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A concept of the future of the T1 industrial transport ships.

Author
Tennessee Jack
Doomheim
#21 - 2013-02-12 13:27:08 UTC  |  Edited by: Tennessee Jack
The difference between the orca and the cargo transporter is price. The orca rounds out at 700 million isk. Now while you maybe a isk baron, there are allot of people out there who are not. The ship offers an alternative to moving a ship, modules, components, and other items you want. It is substantially larger than the itty V in capacity, and has a tank that will cause people to commit substantially more resources in order to take it out before they get concorded. Odd that the main argument regarding the ehp of the cargo transporter is that it cannot be ganked by 1 guy in a destroyer in highsec. This particular industrial would essentially be safer against a single ganker. A gang though....

If you want to rob a train full of goods, you bring a gang. The ehp will not save you against that. Will the inherent dcu cause people to afk more. Yes. Will it give gang gankers more targets? Yep.

A solo ganker's target is the Fast Transporters.
The gank gang groups target is the Cargo Transporter and the Freighters.

On the fast transport. The t2 blockade runners got it right. Adapt what they do to the t1 hulls, minus the cloak.


Quote:

All in all, you have suggested nothing new or creative, you have merely repeated what many others are saying in other active threads, which is why this thread is redundant and, imo, should be locked.



As per the rules listed in the above thread by CCP Spitfire. Features and Ideas Rules.

Quote:

Thus a couple ground rules:
1) This is a breeding ground for ideas. If someone has an idea, listen to it. If you don't like it, think about why. Constructive feedback is good. Posting "That's an awful idea," is not constructive.

5) Before posting an idea, please check the Commonly Proposed Ideas Thread to see if there's already a topic running for it. Reposts will be locked and routed to the active thread.


The thread was checked, there is none. The front 3 pages were checked at the time of posting, there was none. The topics open were not active, and this concept is too large to be put into another thread, therefore hijacking their thread to spread my own idea's and concepts. This is not the post to argue what should or should not be posted. The idea has a thread, it is up to you whether you choose to comment on the idea itself or not. If you wish to comment, what is the constructive comment to be posted on the idea. Regardless of your opinion, I shall end this post by saying:


Thank you for the free bump, and thank you for your support of my ideas.
Tennessee Jack
Doomheim
#22 - 2013-02-12 13:45:53 UTC  |  Edited by: Tennessee Jack
I will have to drop the Cargo Transporter Down to 49,500m3 maxed. I inadvertently made it possible to import battleships through a highsec c1 wormhole. Then again that would be another thing an orca could not do (let alone a freighter). Though I will leave the thought, whether that should be possible to fit a bs hull in a t1 industrial that could fit in a c1 wormhole entrance. I am thinking no.

Due to the threshold change, I would drop its ehp to 60,000. I will update the front post with a explanation of its EHP, how it functions, how the DCU functions, and a basic concept of how it will fly, and survivability.
Hakan MacTrew
Science and Trade Institute
Caldari State
#23 - 2013-02-12 18:10:30 UTC
Tennessee Jack wrote:
I will have to drop the Cargo Transporter Down to 49,500m3 maxed. I inadvertently made it possible to import battleships through a highsec c1 wormhole. Then again that would be another thing an orca could not do (let alone a freighter). Though I will leave the thought, whether that should be possible to fit a bs hull in a t1 industrial that could fit in a c1 wormhole entrance. I am thinking no.

Due to the threshold change, I would drop its ehp to 60,000. I will update the front post with a explanation of its EHP, how it functions, how the DCU functions, and a basic concept of how it will fly, and survivability.

So, 60k ehp. You know thats into heavy PvP BC tank territory, right?

So, lets take say the Ity 5. Biggest of all the T1 sub-cap cargo movers. If fitted for moving cargo, with max skills, it has 38,433m3 for cargo and just short of 15k ehp and costs about 2 million isk, (at present.)
You want to increase this ro over 50km3 space and you want to more than quadruple the tank. How much should this vessel now be worth? I would expect it to fetch at least 150m to 200m isk.
And no, I'm not space rich. I don't see many new players having enough to afford that.

With 60k ehp, have you considered the effect of battle fitting it?

I said it beofre, and I'll say it again; T1 Industrials are not suitable for the role you are suggesting. Nor will they ever be. T1 Industrials are supposed to be cheap and affordable. What you want is something between an Industrial and a Freighter. Use the search dfunction for the term Mini Freighter, theres plenty of threads already.

Oh, and rather than going through all the bother of looking through the whole thread of common ideas, or checking 3 pages threads, just use the search function. It's much easier. And I still am not sure how you didn't spot at least two of those threads, seeing as they are posted in daily and have been since their creation pretty much.
Tennessee Jack
Doomheim
#24 - 2013-02-12 19:51:14 UTC  |  Edited by: Tennessee Jack
The skiff mining barge (And the Procurer) had a tank the size of the industrials not even 6 months ago. Now that too has a battleship tank. Actually if i remember correctly, the skiff/procurer had no tank, maybe 2000m3. now they gave it s battleship tank increasing its tank by a factor of at least 5), and gave it over 10,000+ in a ore bay. My explanations for how the dcu functions is explained in the first post if you care to re-read it. If you want to see basic battle fits, it is also in the first page (as well as a detailed explanation of how ehp functions, how the basic dcu can be overridden, and what it's hold can hold. It's very interesting.

In an optimal world though... Assuming a ganker can do 1000 dps ( not unrealistic ), you are looking at about 1 minute of survival... Yep. 1 whole minute, 60 seconds. 5 gankers.. You will live a whopping 12 seconds. I believe the part that is missing in your argument is location. Nullsec, no issue, this ship could not burn out of a bubble to save its own life. Lowsec... This ship can be readily caught by any basic gate amp (no cloak, horrid align times, etc), highsec.. Well you will have to bring half the amount of people it would take to gank a freighter to gank this. Or enough people to kill this ship in under 12 seconds (which If your group of people can do 1000 dps, is 6).

I just created unity in the ganking world. So yes, you may have to group.

On price. This would be low. If the fast transport is 1 to 2 million. This ship would be 3 to 5 million.

Thank you for your support of my ideas and concepts.

Edit: Making Correction, Mislabelled the Skiff and the Procurer. The Procurer costs 7 to 8 million for the hull, maybe 20 to 25 total for the entire ship with fits, and has a 40K+ EHP tank.
Hakan MacTrew
Science and Trade Institute
Caldari State
#25 - 2013-02-13 11:29:28 UTC
The skiff is a T2 ship that costs 125m isk.
The skiff can move 12,000m3 of ore, otherwise its cargo space is negligible.
How, exactly, is this meant to be a good comparison to your idea of a T1 hauler that will have triple the cargo space, (which is also general purpose, not specialised,) with a similar tank and will sell for 5m isk?

That's probably the worst reasoning I've seen on this board yet.

Your idea just does not work for T1 industrials. Maybe it could work as a seperate class, but not this one.

And as for the necessity of 5 Talos to gank this thing, (or maybe 5 Brutix after the changes,) or 12 or 13 gank fit catalysts is just plain stupid.
At minimum your looking at an investment of close to 100m isk between 13 pilots or up to 600m isk between 5 to gank a 5m isk ship? Even if you had not.changed your op and your were now transporting a BS, it would barely be worth ganking this ship because 1) there's only a 50/50 chance the ship will drop as loot and 2) even if it did drop the value of the BS will probably not cover the cost of the gank.

But let's do a little more math shall we.
Currently, a fully fitted Badger MkII is priced around for about 15m isk. (That's being generous.)
For sake of argument, lets say a Providence sells for 1.5b isk.
The Providence has 30 times the cargo capacity and 20 times the tank. It's also costs 100 times as muc, and that's just stock. It costs 1000 times as much as the stock Badger MkII.

Finally, your idea for a built in Damage Control Effect, there is a reason this bonus does not exist on any hull on the TQ server. The reason is not, "Nobody thought of it before!".
Deathan Taxxis
The Scope
Gallente Federation
#26 - 2013-02-13 12:12:45 UTC
So, if I am reading this correctly, you would have a mini Orca, a mini Deep Space Transport and a mini Blockade Runner available to new pilots within 30 minutes of upgrading their trial account. Due to the new Industrial skill changes that are incoming.

Except that there is nothing really 'mini' about any of these proposed ships. Essentially it would seem to make the Orca, DST and BR obsolete by providing viable alternatives (if not outright improvements) at a fraction of the cost. the only ship that might survive is the Orca due to it's boosting capabilities.

I feel that this may not be too well thought out.
Tennessee Jack
Doomheim
#27 - 2013-02-13 15:13:55 UTC  |  Edited by: Tennessee Jack
This is what l want to see.

CCP Video, The Butterfly Effect

Right now, this has the potential of happening with Mining Barges.

In the future, I (In my opinion) would want this to happen with transports too. I really could care less about a highsec suicide ganker having one less ship they can blow up solo, when they have two choices in that tier (the Cargo Transport with High EHP, and the Fast Transport, with low EHP). This concept was applied to Mining Barges due to Hulkageddon. If you are solo, and want to highsec gank a barge, the Skiff is probably not the ship you are aiming for.. Can you. Sure, but you will have to expend more resources than the potential ship is worth (Utilizing your reasoning above). But now, you don't have just 1 mining barge, you have 3 (not including the Exhumers). The Retriever can be blown up solo.. yup. The Covetor.. Oh yea.

Currently there really is not any small gang options for shipping, that is also including protection of such ships. Do I expect this ship to stand up to a 100 man gatecamp. No. Do I expect this ship to survive against a "modest" camp, or a small gang for 1 to 2 minutes, with the possibility of either it caling for help, or someone deciding to fight off the attackers (aka via the video above). Yes.

Can it currently be done in eve the way the T1 Indys are set? No.

I do not agree with how the T1 industrials functions right now. Someone finds you, scans you, says "Ooh", and the next 3 seconds, the ship is ashes.

We should be aiming towards the vision of Eve as a whole. We are looking to create new gameplay options for players.

But to be concrete, lets break down the video itself.

It is a mining barge, it is being assaulted. The level of the space this conflict occur's is not mentioned, be it high, low, null. Whether the miner's corp is at war, we do not know. All we know is that the Miner is under attack, and there is no concord to be seen. A 3rd party happens to intervene, and fight off the agressors. We learned 3 things.

1) The Mining Barge is a Coveter that somehow had a viable tank for that day an age (but lets apply it to now, lets say it is a Procurer or a Skiff, which would generally be able to survive an attack like this for oh.. 2 minutes). We all know the Covetor would be dust by now. And before we say "no one would take out a mining barge and ....." We ALL have guys in our corporations who Would Do that, Will Do that, and Continue to Do that Even when told.. Don't Do It.

2) The pilot actually has enough time to intervene before the ship is destroyed.

3) The Mining Barge Pilot had enough time to call for help, and theoretically was enough time for help to arrive.

Lets apply it to the designs I am asking for.

You are hauling equipment for a POS your corp has. Your corporation has been at war for some time. You have a team of people on standby to help with the escort mission. Your team looks like this.

1 Cargo Transport, 1 logistic ship, 2 combat ships, 1 scout. 5 People total.

You run 3 gates, and your Scout notifies you of a gate camp of 4 wartargets at the next gate. With the current ingame settings, you have 1 choice.

1) Dock up, call for help.

Applying what I set out here, you now have more choices:

1) Dock up, call for help
2) Try to break through the gatecamp and outrun it
3) Try to take out the gatecamp.

Now its suicidal to actually consider taking a industrial into the middle of a gatecamp, but this damn ship has 60,000 ehp. Even if they decide to target it and blow it up first, it would take them a while to do it, by that time, you'd have oblitherated their entire camp. You actually can fly the damn thing along with your forces into the camp. Your group decides to be Chuck Norris and fly the entire group into the camp and take it out, if not take it out, get them to run.

You fly in. Now the gatecamp has some choices. The gate camp is 4 people, vs 5 (if you include the scout). They have some choices to make.

1) Who to web
2) Who to warp scramble
3) Who is the bigger prize
4) Who should we target first, the industrial, or the combat ships
5) Do we withdraw and reingage
6) Will we win?

Options and choices are created. Yes I know that people like using shipping services which remove their issue with shipping stuff back and forth, especially during a war, and most also use OOC haulers for things like this, but this also creates logistical concepts for them. Now to the naysayers who would state: This is stupid no one would run a industrial through a gatecamp. If you review the video above, realistically, what happened in there does not happen either.

There is the potential for it to happen. CCP recently allowed what is in that Video to have the potential to happen by changing the EHP of one of the barges. They can expand that concept and make it have the potential to happen on a greater scale, by adjusting one of the most widely utilized methods in the game at this time... Moving Cargo and Shipping Stuff.

Also for the naysayers who say "The Freigher has more EHP than your ship and this never happens", that is because generally, intelligent people will not put a 1.5 billion isk ship in such a compromised position.

Something like the Procurer is worth about 7 to 8 Million, with modules, 15 to 20 mil. If they get caught.. it is not a big loss of investment. A Orca/Freighter is. These new Industrials would not be a huge loss, the potential of pirates gaining its wealth or stopping its mission increases, and people begin to participate in more riskier gameplay, by taking the chance that they can get their delivery done, utilizing a Transport that can survive for more than 3 seconds verses 1 destroyer, and giving your team a chance to defend it.
Daichi Yamato
Jabbersnarks and Wonderglass
#28 - 2013-02-14 19:09:04 UTC
ur comparison to the skiff is awful. the skiff has a tough tank, but it is the worst miner and has the 2nd best hold. what ur asking for is the best of all worlds. it isnt going to happen unless u sacrifice capacity and speed.

ur reference to the butterfly effect is also terrible. a T2 barge tanking damage from 2 frigs lasts long enough for a ship that was already in the area to turn up. big whoop. ur asking to be able to tank for minutes so that friendlies several jumps away can form up and come to ur aid. that should only happen with a specialised high tank-small hold hauler against crappy dps ships.

ur proposed case of a group of five running a gate camp doesnt change anything at all. indies will be pointed while logi and combats will be primaried. why would anyone bother shooting the hauler while its combat escort remains? its not like its a threat. once the escort is gone, the hostile gang can leisurely destroy the hauler no matter how much ehp it has. Once ur scout detects a threat, the correct response always has been and always will be: to call for back up/swap into combat ships.

not well thought out is an understatement.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Hakan MacTrew
Science and Trade Institute
Caldari State
#29 - 2013-02-14 19:38:24 UTC
Daichi Yamato wrote:
ur comparison to the skiff is awful. the skiff has a tough tank, but it is the worst miner and has the 2nd best hold. what ur asking for is the best of all worlds. it isnt going to happen unless u sacrifice capacity and speed.

ur reference to the butterfly effect is also terrible. a T2 barge tanking damage from 2 frigs lasts long enough for a ship that was already in the area to turn up. big whoop. ur asking to be able to tank for minutes so that friendlies several jumps away can form up and come to ur aid. that should only happen with a specialised high tank-small hold hauler against crappy dps ships.

ur proposed case of a group of five running a gate camp doesnt change anything at all. indies will be pointed while logi and combats will be primaried. why would anyone bother shooting the hauler while its combat escort remains? its not like its a threat. once the escort is gone, the hostile gang can leisurely destroy the hauler no matter how much ehp it has. Once ur scout detects a threat, the correct response always has been and always will be: to call for back up/swap into combat ships.

not well thought out is an understatement.

he was refering to a high-sec gate gank, rather than low or null.

...oh and before iI forget; "I couldn't agree more."
Daichi Yamato
Jabbersnarks and Wonderglass
#30 - 2013-02-14 19:55:13 UTC
Hakan MacTrew wrote:

he was refering to a high-sec gate gank, rather than low or null.

...oh and before iI forget; "I couldn't agree more."


wasnt it a war dec? otherwise why is he asking himself who should we target first?

of course i understand that what i should really be pointing out is 'why the **** is this guy hauling during a dec and not useing an alt or courier service?' but i thought i'd look past that minor detail

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Tennessee Jack
Doomheim
#31 - 2013-02-14 20:46:02 UTC
Daichi Yamato wrote:
Hakan MacTrew wrote:

he was refering to a high-sec gate gank, rather than low or null.

...oh and before iI forget; "I couldn't agree more."


wasnt it a war dec? otherwise why is he asking himself who should we target first?

of course i understand that what i should really be pointing out is 'why the **** is this guy hauling during a dec and not useing an alt or courier service?' but i thought i'd look past that minor detail


Well we all look past minor details in order to play a game. If the main and only option to perform a basic service is to use somebody else to do it... why attempt to do anything yourself. Its the same as if you want to go to war with someone... instead of you doing it, you hire a mercenary group to do it.

If you do not want to mine, you hire other people to do it for you or buy it off them.
Don't want to manufacture, hire someone else to produce what you want.
Don't want to sell it, use somebody else to do it for you.
Don't want to move equipment yourself.. use somebody else.

If the only viable option to performing any basic task is to use somebody else for the sole basis of being insured that it will get accomplished (and if not, you make money off their failure)... why play? We need to bring the incentive of doing something like carry cargo on your own. We've done that with mining, we are doing that with combat. Was every move towards going in this direction ridiculed, yelled at, and called an idiotic move. You betcha. Because I know that people hate the concept of change that does not benefit themselves or seems (foreign) is the reason I believe in these concepts.

I remember when people started screaming for Mining Barge changes due to Hulkageddon, and the majority of the forum goers basically told them "Learn how to play" (essentially what the poster's above allege to in their replies, in addition to the general name calling that comes along with "Learn how to play, you suck" posts, which is normal for a forum like Eve, especially when it is in reply to a controversial concept, such as a higher EHP on a Cargo Hauler).

I believe the below would be what people generally believe should be done, regarding the future of T1 Industrials.

1) Does each race need a Fast Trasport type Hauler (within respects to its speed and align time being restricted based on the amount it can haul, generally to be around the 10,000m3 range. Yes.

2) Does each race need a Cargo Transporter type Hauler, which is a midgap between the above Fast Transport's capacity of 10,000m3 and the Commonly Used Orca, which has an approximate max of around 90,000m3. Yes.

People believe the above 2 statements are true. The below 2 statements are the questionable ideas.

1) Should a T1 industrial have in any respects, a tank? What should it be (where should this tank have EHP wise)? Should it be built into the ship, or module based, and if so, where should those modules/fits be like?

2) Should a T1 (and lets focus on T1) exceed 49,999 (at 50,000, it could hold a battleship)

3) Should a T1 have to sacrifice its cargo capacity, for tank, and if so, what should those figures be. The reasoning for this question is that there are examples on both ends regarding tank and cargo capacity. Currently, many T1's require a loss in capacity to fit a tank, but the freighter has no such issue with cargo capacity vs tank because its tank is built into the freighter, so is its cargo capacity.

I have my figures set, I stand by them. Comment on how you would answer the three questions above.

The debate continues !!!!!
Corey Fumimasa
CFM Salvage
#32 - 2013-02-14 20:59:30 UTC  |  Edited by: Corey Fumimasa
I mine and do PI in losec; removing the high slots from the sigil would force me to use a BR, which is boring to fly as it has about 0% chance of getting caught. Hate that idea.

Right now my sigil hauls 7000m3, and it is unscanable as long as i pay attention. Incorporating a hidden compartment would mean that I can't AFK move it even empty.

Your idea's sound like a carebear wishlist rather than a balanced redesign thought out by someone looking at the game as a whole.
Tennessee Jack
Doomheim
#33 - 2013-02-14 21:15:36 UTC
Corey Fumimasa wrote:
I mine and do PI in losec; removing the high slots from the sigil would force me to use a BR, which is boring to fly as it has about 0% chance of getting caught. Hate that idea.

Right now my sigil hauls 7000m3, and it is unscanable as long as i pay attention. Incorporating a hidden compartment would mean that I can't AFK move it even empty.

Your idea's sound like a carebear wishlist rather than a balanced redesign thought out by someone looking at the game as a whole.


See above. We love "constructive" feedback :-)

And thank you for your bump, and your support for my ideas.
Corey Fumimasa
CFM Salvage
#34 - 2013-02-14 21:54:42 UTC
Tennessee Jack wrote:

See above. We love "constructive" feedback :-)

And thank you for your bump, and your support for my ideas.


I'm not trying to troll you here, I'm sorry if I came across as too abrupt, I have the kids home today, and I have a cold.

Do you work in lowsec or null sec ever? Your thread sounds like you threw small transports under the bus as a concession for massive buffs to the larger ships, without considering the ways in which small transports are currently used.

Gigantic ore holds in easily purchased ships will have some serious meta-game effects; pushing miners further away from Jita being the first that I can think of.

The 80k ehp tank on a t1 mini freighter isn't going to encourage more game interaction; I think it will actually do the opposite as people don't have to come up with clever work arounds to their logistics problems, they will just buy one of these things and haul everything to Jita by themselves.
Daichi Yamato
Jabbersnarks and Wonderglass
#35 - 2013-02-14 22:28:18 UTC
Tennessee Jack wrote:
Because I know that people hate the concept of change that does not benefit themselves or seems (foreign) is the reason I believe in these concepts.


a frankly obnoxious use of the 'u dnt like change because ur stuck in ur ways' remark. do u really assume that every idea has been put down because ppl dnt like change?

my new idea is that asteroids now shoot lasers at anyone trying to mine them. the lasers do 1000 dps. if u dnt like my idea its because u dnt like change. it has nothing to do with how bloody awful the idea is...

Tennessee Jack wrote:

I remember when people started screaming for Mining Barge changes due to Hulkageddon, and the majority of the forum goers basically told them "Learn how to play" (essentially what the poster's above allege to in their replies, in addition to the general name calling that comes along with "Learn how to play, you suck" posts, which is normal for a forum like Eve, especially when it is in reply to a controversial concept, such as a higher EHP on a Cargo Hauler).


'learn to play' was the appropriate response there. CCP eventually gave in after a decade of whining from miners who couldn't bare to fit tanks to their barges. pre-change, exhumers were capable of tanking respectable amounts of dps if u could only be bothered to fit a tank. CCP eventually came up with the idea of ORE bays that removed their ability to fit for max cargo only, and pretty much forced them to utilise their rigs for tanks. except even now, some miners still refuse to thank their barges. it was never the fault of the ship, it was the pilots that let themselves be ganked (imagine a public event where industrials are targeted, and ppl still undocked and tried to mine...clever).

even then, the reason for changing the barges was not to buff their tank. it was because the hulk was the only barge in use. the skiff and mack were so poor in comparison they were barely seen in belts. so CCP gave them roles, buffed some characteristics, but nerfed others.

taking the hulk specifically, it lost some yield, it lost a hell of a lot of hold and received a minor boost to tank. personally i'd say it wasnt buffed at all. and there are plenty of threads here saying its crap, (admittedly by ppl using it wrong, again L2P).

ur idea on the other hand is just buffing everything rather than giving it roles. ur max capacity hauler must suffer something for such huge capacity, and it WILL be tank.

if u want a tanked hauler, then ask for a hauler designed around tanking. but i bet u ppl will tell u it needs to sacrifice capacity and speed.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Tennessee Jack
Doomheim
#36 - 2013-02-14 22:39:22 UTC
Corey Fumimasa wrote:
Tennessee Jack wrote:

See above. We love "constructive" feedback :-)

And thank you for your bump, and your support for my ideas.


I'm not trying to troll you here, I'm sorry if I came across as too abrupt, I have the kids home today, and I have a cold.

The 80k ehp tank on a t1 mini freighter isn't going to encourage more game interaction; I think it will actually do the opposite as people don't have to come up with clever work arounds to their logistics problems, they will just buy one of these things and haul everything to Jita by themselves.


I know how kids can make people :-)

I am still looking towards comments regarding the above. Copied below if people cannot find them.

1) Should a T1 industrial have in any respects, a tank? What should it be (where should this tank have EHP wise)? Should it be built into the ship, or module based, and if so, where should those modules/fits be like?

2) Should a T1 (and lets focus on T1) exceed 49,999 (at 50,000, it could hold a battleship)

3) Should a T1 have to sacrifice its cargo capacity, for tank, and if so, what should those figures be. The reasoning for this question is that there are examples on both ends regarding tank and cargo capacity. Currently, many T1's require a loss in capacity to fit a tank, but the freighter has no such issue with cargo capacity vs tank because its tank is built into the freighter, so is its cargo capacity.

That is the true dialog and question here (looking back, that is what everybody is complaining about, but no one has actually come up with any idea's regarding it).
Corey Fumimasa
CFM Salvage
#37 - 2013-02-14 22:46:08 UTC
Tennessee Jack wrote:


That is the true dialog and question here (looking back, that is what everybody is complaining about, but no one has actually come up with any idea's regarding it).

No, the true dialog is whether or not you have the experience and understanding of Eve to be taken seriously. Are you anything more than a highsec bear? Have you spent time in W-space, null, and lowsec? Until those questions are answered this isn't a conversation or a thread about anything. Just some fanciful meanderings that someone thought up while mining.
Tennessee Jack
Doomheim
#38 - 2013-02-14 23:19:37 UTC  |  Edited by: Tennessee Jack
Thank you for your feedback Corey Fumimasa. And thank you for the bump and your support for my ideas. Big smile

The more I research this (checking other people's opinions and feedback, both in this thread and others, as well as my own experiences and my friends), the more I realize there is a greater fundamental flaw in the industrial system as a whole, not just including T1's, but how the Orca itself became a hauler, how the jump freighter's changed logistical transit regarding goods, and how the expectation of a certain industry was set.

Can allot of those things be undone. No. Change can be made though...

Such change can begin by answering such questions:

1) Should a T1 industrial have in any respects, a tank? What should it be (where should this tank have EHP wise)? Should it be built into the ship, or module based, and if so, where should those modules/fits be like?

2) Should a T1 (and lets focus on T1) exceed 49,999 (at 50,000, it could hold a battleship)

3) Should a T1 have to sacrifice its cargo capacity, for tank, and if so, what should those figures be. The reasoning for this question is that there are examples on both ends regarding tank and cargo capacity. Currently, many T1's require a loss in capacity to fit a tank, but the freighter has no such issue with cargo capacity vs tank because its tank is built into the freighter, so is its cargo capacity.

I came up with my figures, and I welcome your feedback regarding what your figures would be.

And before I forget, Thank you for your bump, and your support for my ideas.
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