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(NOT WHAT YOU THINK) T3 Mining Barge

Author
Gorgoth24
Aliastra
Gallente Federation
#1 - 2013-06-09 21:56:45 UTC  |  Edited by: Gorgoth24
In another forum post an idea was postulated to me for a T3 mining barge that I thought deserved its own thread.
I only skimmed other threads looking for a similar idea. Please post if you find that I have copied.


General Idea: A mining barge that sacrifices some of the direct yield of a T2 Mining Barge for Gate Camp protection and other subsystem goodies


Specifics:
T2 Cloaking (BALANCE ISSUES DESCRIBED LATER) - A T2 Cloak to allow warping while cloaked
Interdiction Nullifier - For 0.0 Gate Camp immunity
Strip Miners - A bonused set of 2 strip miners that would have less yield then a Hulk with reduced range vs. regular strip miners and an increase in cycle time
Tank - Minimal (So it isn't used in high sec for suicide gank protection)
DroneBay - 50m3 (extra rat-deterrent to compensate for the flimsier tank)
Cargohold - Minimal (it shouldn't be used for a 0.0 hauler)
Ore Bay - An immense orebay that would make the ship viable for extended solo mining operations in hostile territory


BALANCE ISSUES:

T2 Cloak - WTF?!? He's just going to cloak when we land on belt

No. Whenever the mining lasers are active the ship cannot cloak (like having a bubble active). The reduced range of the strips means it'd be very difficult to stay aligned and the bonus to cycle time means you'd be less likely to land on them at the end of a cycle.


Conclusion:
With mining sites becoming anomalies and their subsequent buffing I think a mining barge designed for the rigors of mobility through lowsec would provide an interesting "sideways" progression of the barge instead of just making a "better" barge. I think this ship would be perfect for balanced progression in the mining barge class.

I'm really interested in feedback on this idea.

EDIT: I changed the description of the ore bay as per the suggestions in this thread.

ORE Offensive - Ore Mining reconfiguration (X% Yield bonus per level, X% Bonus to Drone Damage and Hitpoints per level, Can fit Covops cloak, Covops cloak cannot be activated while mining)
ORE Offensive - Gas Mining reconfiguration (X% Bonus to gas yield per level, X% Bonus to Drone Damage and Hitpoints per level, Can fit Covops cloak, Covops cloak cannot be activated while mining)
ORE Offensive - Ice mining reconfiguration (X% Bonus to ice miner cycle time per level, X% Bonus to Drone Damage and Hitpoints per level, Can fit Covops cloak, Covops cloak cannot be activated while mining)

ORE Defensive - Adaptive Shielding (X% bonus to shield resistances per level, X% bonus to shield bot repair amount per level)
ORE Defensive - Amplification Node (X% bonus to shield booster effectiveness per level)
ORE Defensive - Supplemental Screening (X% Bonus to shield amount per level)

ORE Electronics - Information Sequencer (X% bonus to ship sensor strength, X% Bonus to CPU per level) (For unscannable setups)
ORE Electronics - Dissolution Sequencer (X% Bonus to Scan Strength per level, X% Scan Probe Launcher CPU Reduction)
ORE Electronics - Ore Scanning Efficiency Array (X% bonus to Ore Scanning range per level, X% Bonus to Tractor Beam Range and Velocity per level)

ORE Engineering - Augmented Ore bay (+Xkm3 ore bay per level)
ORE Engineering - Mining Efficiency (X% Bonus to Ore, Gas, and Ice Miner Capacitor Use)
ORE Engineering - Cargohold Expansion (+X% to Cargohold Capacity per level)

ORE Propulsion - Superstructure Reinforcement (X% Bonus to structure per level) + lots of lows
ORE Propulsion - Interdiction Nullifier (Role Bonus: Immunity to non-targeted interdiction, X% increased agility per level)
ORE Propulsion - Warp Core Stabilization (+X Warp Core Strength Per Level)

EDIT: After seeing a template pop up in this thread I decided to post my own idea of how a subsystem template for the T3 Mining Barge would look. Once again I'm looking for feedback, especially any math that would allow me to fill in those X's with numbers

EDIT: Here are some other subsystems of note that were suggested in the responses to this thread. If you prefer any of them vs. the ones posted in the original template, post about it and I will change the OP.

ORE Electronics - Mining Crystal Harmonic Generator (X% reduction to damage taken to mining crystals per level)
ORE Electronics - Automated Cycle Monitor (Role Bonus: Ore, Gas, and Ice Miners will deactivate early when there is less than a full cycle left to harvest or less than a full cycle left in the Ore Bay.)

Note: Any bonuses would follow the new CCP montra for T3 that says that any T3 bonus has to be less then its T2 counterpart
Mike Voidstar
Voidstar Free Flight Foundation
#2 - 2013-06-09 22:21:19 UTC  |  Edited by: Mike Voidstar
How about just an offensive subsystem for the current t3's bonused for mining?

Maybe an engineering subsystem to back it up that allows for an ore hold.
Nikk Narrel
Moonlit Bonsai
#3 - 2013-06-09 22:24:29 UTC
Most interesting effect this would have is allowing the exhumer to be bridged by a blops.

An interesting t3 aspect would be the ability to fight effectively in exchange for diminished mining capacity.

(Think like a skiff added with about 4 turret or launcher hard-points able to mount medium armaments)
Gorgoth24
Aliastra
Gallente Federation
#4 - 2013-06-09 22:38:01 UTC  |  Edited by: Gorgoth24
Mike Voidstar wrote:
How about just an offensive subsystem for the current t3's bonused for mining?

Maybe an engineering subsystem to back it up that allows for an ore hold.


Because the barge may need to be priced independently of a regular T3

This also seems to contradict EVE lore in a way because T3 hulls are supposed to be more broad setups for a FACTION's current technology. Like missiles for caldari, lasors for amarr, etc. As mining ships are ORE vessels, it would be a contradiction in my mind.

But it's definitely a valid idea
Gorgoth24
Aliastra
Gallente Federation
#5 - 2013-06-09 22:41:12 UTC
Nikk Narrel wrote:
Most interesting effect this would have is allowing the exhumer to be bridged by a blops.

An interesting t3 aspect would be the ability to fight effectively in exchange for diminished mining capacity.

(Think like a skiff added with about 4 turret or launcher hard-points able to mount medium armaments)


I thought of a combat-capable T3 as well, but it would most likely be a drone ship as that's what ORE seems to rely on. But I decided not to include it in my original post because it seemed off-topic to what I was trying to get across.

As for BLOPsing mining ships....I really can't think of a situation in which it would be realistically used.
Rayzilla Zaraki
Yin Jian Enterprises
#6 - 2013-06-09 23:44:08 UTC
All week I have been rolling around how to get a mining barge/exhumer (solo in my case) into null or low safely without creating a completely gank-proof hi sec ship.

One easy thought would be a Tech 2 Venture, but I don't think it would make sense for low/null mining excursions, especially since it can't mine ice. But still, I am sure we'll see one in the future.

Note: This is a rough concept and the thought process of what would make a good low/null mining ship. I haven't completely roughed out the thought but since this thread is asking for suggestions I figured I'd post it here.

My other thought was for a whole new mining barge, one that is built for surviving/evading gate camps and also is self-sufficient enough to be viable operated far from Empire Stations. My model for this is an old-time (1800's) gold prospector. They had to be hardy, evasive at times and had to carry nearly their whole lives with them.

The first issue is to get past the Gatebears. I'd give it +2 Warp Stability and 4 low slots for more or more tank. Then, for the role bonus, significantly reduce the effects the Stabilizers have on targeting (like 95%). Outside of the drones it can carry, it has no offensive capabilities so this shouldn't be an issue with balance.

The next issue is detectability. Make it so that mounting one ECCM module makes it invisible to scanners and probes. Gankers would have to go from field to field to find it - not exactly the perfection of a cloak, but the gankers would have to work for their kills. I'd also give it the ability to mount an ECM Burst module and give its range and/or strength a bonus for mining barge skill level. I think a total of 4 mid slots.

Next is viability. It has to be big enough that excursions with it into low and null are worth it. One of the biggest bottlenecks for mining in these areas is getting the product back out to Empire space. Give it an ore hold approaching that of a Retriever plus a cargo hold around 400 m3.

For survivability, it'd have to have a strong tank and also be able to run an armor repairer since I am sure the Gatebears will more than likely get through the shields before it can escape. Role or skill bonus could reduce the cap cost of the repairers. I'd give it a very large drone bay so that it can have several flights of back ups. But, due to bandwidth limitations, it can only field small and medium drones.

Lastly, for the high slots I am well and truly lost. I have thought through mounting anywhere from one to four high slots to mount strip miners and ice harvesters. For the 3 or 4 high slot path, the idea would be that the ship could mount two each strip miners and ice harvesters but be limited by capacitor to only using two at a time. I am well and truly on the fence with this. My line of thought is that the ship is basically ready to mine anything it finds.

Now, to make this uber ship and tone it down:

Firstly, no role or skill bonus to mining yield. The yield is what it is for the modules/crystals used and whatever the skill of the pilot normally begets. Another thought was to limit it to only tech 1 mining gear. Maybe allow tech 2 on the Exhumer version (which I am not going to get into). I am not sure.

Another thought was to make it so these are unable to take advantage of bonuses from Mining Foreman links.

Removing any yield bonus should also be a deterrent. If someone wanted to use these in high sec they could, but the other barges and exhumers would be mining circles around them. A Retriever would fill it's ore hold several times before this ship filled it once. Plus, the two role bonuses are pretty much useless in high sec space outside of the occasional suicide gank squad.

The Exhumer version would do the usual upgrades as on other Exhumers.

Before you tear it up, I did disclose that this is a work in progress and by no means complete. I am sure it is way out of balance as I have presented it which is why I have tried to stay in the form of a concept rather than hard numbers.

Note: If you follow the pattern of the Transport Ships, you could do another version of this that drops the +2 Stability in favor of mounting a Covert Ops Cloak. In which case, the three or four high-slot configuration would make more sense.

Gate campers are just Carebears with anger issues.

Alvatore DiMarco
Capricious Endeavours Ltd
#7 - 2013-06-10 00:07:28 UTC
Ice Mining Lasers. Why don't they exist?
Erloas
Sebiestor Tribe
Minmatar Republic
#8 - 2013-06-10 15:10:09 UTC
Alvatore DiMarco wrote:
Ice Mining Lasers. Why don't they exist?

Because currently there is no way to handle ice not in full sized blocks, and a regular mining laser type yield with just extended times would be way too long for each cycle. There was a dev post in some other mining thread mentioning that.

Of course they could change ice to be more like normal ore, say 100 refine blocks of 100m3 pieces (keeping the same 1000m3 of current ice blocks) and keeping the same ice mechanics of a base yield size and variable cycle times.


The main problem is that unless the yields are close to that of existing mining ships there is still no incentive to head to low sec space to mine. Just using my skills in the EVE ISK per hour program it shows the best high-sec ores give about 15m isk/hour in a retriever and the best low-sec ores being about 23m isk/hour, so about a 33% increase. So unless the yield was pretty close to the existing ships you aren't going to be increasing your income much by heading to low sec. If the yield was 10% lower that would be about 21m isk/hr in low sec, or 6m isk/hr increase.

If we assume this ship costs about the same when fully equipped as a retriever (because I have the numbers easily) that is about 50m (depending on rigs). Which means you have to mine in the ship for a bit over 8 hours before it pays for itself in increased income. The question is then what is the probability of the ship surviving for >9 hours in low sec before you start seeing any actual increase in your income?

If we assume for every 1 hour of mining you spend an extra 10 minutes hiding/in station in low sec because you are avoiding hostiles (really hard to judge, a quiet system you might not see any, if the ship comes out and people actually start looking for miners in low sec it could be a lot more) that would be decreasing your income by another 16%. Which would put your ISK/hour closer to 17.5m and the time required to pay for the ship above just mining in high-sec at 20hrs.

Of course the numbers change a lot if this is specifically for ice mining because the difference between low-sec ice and high-sec ice is quite a bit different in value. You are looking at 15m for high-sec ice compared to 35/50m for low-sec ice. Of course even then I'm sure pirates would even more frequently check low-sec ice belts because they are much fewer and well known so you might end up spending a lot of time docked up or hiding.
Gorgoth24
Aliastra
Gallente Federation
#9 - 2013-06-12 02:52:23 UTC
Rayzilla Zaraki wrote:
All week I have been rolling around how to get a mining barge/exhumer (solo in my case) into null or low safely without creating a completely gank-proof hi sec ship.

One easy thought would be a Tech 2 Venture, but I don't think it would make sense for low/null mining excursions, especially since it can't mine ice. But still, I am sure we'll see one in the future.

Note: This is a rough concept and the thought process of what would make a good low/null mining ship. I haven't completely roughed out the thought but since this thread is asking for suggestions I figured I'd post it here.

My other thought was for a whole new mining barge, one that is built for surviving/evading gate camps and also is self-sufficient enough to be viable operated far from Empire Stations. My model for this is an old-time (1800's) gold prospector. They had to be hardy, evasive at times and had to carry nearly their whole lives with them.

The first issue is to get past the Gatebears. I'd give it +2 Warp Stability and 4 low slots for more or more tank. Then, for the role bonus, significantly reduce the effects the Stabilizers have on targeting (like 95%). Outside of the drones it can carry, it has no offensive capabilities so this shouldn't be an issue with balance.

The next issue is detectability. Make it so that mounting one ECCM module makes it invisible to scanners and probes. Gankers would have to go from field to field to find it - not exactly the perfection of a cloak, but the gankers would have to work for their kills. I'd also give it the ability to mount an ECM Burst module and give its range and/or strength a bonus for mining barge skill level. I think a total of 4 mid slots.

Next is viability. It has to be big enough that excursions with it into low and null are worth it. One of the biggest bottlenecks for mining in these areas is getting the product back out to Empire space. Give it an ore hold approaching that of a Retriever plus a cargo hold around 400 m3.

For survivability, it'd have to have a strong tank and also be able to run an armor repairer since I am sure the Gatebears will more than likely get through the shields before it can escape. Role or skill bonus could reduce the cap cost of the repairers. I'd give it a very large drone bay so that it can have several flights of back ups. But, due to bandwidth limitations, it can only field small and medium drones.

Lastly, for the high slots I am well and truly lost. I have thought through mounting anywhere from one to four high slots to mount strip miners and ice harvesters. For the 3 or 4 high slot path, the idea would be that the ship could mount two each strip miners and ice harvesters but be limited by capacitor to only using two at a time. I am well and truly on the fence with this. My line of thought is that the ship is basically ready to mine anything it finds.

Now, to make this uber ship and tone it down:

Firstly, no role or skill bonus to mining yield. The yield is what it is for the modules/crystals used and whatever the skill of the pilot normally begets. Another thought was to limit it to only tech 1 mining gear. Maybe allow tech 2 on the Exhumer version (which I am not going to get into). I am not sure.

Another thought was to make it so these are unable to take advantage of bonuses from Mining Foreman links.

Removing any yield bonus should also be a deterrent. If someone wanted to use these in high sec they could, but the other barges and exhumers would be mining circles around them. A Retriever would fill it's ore hold several times before this ship filled it once. Plus, the two role bonuses are pretty much useless in high sec space outside of the occasional suicide gank squad.

The Exhumer version would do the usual upgrades as on other Exhumers.

Before you tear it up, I did disclose that this is a work in progress and by no means complete. I am sure it is way out of balance as I have presented it which is why I have tried to stay in the form of a concept rather than hard numbers.

Note: If you follow the pattern of the Transport Ships, you could do another version of this that drops the +2 Stability in favor of mounting a Covert Ops Cloak. In which case, the three or four high-slot configuration would make more sense.


While this is a novel idea I don't think it improves upon my idea much. Nullsec gatecamps are defined by bubbles and would therefore skoff at warp core stability bonuses. And most serial gate campers are equipped with HICs anyways. The only real gate camp protection (aside from tiny gatecamps) in 0.0 is T2 covops cloak and interdiction nullifier.

And any increase in tank would make it a high sec issue with the inherent increase in suicide-gank prevention, which is something I was trying to avoid in my original post.

And bonusing to mining link efficiency would only be used in situations where there would be a POS or system lockdown already present, which means going against the idea of the mobility mining ship.

Note: Don't think I'm downing on you, because I think that this sort've idea deserves discussion. I just think gatecamp prevention generally needs to be more extreme

Ruze
Next Stage Initiative
#10 - 2013-06-12 04:50:32 UTC
My personal input is simply to add a new selection of subsystems to current T3.

These subsystems would be capable of supporting many of the major industrial roles, like:

- Larger Cargo Bay
- Ore-specific Holds
- Mining Foreman Links
- Mining Lasers
- Gas Harvesters
- Ice Miners
- Mining Drones
- Ore Compression

Combined with the capability to incorporate current T3 subsystems, this could add a significant amount of diversity and capability, including the much-vaunted 'combat miners' that everyone seems to intent after.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Rayzilla Zaraki
Yin Jian Enterprises
#11 - 2013-06-12 12:49:13 UTC
Gorgoth24 wrote:

While this is a novel idea I don't think it improves upon my idea much. Nullsec gatecamps are defined by bubbles and would therefore skoff at warp core stability bonuses. And most serial gate campers are equipped with HICs anyways. The only real gate camp protection (aside from tiny gatecamps) in 0.0 is T2 covops cloak and interdiction nullifier.

And any increase in tank would make it a high sec issue with the inherent increase in suicide-gank prevention, which is something I was trying to avoid in my original post.

And bonusing to mining link efficiency would only be used in situations where there would be a POS or system lockdown already present, which means going against the idea of the mobility mining ship.

Note: Don't think I'm downing on you, because I think that this sort've idea deserves discussion. I just think gatecamp prevention generally needs to be more extreme



Don't worry, I know you aren't downing me.

It's true, there are a lot of bubbles out there deployed by the brave gatebears, so I can see the need for a T3 Interdiction Nullifier, but how many of those brave gatebears are also mounting their own anti-warp gear? Warp Stabs are probably still needed.

I, too, have found the best defense if a Covert Ops Cloak, I guess I stayed away from one in my post because, well, to me, it stops being "Covert" when so many ships can mount one. But, I think that with the game mechanics how they are, they're probably the best bet to get a barge-sized ship past those uber-PvPers.

The other thing about the brave gatebears is that you generally only have to avoid them once going in to low/null and once coming out since I have found they only bravely farm the systems bordering with high sec space.

I had been thinking about this since it was announced that ice would be moved to an anomaly and that the mineral content of the low/null ores would be changed to make them more valuable. I kept coming back to "don't fly what you can't afford to use", which is why I chose to stay with T1, possibly T2 if the payouts were extremely good. I'd love to see a T3, but I wouldn't want to take it out of High Sec. As I see it, you're going to lose a barge when you take it outside of High Sec. Not if, when, even if it's a fancy T3, so take something somewhat disposable. The Venture fits that, but it's ore hold isn't big enough to make the excursions worthwhile.

I also considered allowing the mounting of weapons (ala the Venture), but decided against that because what a barge could mount would be nothing to the various predators out there. Not even a deterrent. The only offensive type idea I came up with was possibly the use of Sentry Drones. But even those aren't necessarily a guarantee and they also have to be deployed and picked up and the barges are pretty slow. They'd pretty much just be covering the barges escape.

What's left is stealth and EW. Mounting enough ECCM can make a ship un-probable, so I went with that. Not perfect protection, but it would make a predator have to check out each individual ice and ore field to find you. Some won't.

Cloaks would be helpful, but not perfect either. First, you have to maintain your distance from the rocks. This is the least of the issues. Second, a barge is pretty slow. A predator could see you, see you cloak, align to your position and hit the MWD and force a de-cloak. Warp Stabs and tank come back into play.

A few extra medium slots and a long targeting range would be helpful for EW units as would the ability to have full use of ECM Bursts. Bonus those to the point where anyone within range to scramble a warp core would be affected.

When I mentioned tank, I am thinking Procurer/Skiff level tank. Nothing beyond that. I also considered making these unable to take advantage of Mining Foreman Links and reduce the yield bonus of the hi-sec barges. When I mentioned the particular yield bonus, I was thinking about a Procurer with it's one strip miner. Regardless of how many can be mounted, I'd at least halve the yield bonus of the corresponding T1/T2 barge. Give it the tank it needs to survive in dangerous space, but cut its yield enough that no one would really want to use it in high sec where efficient yield is much more important than the tank.

The problem I also see with going T3, besides the nearly Billion ISK pricetag, would be the hoops CCP would have to jump through to keep them from being the preferred high-sec barges, up to and including not allowing them in high sec at all like the Roqual. CCP could make these T3's perfectly suited to low and null sec, but the high sec bears would scream about them being useless and we would be subjected to post after post screaming about how these Billion ISK ships are useless.

Gate campers are just Carebears with anger issues.

Rayzilla Zaraki
Yin Jian Enterprises
#12 - 2013-06-12 13:03:31 UTC
Ruze wrote:
My personal input is simply to add a new selection of subsystems to current T3.

These subsystems would be capable of supporting many of the major industrial roles, like:

- Larger Cargo Bay
- Ore-specific Holds
- Mining Foreman Links
- Mining Lasers
- Gas Harvesters
- Ice Miners
- Mining Drones
- Ore Compression

Combined with the capability to incorporate current T3 subsystems, this could add a significant amount of diversity and capability, including the much-vaunted 'combat miners' that everyone seems to intent after.


This isn't a bad idea since the current T3's are defined by their subsystems, not their hulls. However, because of how the above abilities would be distributed there could be issues.

The cargo bay, ore holds and ore compression would all be Engineering Subsystems. Mining foreman would be an Electronic Subsystem. The Lasers and Harvesters would all be Offensive Subsystems. The Drones could be either Offensive or Engineering.

This, though, wouldn't necessarily work per the OP. You can still have the Interdiction Nullifier Propulsion Subsystem, but to mount a Covert Ops Cloak might be a problem since that requires a specific Offensive Subsystem now.

I like the Ore Compression a lot since I think the major draw back of mining outside of High Sec is the logistics of getting your product back to use or sell.

You know...if you change around the slots, drop the Corporate Bay, let it use Harvesting gear and allow it some sort of inefficient refining, an Orca would be PERFECT for low/null sec mining. Lol

Gate campers are just Carebears with anger issues.

Nikk Narrel
Moonlit Bonsai
#13 - 2013-06-12 14:31:39 UTC
Gorgoth24 wrote:
As for BLOPsing mining ships....I really can't think of a situation in which it would be realistically used.

Consider this.

Exhumers are awful dealing with gates. In the event of a hostile gate camp, the answer is always 'Forget It'.

But the Rorqual has this nice big SMB to hold them!
Yes, 5 hulks at max capacity with no support ships, or leave some out but still no ships not on it's limited approved list can be brought.
Add to this you had best have a POS at the destination, or your 4 to 5 hulks will not be secure against any hostiles showing up.

But bring a fleet to cover them!
Yeah... about that.... corps and alliances able and willing to post defense fleets already have their own space with POS's set up already. They effectively never need to go into unsecured space for this.
Able and willing never seems to be combined with need in the real game, on this detail.

Sooo, you want maybe more than 4 or 5 hulks, and possibly some scout ships to give a heads up when trouble comes in a few systems up the pipe.
But, you really don't like that exposure moving this mining fleet by gates, too exposed, and even if you get though you just had a parade go down the pipe that could easily tip off the very forces who want to rain on your op.

All of a sudden that BLOPS seems to be answering questions for the op.
Kor'el Izia
#14 - 2013-06-12 17:06:52 UTC
I like the idea of having it armor tanked instead of shield tanked, giving it a greater chance for escape(if you're taking damage with your mining ship you're doing it wrong) but that would mean miners would be sacrificing their yield(mining upgrades) for armor tank modules and as usual hilarity would ensue with no-tank-all-yield fits being blown up. It would also break with all existing ORE mining ships having shield resistance bonuses. Having shield extenders does increase your sig meaning you're easier to probe down, but any serious pirate who is hellbent on finding you will succeed no matter what you do, having a ship unprobeable is just ridicoulus and can't be taken serious.

If this would be a specialized low/null mining barge it would have to trade the yield for survivability in those areas, having yield in the region of a procurer or even slightly less, fitting only one strip miner but having a tremendous bonus to cycle time (and a decrease in yield to keep the total yield the same) because every second spent uncloaked is a second for hostiles to find you.

Built in warp stabs and interdiction nullifier(would mean it'd be T3) and being able to fit covert ops cloak is nice but that would mean it would have to trade in the Skiffs tank to balance it off.

Using the Procurer as a template, a first rough idea would leave me with this:

  • Tank compareable to a Procurer(about 20K)
  • Built in Warp Stabs(like Venture)
  • Reduction in cycle time and yield(meaning same yield but getting it in fast small batches) having a total yield compareable to the Procurer
  • Being able to fit covops cloak

  • if decided to be T3:
  • Built in interdiction nullifier
Nikk Narrel
Moonlit Bonsai
#15 - 2013-06-12 18:30:15 UTC
Exhumers come in three flavors, currently. The mining barges are weaker versions.

You have Hulk, with greater yield.
You have Mackinaw, with greater capacity.
And you have Skiff, with takes longer to explode when being shot at.

Now, modify this by typical play dynamics:
In High, if you expect no trouble, fly a modest fit Hulk.
In High, if you expect no trouble and have hauling needs, fly a modest fit Mack.
In High, if you do expect trouble, fly a modest fit Skiff.

In Null, if you expect no trouble, fly a modest fit Hulk.
In Null, if you expect no trouble and have hauling needs, fly a modest fit Mack.
In Null, you should always expect trouble, so watch local.

You will notice the absence of the Skiff in the null version. That is because defense in null is all or nothing, due to current game mechanics.
Dieing slower is still dieing, and simply means you failed to watch local and stay aligned.
There is no reason to fly the current Skiff in null.

The tank on these do not make them more desirable, because being harder to kill only has meaning in high sec where you can be saved by Concord showing up.
Expecting player support to reinforce when the intel to avoid trouble was missing is a mismatched set of expectations.
Kor'el Izia
#16 - 2013-06-12 18:59:51 UTC  |  Edited by: Kor'el Izia
@Nikk Narrel
Howabout handling the rats, surely the tank play a role there?
You might not always have the ability to call a friend to come take care of them

If so having the ship being capable of tanking the rats is the bar needed and any more isn't required since like you said, it would only mean dieing slower to other players. So how much is needed? Is a larger drone bay/bandwidth needed?
Nikk Narrel
Moonlit Bonsai
#17 - 2013-06-12 19:06:15 UTC
Kor'el Izia wrote:
@Nikk Narrel

Howabout handling the rats, surely the tank play a role there?

Not enough to sell the ship, I am sorry to say.

In null, the rats can fly battleships, and often spawn two BS, with a support group of smaller ships.

Five medium drones are not enough to handle this before they eat your tank. And forget drone cross repping between two ships, they like shooting drones too.

Nope, you need a ship with dps to eat the rats, or with better defenses than a skiff to perma tank them.

And if you are solo with a skiff, fitted to perma tank rats... you can probably do better income focusing on the rats or mining in high sec instead.
Nikk Narrel
Moonlit Bonsai
#18 - 2013-06-12 19:27:13 UTC
Here is a Skiff, fitted defensively.

[Skiff, Defense Skiff 1]
Warp Core Stabilizer II
Warp Core Stabilizer II

Medium Shield Extender II
Medium Shield Extender II
Adaptive Invulnerability Field I
Warp Disruptor I
Stasis Webifier I

Ice Harvester II

Medium Core Defense Charge Economizer I
Medium Core Defense Field Extender I


Vespa II x5

EHP 53,727 (for me)
With everything on and running, it is cap stable even.

But the drone DPS is only 125... and I have decent skills.
Those same drones on a drone centric cruiser I have, and my same skills: 249 DPS

A Vexor, (T1 bare hull only with the same drones and my same skills): 175 DPS

I can get the fitted Vexor's pure drone DPS over 300, and still sustain a tank that the rats won't break.
And this is a T1 cruiser, with no faction modules.
(I am not saying it will win awards for fitting, but it can do the job)

In short, the Skiff needs it's drone DPS at least doubled.
Rayzilla Zaraki
Yin Jian Enterprises
#19 - 2013-06-12 20:36:18 UTC
Kor'el, I like the idea of shortening the cycle time rather than the yield. That makes a lot of sense considering the need to have some sort of "hit and run" mining ability for low and null.

The Skiff used to have a +2 Warp Stability but that was taken away. I wonder why? It was really the only thing that made it at all somewhat viable for low and null. As Nikk said, good tank just prolongs your eventual demise in low and null. CONCORD isn't there to save you.

I do not see any real help in giving any of the barges more drone DPS of any help other than with NPCs. Drones against a ganker? You'll only make them mad.

I think anything that could be viable outside of high sec needs to first get past the brave gatebears. Both going in and getting out. After crossing from high to low or null, gates tend to be pretty clear in my experience.

Next, it needs to deal with predators in a non-offensive way - stealth, EW, speed, tank, Warp Stabs etc. The Warp Stabs would help with both gatebears and escaping gank squads.

Finally, it needs to be able to haul enough materiel to make a trip outside of high sec to be worth it.

Ideally, yes, a mining fleet with a decent defensive force of combat ships would be ideal. But, even after the adjustments in Odyssey, I still do not think there is enough ISK in a venture like that to make it worthwhile for all parties involved.

As things are currently, I think CCP's best direction is to create a ship as I described above that makes either solo or small group mining viable outside of high sec. The BIG challenge is to not let it be totally overpowered in high sec.

Gate campers are just Carebears with anger issues.

Nikk Narrel
Moonlit Bonsai
#20 - 2013-06-12 21:56:48 UTC
There are other options besides drones. The choice to use drones has appeal mostly because it does not add weapon mounts or even more high slots.

Here is an interesting twist.

Have the Skiff able to use that Strip miner or Ice harvesting module on a target ship.

No direct damage, but every module online becomes overloaded, and overheats.
Since this is an uncontrolled event not directed at improving the output at the modules expense, but rather the ship systems being baked by a powerful ore laser, only 50% of the overheat bonus is conveyed.

Every Skiff targeting a ship for this effect doubles the damage done, and reduces the time before the modules burn out accordingly. The overheat bonus does not get increased by more, having hit a point of diminishing return from the first ore laser already.

Exhumers and barges are immune to this effect.
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