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Player Features and Ideas Discussion

 
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T3 Harvester Cruiser

Author
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#101 - 2012-06-27 12:32:20 UTC
Alright, time for some changes:

-removed ore hold from the Ore Yield subsystem

-removed mercoxit storage bay from the Deep Core Extraction subsystem

-removed cargo capacity bonus from the Covert Ops Reconfiguration subsystem

-removed gas chamber from the Harvester Efficiency Optimizer subsystem

-added Industrial Expansion Bay subsystem: +5000m3 storage hold for ore and gas; 0/0/1

-increased the bonus for the Hull Construction Reconfiguration from 5% to 10% to make it more appealing

-clarified that only one gang assist module may be active when the Industrial Processor subsystem is being used (to prevent stepping on the toes of afk POS boosting orcas/rorquals

Thanks for the feedback. I still need ideas for a 4th propulsion subsystem. I think the way the ore hold is now setup will make it so pilots will need to decide between a huge ore bay, bubble immunity or mass reduction. Note that the Industrial Expansion Bay also adds a low slot to the ship, whereas the other two propulsion subsystems do not.
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#102 - 2012-06-27 15:33:51 UTC
One more change:

The name is now "T3 Harvester Cruiser." This is primarily to clarify the ships role a bit so people do not get confused by the title. It is not an "industrial" in the sense of current eve industrials (haulers). Its purpose is to extract ores and gas with quite a bit of versatility.
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#103 - 2012-06-28 16:18:39 UTC
Daily bump.
Jayrendo Karr
Caldari Provisions
Caldari State
#104 - 2012-06-28 19:57:15 UTC
Lets make the ships that exist balenced a bit more first.
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#105 - 2012-06-28 20:20:27 UTC
Jayrendo Karr wrote:
Lets make the ships that exist balanced while we're at it too.


ftfy

Reaver Glitterstim
The Scope
Gallente Federation
#106 - 2012-06-28 20:36:03 UTC  |  Edited by: Reaver Glitterstim
I mostly approve of the changes you have made.

Still, I think you should consider adding other industry options to this vessel. By giving it a specific role (mining), it is not a strategic cruiser anymore, it is a mining cruiser. It puts it somewhere between tech 1 and tech 3 in the amount of versatility it has. But if I can't convince you, we'll just have to agree to disagree.


Industrial Expansion Bay - you don't have any "propulsion" bonuses on this mod. Perhaps instead of a low slot, it should have +2 warp strength.

Perhaps a 4th propulsion subsystem could reduce sig radius and/or increase warp velocity? Just brainstorming.

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."

Emperor Salazar
Remote Soviet Industries
Insidious Empire
#107 - 2012-06-28 20:46:59 UTC
The propulsion subsystem might get renamed. Its more geared to "hull modification" now, rather than just propulsion, hence why I threw the ore bay subsystem down there. Theres also already a subsystem that reduces sig radius (one of the defensive ones).

Thanks for the points about the edits I missed; should be fixed now.

As for something other than "mining" oriented, yeah we're going to have to agree to disagree there. The versatility of this ship is that it can choose what type of specialized extraction it wants to do, whether that be regular ore, mercoxit, or gas while also having versatile options for defense, electronics and other things.

I like the warp velocity idea but I want to hear some more before I add anything. Perhaps something that could be unique to a ship like this that is related to the hull/propulsion/whatever.

Thanks for the feedback.
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#108 - 2012-06-28 20:56:31 UTC
Actually, I thought of something to make the ore hold subsystem more "propulsion" oriented.

-10% agility per level

Thus, the bigger the bay, the slower you'll align/navigate.
Reaver Glitterstim
The Scope
Gallente Federation
#109 - 2012-06-28 22:06:04 UTC
Emperor Salazar wrote:
Actually, I thought of something to make the ore hold subsystem more "propulsion" oriented.

-10% agility per level

Thus, the bigger the bay, the slower you'll align/navigate.

It's a nice idea, but you can't just lower your skill to get a smaller bay and more agility. Howabout a small ore hold without the penalty and another subsystem with a large hold and a big flat penalty? Like -50% agility role penalty

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."

Emperor Salazar
Remote Soviet Industries
Insidious Empire
#110 - 2012-06-28 22:07:27 UTC
Reaver Glitterstim wrote:

It's a nice idea, but you can't just lower your skill to get a smaller bay and more agility.


I don't see why not.
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#111 - 2012-06-28 22:08:00 UTC
But I like the second part of your post. I'm going to flesh it out a bit.
Reaver Glitterstim
The Scope
Gallente Federation
#112 - 2012-06-28 22:12:13 UTC
Emperor Salazar wrote:
Reaver Glitterstim wrote:

It's a nice idea, but you can't just lower your skill to get a smaller bay and more agility.


I don't see why not.

I mean, if increasing the level of the skill causes your ore bay to get bigger and your agility to go down, say one day you have a specific plan and you want to have a smallish ore bay with better agility. You can't just click a button to make your T3 Harvester Cruiser Propulsion Subsystem skill go down a few levels, and then come back up later at another button click.

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."

Emperor Salazar
Remote Soviet Industries
Insidious Empire
#113 - 2012-06-28 22:18:10 UTC  |  Edited by: Emperor Salazar
Reaver Glitterstim wrote:
Emperor Salazar wrote:
Reaver Glitterstim wrote:

It's a nice idea, but you can't just lower your skill to get a smaller bay and more agility.


I don't see why not.

I mean, if increasing the level of the skill causes your ore bay to get bigger and your agility to go down, say one day you have a specific plan and you want to have a smallish ore bay with better agility. You can't just click a button to make your T3 Harvester Cruiser Propulsion Subsystem skill go down a few levels, and then come back up later at another button click.


If people are willing to burn skill training to do that, then so be it.

With that said, I was initially going to do a flat penalty but I thought it was more logical to have the penalty scale with the increased size.

I like the idea of a small/large bay.

How about a smaller bay with say 5k m3 and a minor 10% agility penalty and 10% mass increase and then a second subsystem with 25k m3 and a -50% agility and 50% mass increase?

The only problem here is: what does the skill do? Perhaps it can reduce the penalties by 10% per level?
Reaver Glitterstim
The Scope
Gallente Federation
#114 - 2012-06-28 22:34:01 UTC
Howabout the skill increases the bay size slightly but doesn't affect the agility?

2500m3 base ore hold with a small agility BONUS, and the skill increases the ore hold size by 250m3 per level

-or-

7500m3 base ore hold with a large agility penalty, and the skill increases the ore old size by 750m3 per level

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."

Emperor Salazar
Remote Soviet Industries
Insidious Empire
#115 - 2012-06-28 22:43:04 UTC
Interesting.

I'm going to play with the ideas/numbers a bit.

Thanks a lot for the feedback.
True Sight
Deep Freeze Industries
#116 - 2012-07-04 19:02:49 UTC
Bumping for justice.

I'd like to suggest you work less on the refined stats and modules and more on the general concept in general, what important roles it feels, why it should be added to the game, why they should introduce this to the game over having players use what is already available etc...

Ultimately if they decide to build a T3 Industrial ship, they won't copy and paste your subsystems stats, they'll start from scratch and make it the way they want :)
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#117 - 2012-07-05 01:10:31 UTC
True Sight wrote:

Ultimately if they decide to build a T3 Industrial ship, they won't copy and paste your subsystems stats, they'll start from scratch and make it the way they want :)


Thats probably true.

In which case, the general concept is already fleshed out more than enough heh
Reaver Glitterstim
The Scope
Gallente Federation
#118 - 2012-08-04 19:01:45 UTC
Shameless necro.

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."

Infinite Force
#119 - 2012-10-15 23:55:01 UTC
Don't let it die!!

HROLT CEO Live Free; Die Proud

http://tinyurl.com/95zmyzw - The only way to go!

Allandri
Liandri Industrial
#120 - 2012-10-16 02:05:55 UTC
What would the signature radius be?