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We *need* a tech 2 orca

Author
Ersahi Kir
Brutor Tribe
Minmatar Republic
#1 - 2013-03-16 19:57:29 UTC
Because my skiff fleet isn't color coordinated with my tech 1 orca. This is an obvious oversight and needs to get addressed.

Additionally, rigs that boost structure hp's would be welcome for orca pilots who want to tank their ship.
DataRunner Attor
Doomheim
#2 - 2013-03-16 20:01:32 UTC
captial class ships don't exactly follow the same rules as sub-caps, in your case the tech two version would be the rorqual.

“Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

Ersahi Kir
Brutor Tribe
Minmatar Republic
#3 - 2013-03-16 20:09:02 UTC  |  Edited by: Ersahi Kir
That's fair, but it's inconsistent. Orca's really aren't capital ships though, they don't even require Advanced Spaceship Command, let alone the Capital Ships skill. They're actually sub freighter/jump freighter which follows the tech 1 -> tech 2 progression. But really I want a maroon orca, because my fleet would be 2.3 times sexier.

And structure rigs so I can buffer my orca better.
Omnathious Deninard
University of Caille
Gallente Federation
#4 - 2013-03-16 20:21:34 UTC
But what would it do as a T2, that the T1 can not do?

If you don't follow the rules, neither will I.

Alvatore DiMarco
Capricious Endeavours Ltd
#5 - 2013-03-16 20:27:07 UTC  |  Edited by: Alvatore DiMarco
To be fair, I would compare the Orca to an Industrial Carrier and the Rorqual to an Industrial Supercarrier. The only thing ORE hasn't developed yet is a jump-drive-equipped Industrial Dreadnought (think "Mega-Exhumer") or an Industrial Titan. ...I have no idea what an Industrial Titan would do. Perhaps it could function as a mobile factory. You know, with factory slots and all of that.

Anyway, since the T2 platforms are all about specialization, if we really were to seriously discuss the concept of a T2 Orca, I would say perhaps something like "Increase the tank, decrease the mobility, increase the power of drones, increase the power of gang links, decrease the size of the hangar and remove the ore bay."

Call it the Narwhal.
Dave stark
#6 - 2013-03-16 20:28:30 UTC
the rorqual says hi.

there's nothing the orca doesn't do, that a tech 2 version could do.
in short; we don't need a t2 orca.
sabre906
The Scope
Gallente Federation
#7 - 2013-03-16 20:43:57 UTC  |  Edited by: sabre906
T2 Orca should be covops and have interdiction nullifier.Bear
Ersahi Kir
Brutor Tribe
Minmatar Republic
#8 - 2013-03-16 20:47:13 UTC  |  Edited by: Ersahi Kir
Dave Stark wrote:
the rorqual says hi.

there's nothing the orca doesn't do, that a tech 2 version could do.
in short; we don't need a t2 orca.


I disagree. There's plenty of things that a Tech 2 could do.

Random things:
More defense
Additional Bonus to shield harmonizing gang link (only that one)
More cargo
Compression abilities

I'm not saying that these would have to be the bonuses, but they would be nice to haves.

But if I was really going to put some thought into it I think that a tech 2 orca could dovetail into the off-grid boosting change. If the orca has to be exposed in belt maybe it could get a solid defense boost and a bonus to remote shield repping or some additional drone damage. Maybe they give a bonus to shield transfer amount if the target is a barge or industrial.

This is just throwing ideas out there, not any clearly laid out ideas.

And this is also about structure rigs. Any problems with structure rigs?

edit: I'm a moron, I listed half the things the roq does anyway. I'm a moron.
DataRunner Attor
Doomheim
#9 - 2013-03-16 20:56:45 UTC
Most time a tech two version gives up something to further specialize in something, so tell me, what is the orca giving up to become a tech two version, and what does it specialize in?

Demanding you want something, and not give a inkling of what should it be is bad, and against the F&I Discussion rules.

“Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

Sentamon
Imperial Academy
Amarr Empire
#10 - 2013-03-16 21:13:44 UTC  |  Edited by: Sentamon
+ Warp Core strength Orca might lead to some lowsec mining.

.... oh and make it yellow to match the taxi mining frigates

DataRunner Attor wrote:
Most time a tech two version gives up something to further specialize in something, so tell me, what is the orca giving up to become a tech two version, and what does it specialize in?

Demanding you want something, and not give a inkling of what should it be is bad, and against the F&I Discussion rules.


pretty easy, give up some cargo space .. maybe tractor beam bonus

~ Professional Forum Alt  ~

Omnathious Deninard
University of Caille
Gallente Federation
#11 - 2013-03-16 21:18:17 UTC
The biggest things people will want are siege warfare boost and more ore hold. During the command ship rebalance they will be doing the orca also, and all commas ships will be getting a second link bonus. During that time they might redo the cargo capacities reducing the cargo hold an increasing the ore hold maybe.
In short wait till after the rebalancing before asking for new ships.

If you don't follow the rules, neither will I.

Red Teufel
Calamitous-Intent
#12 - 2013-03-16 21:26:37 UTC
if you get a t2 orca i want a t2 bump capital. it's purpose is to launch miners out of range of the roids.
Ersahi Kir
Brutor Tribe
Minmatar Republic
#13 - 2013-03-16 21:29:29 UTC
DataRunner Attor wrote:
Most time a tech two version gives up something to further specialize in something, so tell me, what is the orca giving up to become a tech two version, and what does it specialize in? .


Bad generalization.

Assault frigates, EWAR frigates, covert ops scanners, intercepters, logistics, heavy assault ships, combat recon ships, command ships, and exhumers don't give something up at all, they are straight improvements on the Tech 1 version.

The only ship types that have significant sacrifice for their specialization are jump freighters, black ops, stealth bombers, with an outside nod to interdictors and heavy interdictors. Notice that all of these are either jump capable, cloak, or do unique gate interdiction.

But you want a more specific requests?

1. Structure rigs, the thing everyone seems to be ignoring. Ships such as the orca are structure tanks and it would be nice to be able to add significant buffer tank to ships that can't significantly improve their tank using their current slot layout. Currently you get more out of using the 2 low power slots to tank than using the 4 mids and 3 rigs together.

2. Tech 2 orca could improve on it's presence as a mining ops support many ways, but being able to help fleet members in emergencies seems like a good route to take given the current state of the game. Currently the orca has bonuses that are discordant with each other because an orca cannot be a fleet booster and a hauler at the same time, but that's what it is bonused to do. Retaining a decent sized fleet hanger is optimal so that you can centralize the collection of ore to one ship even if that ship is not the one actively hauling the ore back to a station. With the upcoming changes to off grid boosters the ability to be more active in mining op defense seems like a natural progression for a industrial command ship.
Dave stark
#14 - 2013-03-16 21:31:41 UTC
Ersahi Kir wrote:
Dave Stark wrote:
the rorqual says hi.

there's nothing the orca doesn't do, that a tech 2 version could do.
in short; we don't need a t2 orca.


I disagree. There's plenty of things that a Tech 2 could do.

Random things:
More defense
Additional Bonus to shield harmonizing gang link (only that one)
More cargo
Compression abilities

I'm not saying that these would have to be the bonuses, but they would be nice to haves.

But if I was really going to put some thought into it I think that a tech 2 orca could dovetail into the off-grid boosting change. If the orca has to be exposed in belt maybe it could get a solid defense boost and a bonus to remote shield repping or some additional drone damage. Maybe they give a bonus to shield transfer amount if the target is a barge or industrial.

This is just throwing ideas out there, not any clearly laid out ideas.

And this is also about structure rigs. Any problems with structure rigs?

edit: I'm a moron, I listed half the things the roq does anyway. I'm a moron.


more defense? the orca already has over 200k ehp for christ sake.
i don't think it needs a bonus to that particular link, the fact that you're not restricted to mining gang links is already a huge plus in the orca's favour.
more cargo i'll agree with, mainly because i disagree with the compression.
the ore bay itself needs to be bigger, not the fleet hangar, not the regular cargo, the damn ore bay. should be at least double what it is now, if not triple. 50k is a joke, especially when the mack is pushing almost 40.
DataRunner Attor
Doomheim
#15 - 2013-03-16 22:31:17 UTC
Ersahi Kir wrote:
DataRunner Attor wrote:
Most time a tech two version gives up something to further specialize in something, so tell me, what is the orca giving up to become a tech two version, and what does it specialize in? .


Bad generalization.

Assault frigates, EWAR frigates, covert ops scanners, intercepters, logistics, heavy assault ships, combat recon ships, command ships, and exhumers don't give something up at all, they are straight improvements on the Tech 1 version.

The only ship types that have significant sacrifice for their specialization are jump freighters, black ops, stealth bombers, with an outside nod to interdictors and heavy interdictors. Notice that all of these are either jump capable, cloak, or do unique gate interdiction.

But you want a more specific requests?

1. Structure rigs, the thing everyone seems to be ignoring. Ships such as the orca are structure tanks and it would be nice to be able to add significant buffer tank to ships that can't significantly improve their tank using their current slot layout. Currently you get more out of using the 2 low power slots to tank than using the 4 mids and 3 rigs together.

2. Tech 2 orca could improve on it's presence as a mining ops support many ways, but being able to help fleet members in emergencies seems like a good route to take given the current state of the game. Currently the orca has bonuses that are discordant with each other because an orca cannot be a fleet booster and a hauler at the same time, but that's what it is bonused to do. Retaining a decent sized fleet hanger is optimal so that you can centralize the collection of ore to one ship even if that ship is not the one actively hauling the ore back to a station. With the upcoming changes to off grid boosters the ability to be more active in mining op defense seems like a natural progression for a industrial command ship.


not quite correct.

Currently tech one variants are general little weaker, however that's a cost of being cheaper to manufacture(not really a debuff or a buff) AND the fact they are not truly specialized in a certain role. Which can allow it to specialized to a role you want it to be through not only equipment change, but also rig controls.

However a Tech two version is focused on a certain role. For example, equipping an assualt ship for E-war is rather...Daft and not exactly recommended. If you wish to try it, be my guest. I guess I didn't explain it well enough.

So the question is, what role will this tech two version play, and what would be the cost of it playing this role? Like do you want it to be a big cargo command ship so that it gives massive role bonuses and a large cargo hold, of course lets say at the cost of it losing it ability to divide up the ship into corp hangers?

However having it a direct upgrade from it old version would be pointless because then it will cause the orca itself to not be used very much anymore. It all about keeping a balance.

“Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#16 - 2013-03-17 08:08:30 UTC
Omnathious Deninard wrote:
But what would it do as a T2, that the T1 can not do?

I personally like the 'Fleet Support' role thats been suggested:

Bigger Maintainance bay (expaned refiting to allow T3 sub swaps)
No ore bay
Smaller cargo
Similar corp bay
No link bonuses
Keep its drone bay
Abiity to cyno like a JF.

A solid mobile base for roams, allowing repairs and refits.

Some have even suggested a clone bay on it, but I am not fully convinced of that as I think it would mess with WH combat too much.
Omnathious Deninard
University of Caille
Gallente Federation
#17 - 2013-03-17 08:19:50 UTC
Hakan MacTrew wrote:
Omnathious Deninard wrote:
But what would it do as a T2, that the T1 can not do?

I personally like the 'Fleet Support' role thats been suggested:

Bigger Maintainance bay (expaned refiting to allow T3 sub swaps)
No ore bay
Smaller cargo
Similar corp bay
No link bonuses
Keep its drone bay
Abiity to cyno like a JF.

A solid mobile base for roams, allowing repairs and refits.

Some have even suggested a clone bay on it, but I am not fully convinced of that as I think it would mess with WH combat too much.

But such a ship has nothing to do with Mining or ORE ship styles, and would be extremely off track from the industrial command line.
Not saying such a ship would not be desirable, just not as a t2 orca. Maybe a new t2 battleship, or a retro-fitted freighter.

If you don't follow the rules, neither will I.

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#18 - 2013-03-17 08:26:49 UTC
Omnathious Deninard wrote:
Hakan MacTrew wrote:
Omnathious Deninard wrote:
But what would it do as a T2, that the T1 can not do?

I personally like the 'Fleet Support' role thats been suggested:

Bigger Maintainance bay (expaned refiting to allow T3 sub swaps)
No ore bay
Smaller cargo
Similar corp bay
No link bonuses
Keep its drone bay
Abiity to cyno like a JF.

A solid mobile base for roams, allowing repairs and refits.

Some have even suggested a clone bay on it, but I am not fully convinced of that as I think it would mess with WH combat too much.

But such a ship has nothing to do with Mining or ORE ship styles, and would be extremely off track from the industrial command line.
Not saying such a ship would not be desirable, just not as a t2 orca. Maybe a new t2 battleship, or a retro-fitted freighter.

Your probably right about the freighter. But as a succesful corporation, I think Ore would see how their ships are being used and focus development around those uses. A lot of people use Orcas as mobile platforms and I think ORE would consider making one suited to that role.
Omnathious Deninard
University of Caille
Gallente Federation
#19 - 2013-03-17 08:36:08 UTC
Hakan MacTrew wrote:
Omnathious Deninard wrote:
Hakan MacTrew wrote:
Omnathious Deninard wrote:
But what would it do as a T2, that the T1 can not do?

I personally like the 'Fleet Support' role thats been suggested:

Bigger Maintainance bay (expaned refiting to allow T3 sub swaps)
No ore bay
Smaller cargo
Similar corp bay
No link bonuses
Keep its drone bay
Abiity to cyno like a JF.

A solid mobile base for roams, allowing repairs and refits.

Some have even suggested a clone bay on it, but I am not fully convinced of that as I think it would mess with WH combat too much.

But such a ship has nothing to do with Mining or ORE ship styles, and would be extremely off track from the industrial command line.
Not saying such a ship would not be desirable, just not as a t2 orca. Maybe a new t2 battleship, or a retro-fitted freighter.

Your probably right about the freighter. But as a succesful corporation, I think Ore would see how their ships are being used and focus development around those uses. A lot of people use Orcas as mobile platforms and I think ORE would consider making one suited to that role.

It is hard to say who would design such a ship, as ORE command ships have fitting services on both and the Rorqual has a jump drive, and the faction navys have capital ships that fit the role also.

If you don't follow the rules, neither will I.

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#20 - 2013-03-17 11:00:17 UTC
Omnathious Deninard wrote:
It is hard to say who would design such a ship, as ORE command ships have fitting services on both and the Rorqual has a jump drive, and the faction navys have capital ships that fit the role also.

True. There are multiple options in that respect. Maybe one of the minor corps could get togther with ORE to develop the Orca hull further?
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