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Player Features and Ideas Discussion

 
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Should ORE have their own dedicated hauler ships?

First post
Author
Reaver Glitterstim
The Scope
Gallente Federation
#41 - 2013-02-19 12:41:48 UTC
Sunai Karvinoinas wrote:
But we have to confront us to one simple truth: "Industrial" means not hauling only. P
here here

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."

Sunai Karvinoinas
#42 - 2013-02-19 12:49:40 UTC
Reaver Glitterstim wrote:
Another thing I was thinking of that's slightly related is having NPC corp 'custom' modules that would be variations on the bland tech 1 modules. They would be priced like tech 1 and would not necessarily be better but just different. Some possible examples include...
There's no need for full quote. It's off-topic but you received a like from me.
I support this "Faction Modules" idea.

If you can make a racial ship more matching a profession, this could be worth LP, ISK and minerals... :)
Pricing would be the last topic I'd think about. Valueful items will be expensive at least, if the market would not be flooded always. Pirate
Sunai Karvinoinas
#43 - 2013-02-19 13:02:41 UTC
Reuben Johnson wrote:
I like the idea of Sisters having a line of exploration ships...with a chain of exploration missions.
I'm not sure, whether I like a complete sort of ships within an own skill path.

I don't know whether "Sisters" have own factories. Maybe yes, maybe not.
What do they have definitely are skills. Skills may modify bonuses of factional modules or roles of racial ships.

I - and that's my own opinion only of curse - don't need a complete new exploring ship set.
But you're right, that we need options to specialize us into professions what are declared but not matched yet.

Explorer might be ok already. There are frigates, advanced frigates and battleships with exploring bonus yet.
Smuggling is not. There is still no need and no real possibilities to take this profession. But it could be one, with only small changes in game...

But it's off-topic...



Ore needs at least one ore hauler withion the ORE Industrial skillpath or a module / rig / ore-container to redefine racial haulers to ore haulers.
Kathern Aurilen
#44 - 2013-02-19 21:25:41 UTC  |  Edited by: Kathern Aurilen
Reaver Glitterstim wrote:
Kathern Aurilen wrote:
I like the idea of niche roll ships but ur pushing the idea of a capital command ship larger than a Frighter but work like a carrier, possibly deployed to operate at peak. The single gang link should be a laser optimaztion
I think if you took out a lot of the excess specialized systems in the Orca and turned it into more of a hauler, you could come up with something as big as I'm talking without the hull being any larger than the current Orca. It's really just so that you choose whether you value the command stuff more or the hauling stuff more, while getting some of both either way. And as a side effect, you have the additional option to choose a larger, bulkier ship or a smaller, lighter ship.
U mean like the 100,000m3 bay??

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Kathern Aurilen
#45 - 2013-02-19 22:12:58 UTC
Sunai Karvinoinas wrote:
P....Berlin Wall of text(but full of VERY good points)...
I'm not too sure of sub systems on a T2 ship. There is such a thing as too good for its own good. I like the idea of a smaller ship(possibly orca, rorqual or freighter sized) with a single subsystem and still be .

I would think it would be more of a ORE T3(orca t1, rorqual t2) as a mobile mining base ship boarding on dreid to super carrier size. Then I could get behind a modular ship/base.

possable ORE mods
Ore compression
Mantinance Bay
Ship storage(including full sized fitted battle cruisers)(battleships might be a bit much)
Small scale refinery(draw a lot of power)
Logistics systems
(possibly have a shield password protected system)
Deployment system(need to run the other systems)

I see a modular hauler(orca sized) that could take
Fright subsystem(Armored, ORE, Scan Shielded, and a fitted ship carrier)
(possibly) fit a removable Drone bay and control system

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Yolo
Unknown Nation
#46 - 2013-02-20 04:58:06 UTC
Faction industrial should ofc be built by InterBus

- since 2003, bitches

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#47 - 2013-02-20 08:27:32 UTC
Faction Haulers - They would cost a bit, but I don't see their cost outweighing their usefulness and fragility.
I like the idea.

Modular hauler - I have already suggested similar in the thread in my Sig. If done right, could be very useful.

Alternative faction industrials - SoE are a big corp with stations and everything, I'm fairly certain they would be capable of owning a factories. It's more down to wether they would have the independent funding to create something like this.
Interbus on the other hand is a corp that is huge. But its a budget corp created by the empire's to run people between systems. Not sure what they would bring to the table.
Overall, I like the idea of lesser known corps getting together with ORE to create a ship or two. Especially T2 ships, or maybe that's where the T3esque design can come in. Maybe each corp can develop its own subsystem to work on a base hull?

Roles for Industrials, outside of hauling - It would be good to have additional roles. Maybe mobile fitting platforms for roams, but little else springs to mind. You could maybe bolt on a maintenance bay able to hold a cruiser or a couple of frigates. I think ORE should be the one to supply the specialty haulers, stuff like ore, ice, gas, PI mates and moon goo. Leave the racial ships to specialise in how they haul cargo.
Sunai Karvinoinas
#48 - 2013-02-20 12:39:11 UTC
I don't want to negate any of the given answers above. I support the ideas in any way and would really like to see them realized. :)

Moreover I like to involve the EvE fiction to this thread a little.

ORE is a corporation what turns into 0-Sec for any reason, same as Syndicate or InterBus.
So empire factions could provide modules or transport ships what matches their needs to pass Low- and 0-Sec.

The 0-Sec factions/corporations must do that, because it's their daily business. They are more experienced on living and working in a hard environment.

I would like to see unique or advanced fation modules for racial haulers.
In another way I also see faction haulers (maybe Tech2). They could take over some of the profession matching ships like Blockade Runner for instance or provide additional and/or other bonusses to the pilot.

A problem might be, that all of the named corps above are Gallente based in any way. So this would cause mainly Gallente hulls and the need of Gallente Industrial skills at a higher level (Tech2 !).
Maybe modules can bring Tech1 a bit closer to Tech2 and faction Tech2 are much better (matching a special profession) than racial Tech2?
But this won't be dogmatic. The factions have positive standings to several factions what could involve other chassis too.

Blueprints should be rare and only handed out to pilots with a higher faction standing or as booster mission payout. This makes modules and ships rare too. They will be expensive, also if they are cheap to produce.
The same would be to hand out faction ships using factional or summarized non-racial LP-shops. LP given for missions from ORE, InterBus, Syndicate, Sisters of EvE, COSMOS, independent agents, ... will fill one LP-account.

Maybe some of the Syndicate modules and ships cannot be produced and/or carried in HiSec due to a "legality" reason. LowSec and 0-Sec could get more valueable. You can pilot such a ship through HiSec but maybe you'll get a suspect flag for.
"You were marked suspect by local customs. Please stop and let verify your freight documents!" Smugglers might not like that, if they have boosters or anything else in their unscannable cargo bay. If you run away, the suspect flag will be kept.

Syndicate could be able to produce a "frigate stabilized jump engine", what allows to bring a frigate sized hull into HiSec without using jumpgates unless if there are cyno jammer active. This could allow smuggling really, if there is a black market in any way.

OK - that might be off-topic. Sorry, for that. But it illustrates my opinion about the topic.



Syndicate produced the Zephyr (I know, t was a giveaway from CCP). It's a shuttle sized probe ship what's not visible to sleeper scanners. This sounds really nice, if you think this idea further to higher ship classes designed by Syndicate. If they are produced by Syndicate or others does'nt matter in my opinion.

Faction haulers may allow to take their own protection fleet. This could be heavy drones (up to 125m³ drone bay + 125Mbps bandwidth) or 2-3 fighters instead. There are a lot of thinkable possibilities what still should be figured out and written down here. Blink

LowSlot armor items (Stealth Hull) could reduce the scan radius drastically. And so on...
Sunai Karvinoinas
#49 - 2013-02-20 12:54:02 UTC
Kathern Aurilen wrote:
I would think it would be more of a ORE T3(orca t1, rorqual t2) as a mobile mining base ship boarding on dreid to super carrier size. Then I could get behind a modular ship/base.

possable ORE mods
Ore compression
Mantinance Bay
Ship storage(including full sized fitted battle cruisers)(battleships might be a bit much)
Small scale refinery(draw a lot of power)
Logistics systems
(possibly have a shield password protected system)
Deployment system(need to run the other systems)

I see a modular hauler(orca sized) that could take
Fright subsystem(Armored, ORE, Scan Shielded, and a fitted ship carrier)
(possibly) fit a removable Drone bay and control system
I like that really. Tech3 ships could come out first at industrial ship level. The skill needs might be compareable to the Tech3 tactical cruiser skills.
Capital subsystems need higher levels of usage skills, than industrial sized Tech3 subsystems.

Modular Subcapitals could take over the each single role of a Rorqual using 1 or 2 ship(s)/subsystem(s) for each role (compression, hauling, VAT-bay, ...).
Of curse activating (maybe fitting) of Tech3 subsystems should need matching skills. But I think if you have these skills, it does'nt matter what Tech-type the modular ship is.

Industrial Subsystems could have different sizes and fitting attributes matching plain industrial, subcapital, capital and supercapital industrial ships. And as I mentioned above, the skill needs for subsystems should be higher than the skill needs to run a Rorqal, if one modular ship could take over all Rorqal features.
Kathern Aurilen
#50 - 2013-02-20 22:13:06 UTC
Sunai Karvinoinas wrote:
I like that really. Tech3 ships could come out first at industrial ship level. The skill needs might be compareable to the Tech3 tactical cruiser skills.
Capital subsystems need higher levels of usage skills, than industrial sized Tech3 subsystems.

Modular Subcapitals could take over the each single role of a Rorqual using 1 or 2 ship(s)/subsystem(s) for each role (compression, hauling, VAT-bay, ...).
Of curse activating (maybe fitting) of Tech3 subsystems should need matching skills. But I think if you have these skills, it does'nt matter what Tech-type the modular ship is.

Industrial Subsystems could have different sizes and fitting attributes matching plain industrial, subcapital, capital and supercapital industrial ships. And as I mentioned above, the skill needs for subsystems should be higher than the skill needs to run a Rorqal, if one modular ship could take over all Rorqal features.
I like the T3 ship over and above the Rorqual but with not as many features active features on board at one tie, fitting for the mission

http://cailais.files.wordpress.com/2010/03/orca_vs_rorqual.jpg

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Tonto Auri
Vhero' Multipurpose Corp
#51 - 2013-02-21 01:22:54 UTC
Kathern Aurilen wrote:
I was nosing around in another thread(THAT SHALL NOT BE NAMED!!) that was discussing the up coming skill change for for the Orca, and this got me thinking.
stoicfaux wrote:
Too bad all this energy/trolling wasn't directed into convincing CCP to provide a non-miner version of the Orca, i.e. an Orca variant that focused on hauling/mobile base attributes. Especially given how popular/useful/practical the standard Orca is.
I like the idea of a dedicated sub freighter hauler outside the race indy tech trees(i get tired of looking a the epeen shape of the gellente indy ships). Maybe call it the walrus.

Maybe ORE should go into the shipping and hauling ship market... Keep the orca as industrial command like the T2 command command BC and BS versions and just have a T1 hauler version.

I don't think 25% orcas out there are being used for their intended purpose, hauling ore, maybe half making the ore bay completely useless.

Orca already not quite devoted to mining exclusively. Yes, ore bay suggesting something along these lines, but not quite restricting it to such activity. In fact, many people using orcas for a broad range of different purposes.

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

Kathern Aurilen
#52 - 2013-02-21 01:31:18 UTC
Tonto Auri wrote:
Orca already not quite devoted to mining exclusively. Yes, ore bay suggesting something along these lines, but not quite restricting it to such activity. In fact, many people using orcas for a broad range of different purposes.
Thats the point we're making. People are using them for everything, hauling cargo(wasting the ore hold), gank boost(gang links and large salvage pickup), mobile carrier, POS. And CCP agrees, thats why they taking the mining barge pre-reqs out of traing for the orca

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Reaver Glitterstim
The Scope
Gallente Federation
#53 - 2013-02-21 01:56:21 UTC  |  Edited by: Reaver Glitterstim
Kathern Aurilen wrote:
Tonto Auri wrote:
Orca already not quite devoted to mining exclusively. Yes, ore bay suggesting something along these lines, but not quite restricting it to such activity. In fact, many people using orcas for a broad range of different purposes.
Thats the point we're making. People are using them for everything, hauling cargo(wasting the ore hold), gank boost(gang links and large salvage pickup), mobile carrier, POS. And CCP agrees, thats why they taking the mining barge pre-reqs out of traing for the orca
Exactly, the orca is being used for roles it wasn't made for, because there isn't a proper ship to fill the role. It's similar to people using carriers (or orcas!) to move rigged ships, people using the old exequror as an armored cargo hauler, or long ago when people mined ore with battleships. These ships were adequate for the job, but they were never a good fit and always carried extra baggage that made them inefficient at completing the job.

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."

Kathern Aurilen
#54 - 2013-02-21 02:00:08 UTC
Reaver Glitterstim wrote:
Exactly, the orca is being used for roles it wasn't made for, because there isn't a proper ship to fill the role. It's similar to people using carriers (or orcas!) to move rigged ships, people using the old exequror as an armored cargo hauler, or long ago when people mined ore with battleships. These ships were adequate for the job, but they were never a good fit and always carried extra baggage that made them inefficient at completing the job.
Or worse... mining in a navitas(cringe)

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Reaver Glitterstim
The Scope
Gallente Federation
#55 - 2013-02-21 02:05:25 UTC
Kathern Aurilen wrote:
Or worse... mining in a navitas(cringe)
I'll have you know those were my glory days! >:0

...or maybe a dark stain on my history :(

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."

Kathern Aurilen
#56 - 2013-02-21 02:09:04 UTC
Reaver Glitterstim wrote:
Kathern Aurilen wrote:
Or worse... mining in a navitas(cringe)
I'll have you know those were my glory days! >:0

...or maybe a dark stain on my history :(
I cant compain, I made enough to buy my "use for everything" exquextor

No cuts, no butts, no coconuts!

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Reaver Glitterstim
The Scope
Gallente Federation
#57 - 2013-02-21 02:10:58 UTC
Kathern Aurilen wrote:
exquextor
exquaxktly, and I did lickquise

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."

Tonto Auri
Vhero' Multipurpose Corp
#58 - 2013-02-21 11:31:33 UTC
Reaver Glitterstim wrote:
Exactly, the orca is being used for roles it wasn't made for

Oh? You disappoint me.

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

Kathern Aurilen
#59 - 2013-02-21 21:16:38 UTC
Reaver Glitterstim wrote:
Kathern Aurilen wrote:
exquextor
exquaxktly, and I did lickquise
I like to think of it as my flying off with a fancy rolling office chair with vibrating head rest.... Better wthan what I used to call, it a flying dildo with 3 balls(being ready to stand up on the book shelf) for a while.

No cuts, no butts, no coconuts!

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skajit spey
C.A.R.E.
B.E.A.R.S.
#60 - 2013-02-21 21:50:38 UTC
yes

simply stated ;

any new ships added to the game is good!