move in the miners and take thier planets for all thier worth!

Weakness? Once engaged in mining the ships must be watched, ships of the owning corp/alliance must always be present and the ship must always have a pilot. The pilots can be rotated out. Mining cycle duration is 1 week upon the conclusion of the planet refresh timer begins. If the mining is interupted (the harvester is destroyed) the planet loses 1/4 of its available resources but the mining ship loses any and all minerals acquired (obviously the ship died). The planetary harvester cannot under any circumstances be told to stop mining once it has been activated. It must complete its cycle due to the nature of the extraction process and power constraints. Furthermore despite the size of the vessel it cannot in any way function as a base or outpost nor can it be anchored upon. Pilot rotation is the only possible function aside from mining, ships have to be on station piloted by players (they too can be rotated out so folks can sleep). The ship is too large for any gates, and jumping it requires extensive charge up time follwed by an extended post jump cooldown period. The ship cannot be jumped more than once every 48 hours due to stresses of moving such a large object

Piloting a planetary harvester requires extensive training in capital, supercapital and a new Hypercapital class skillset. Each pilot who intends to rotate into the ship must have the required training to do so. If an unskilled pilot enters the ship for any purpose the vessel will be destroyed.

This vessel cannot be built in 1 piece. It must be assembled in components before being assembled in specially constructed gantries that must be attached to the highest level POS. The components are too large to be stored inside a POS of any class and must be placed outside. Production times vary according to ship building skills but final stage assembly will be fixed at 2 months.

As hinted already a planetary harvester would be completely unarmed, its belly lasers fixed facing downwards and unable to track or lock a ship or fixed orbital target (ie a POS). It would by default have a thick skin but not be inpervious. Also it would not carry slots for defensive upgrades. The vessels core powerplant being slaved to the engines, jump drive and the mining function when activated (hence why it cannot be moved once initiated!). The vessel has an exceptionally thick underbelly, attacking ships that inadvertantly orbit below the vessel will suddenly find themselves dealing next to no damage. THis underbelly is to protect the harvester against planetary reactions via the mining process as well as surface to space cannons (come on how many years have they had to build a potent defense grid in this universe!)

Note Attacking ships that attempt the thwart the dont orbit below method will find thier weapons degrading in effect as damaged plates and components from thier fixing firing spot begins to diffuse thier weapon strengths. Orbiting is required but with alot of human imput to avoid wasting time/ammunition.

and now i have to start coming up with a design concept then go build that sucker in max. better install my new max 2013 tomorow
Akirei Scytale
Okami Syndicate
#93 - 2012-06-04 19:32:49 UTC
Quartzlight Evenstar Icefluxor wrote:
Akirei Scytale wrote:


As much as I would hate to see a new player go mining first, helping newbros and giving them options is never a waste of time.



You are not playing a game obviously. You are playing a private version of 2nd Life because your real one must a shambles. You take things way too seriously....to take you seriously.

And if this is the case, have you ever even considered a game without anything resembling a miner anywhere nearby ? Hmm ?

Psychiotic is psychotic.


Are you ******* stupid?

I'd like to see new players keep playing, intsead of this. Mining is devastatingly boring, and someone coming into EVE and seeing that first probably won't be around after a month.
Chris Cooley
Doomheim
#94 - 2012-06-04 19:56:57 UTC
LOL at all the recent pinheads that have been trying to convince everyone that CCP is phasing industry out of the game.
Prophets they aint!
Lol
Ban Bindy
Bindy Brothers Pottery Association
True Reign
#95 - 2012-06-04 23:26:10 UTC  |  Edited by: Ban Bindy
Interesting that CCP would pick this time to look at all the mining barges, as noted in the quote.
Alia Gon'die
Outer Ring Applied Logistics
#96 - 2012-06-05 03:13:49 UTC
Ban Bindy wrote:
Interesting that CCP would pick this time to look at all the mining barges, as noted in the quote.


What is interesting about it? That they are looking at industry-related things at a time when they are beginning production for an industry heavy expansion?

Self-appointed forums hallway monitor Ask me about La Maison and what it means for you! http://bit.ly/LTW5gW These wardec rules are not in place for our protection. They're in place for yours.

Ketov Aktar
Grey Wolff
#97 - 2012-06-05 07:35:59 UTC
Aramatheia wrote:
Tallian Saotome wrote:

You mean a rorqual with a clone vat bay and a SMA full of hulks?


i'd love to go to work designing a whole new supercapital "planetary harvester" ship, it would be bigger than a titan - think 50-100km long. It would just park itself in orbit above a tasty looking planet then deploy some beams from its super hardened belly section. Capable of slicing in excess of 50km deep into a planets crust to extract massive portions of mineral wealth. Of course activation of such a planetary harvester causes the planet to turn barren and produce no further minerals for at least 1 month. The ultimate in your face in null sec, capture a system move in the miners and take thier planets for all thier worth!

Weakness? Once engaged in mining the ships must be watched, ships of the owning corp/alliance must always be present and the ship must always have a pilot. The pilots can be rotated out. Mining cycle duration is 1 week upon the conclusion of the planet refresh timer begins. If the mining is interupted (the harvester is destroyed) the planet loses 1/4 of its available resources but the mining ship loses any and all minerals acquired (obviously the ship died). The planetary harvester cannot under any circumstances be told to stop mining once it has been activated. It must complete its cycle due to the nature of the extraction process and power constraints. Furthermore despite the size of the vessel it cannot in any way function as a base or outpost nor can it be anchored upon. Pilot rotation is the only possible function aside from mining, ships have to be on station piloted by players (they too can be rotated out so folks can sleep). The ship is too large for any gates, and jumping it requires extensive charge up time follwed by an extended post jump cooldown period. The ship cannot be jumped more than once every 48 hours due to stresses of moving such a large object

Piloting a planetary harvester requires extensive training in capital, supercapital and a new Hypercapital class skillset. Each pilot who intends to rotate into the ship must have the required training to do so. If an unskilled pilot enters the ship for any purpose the vessel will be destroyed.

This vessel cannot be built in 1 piece. It must be assembled in components before being assembled in specially constructed gantries that must be attached to the highest level POS. The components are too large to be stored inside a POS of any class and must be placed outside. Production times vary according to ship building skills but final stage assembly will be fixed at 2 months.

As hinted already a planetary harvester would be completely unarmed, its belly lasers fixed facing downwards and unable to track or lock a ship or fixed orbital target (ie a POS). It would by default have a thick skin but not be inpervious. Also it would not carry slots for defensive upgrades. The vessels core powerplant being slaved to the engines, jump drive and the mining function when activated (hence why it cannot be moved once initiated!). The vessel has an exceptionally thick underbelly, attacking ships that inadvertantly orbit below the vessel will suddenly find themselves dealing next to no damage. THis underbelly is to protect the harvester against planetary reactions via the mining process as well as surface to space cannons (come on how many years have they had to build a potent defense grid in this universe!)

Note Attacking ships that attempt the thwart the dont orbit below method will find thier weapons degrading in effect as damaged plates and components from thier fixing firing spot begins to diffuse thier weapon strengths. Orbiting is required but with alot of human imput to avoid wasting time/ammunition.

and now i have to start coming up with a design concept then go build that sucker in max. better install my new max 2013 tomorow

WHAT?!?!? reaining time 5 years? What the hell are you smoking? (I want some)ShockedShockedP