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(NOT WHAT YOU THINK) T3 Mining Barge

Author
Rayzilla Zaraki
Yin Jian Enterprises
#21 - 2013-06-12 22:12:10 UTC
Nikk Narrel wrote:
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.


How about those mining lasers extracting the component minerals from the target ship, too! :)

Gate campers are just Carebears with anger issues.

Nikk Narrel
Moonlit Bonsai
#22 - 2013-06-12 22:40:09 UTC
Rayzilla Zaraki wrote:
Nikk Narrel wrote:
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.


How about those mining lasers extracting the component minerals from the target ship, too! :)

Well, this is already bypassing shields and armor to deal damage directly to modules.
(Using the overheat mechanic)

I am shooting at something where the exhumer has an effective but non lethal weapon to use.

The target ship can always leave, unless the exhumer locks it down.
Like my skiff could.

Then the opposing pilot may find it wise to simply eject and leave, losing an intact hull in the process before reinforcements showed up to convert hull plus pod into a kill mail.
Kor'el Izia
#23 - 2013-06-12 22:54:14 UTC
Indeed that would a twist; giving a ship the capability to cause heat damage to the target ship's modules, damage would have to be much lower than if it was overheated by the pilot(maybe 1/4) and obviously wouldn't grant the bonus overload does.

Having mining barges and exhumers immune to this is not something that I think is viable.

So with regards to the rats in low null it would need a 10% to drone damage/hitpoints(not necessarily mining) in order to fend off itself.

Something like the Pilgrim , having covops and drone damage

Question is whether the tank bonus vs the rats should be shield resistance(4%) or shield repair bonus(7.5%) , I think having an active bonus might help lowering the buffer used for highsec but still making it viable to tank the rats and kill em in low/null/wh.
Laendra
Universalis Imperium
Goonswarm Federation
#24 - 2013-06-12 23:35:12 UTC
For my variant of the T3 Mining Barge:

ORE Offensive - Covert Reconfiguration (Role Bonus: 100% reduction in Cloaking Device CPU use, 5% bonus to ore yield per level)
ORE Offensive - Drone Reconfiguration (Role Bonus: 100% increase in Drone Hold size, 10% bonus to drone damage per level, 7.5% bonus to drone hitpoints per level)
ORE Offensive - Industrial Reconfiguration (Role Bonus: 100% increase in Ore Hold size, 10% reduction in strip miner cycle time per level when deployed, -100% velocity when deployed, +100% shield boost amount bonus, 10 minute cycle time, requires 500 Heavy Water per cycle - 50 Heavy Water per level)

ORE Defensive - Adaptive Shielding (4% bonus to all shield resistances per level)
ORE Defensive - Amplification Node (10% bonus to shield booster effectiveness per level)
ORE Defensive - Supplemental Screening (10% bonus to shield hitpoints per level)

ORE Electronics - CPU Efficiency Gate (5% bonus to CPU per level)
ORE Electronics - Dissolution Sequencer (15% bonus to ship sensor strength, 5% bonus to targeting range per level)
ORE Electronics - Ore Scanning Efficiency Array (15% bonus to Ore Scanning range per level)

ORE Engineering - Augmented Capacitor Reservoir (5% bonus to capacitor capacity per level)
ORE Engineering - Capacitor Regeneration Matrix (5% bonus to capacitor recharge rate per level)
ORE Engineering - Power Core Multiplier (5% bonus to power output per level)

ORE Propulsion - Chassis Optimization (5% bonus to max velocity per level)
ORE Propulsion - Interdiction Nullifier (Role Bonus: Immunity to non-targeted interdiction, 5% increased agility per level)
ORE Propulsion - Gravitational Capcitor (15% bonus to warp speed per level, 15% reduction in capacitor need initiating warp per level)
Kor'el Izia
#25 - 2013-06-13 00:22:10 UTC  |  Edited by: Kor'el Izia
@Laendra
The bonus for the Electronics subsystem Scanning Efficiency would be to Survey Scanners like the Orca(500%) and Rorqual(900%).

Other than that it looks like a copy pasta from current with custom-tailored Offensive modules, but you missed 1 subsystem per category Smile

The third Industrial Subsystem can be overpowered in highsec and not sure if you'd want to bring a ship consuming water into a wh with the extra volumes that needs to be shipped, but having it commit to belts in null/low/high could prove interesting. Maxed it would give 50% higher yield compared to a Hulk's 30%

How many strip/ice miners had you thought you would be able to fit on this?
And for teh Covert Offensive I'd suggest a lower cycle time than increase in yield
Nikk Narrel
Moonlit Bonsai
#26 - 2013-06-13 00:55:02 UTC
Kor'el Izia wrote:
Indeed that would a twist; giving a ship the capability to cause heat damage to the target ship's modules, damage would have to be much lower than if it was overheated by the pilot(maybe 1/4) and obviously wouldn't grant the bonus overload does.

Having mining barges and exhumers immune to this is not something that I think is viable.

So with regards to the rats in low null it would need a 10% to drone damage/hitpoints(not necessarily mining) in order to fend off itself.

Something like the Pilgrim , having covops and drone damage

Question is whether the tank bonus vs the rats should be shield resistance(4%) or shield repair bonus(7.5%) , I think having an active bonus might help lowering the buffer used for highsec but still making it viable to tank the rats and kill em in low/null/wh.

Actually, the point of this overheat is to introduce a risk element to the attacker.

They need to have a reason to worry that the Skiff could fry their modules before enough DPS could be delivered to beat the skiff.
That means it must be uncertain, and for uncertainty we need a guesstimate at 50 / 50 chance of the exhumer beating down the attacking ship.

Will the attacker assume that their thermodynamics skill will be enough to let them finish shooting the skiff before it fries them?
What if the skiff pilot also has this skill, and is more effective at baking attackers than they realized.

Trade off in skill: Otherwise matching skill and strategy sets, if one has a 5 in thermodynamics and the other has nothing in that skill set, the one with the higher skill will win unless something else intervenes.
Laendra
Universalis Imperium
Goonswarm Federation
#27 - 2013-06-13 03:27:18 UTC
Kor'el Izia wrote:
@Laendra
The bonus for the Electronics subsystem Scanning Efficiency would be to Survey Scanners like the Orca(500%) and Rorqual(900%).

Other than that it looks like a copy pasta from current with custom-tailored Offensive modules, but you missed 1 subsystem per category Smile

The third Industrial Subsystem can be overpowered in highsec and not sure if you'd want to bring a ship consuming water into a wh with the extra volumes that needs to be shipped, but having it commit to belts in null/low/high could prove interesting. Maxed it would give 50% higher yield compared to a Hulk's 30%

How many strip/ice miners had you thought you would be able to fit on this?
And for teh Covert Offensive I'd suggest a lower cycle time than increase in yield



Yeah, the default subsystems work, for the most part...only had a few modifications.

I would limit the Industrial Subsystem deployment to <0.4 security status systems only...you're not REALLY committing to something unless there is a decent amount of risk involved.

I think I would like to see 3 Strip Miners on it, with a ORE T3 ship skill level bonus of 5% per level to Strip Miner Yield (max 20% vs hulk 30%, and with Industrial Reconfiguration deployed, would be approx 45%, if my math is right. Good enough to justify committing to it, in my mind. The shield bonus would stop some solo gankers, but a two or three man fleet would easily decimate you.

I put the Heavy Water in there on purpose...it has to be an inconvenience...just like Rorquals Industrial Core. I'd be okay with dropping it down to 300 base, leaving at least 50 heavy water per cycle.

I see why you stated the lower cycle time for the covert ops, and I kind of agree with that...I am guessing you are thinking more of a ninja role...so yeah, change the Covert Reconfiguration to 5% reduction in strip miner cycle time per level
Rayzilla Zaraki
Yin Jian Enterprises
#28 - 2013-06-13 03:28:37 UTC
Nikk Narrel wrote:

Actually, the point of this overheat is to introduce a risk element to the attacker.

They need to have a reason to worry that the Skiff could fry their modules before enough DPS could be delivered to beat the skiff.
That means it must be uncertain, and for uncertainty we need a guesstimate at 50 / 50 chance of the exhumer beating down the attacking ship.

Will the attacker assume that their thermodynamics skill will be enough to let them finish shooting the skiff before it fries them?
What if the skiff pilot also has this skill, and is more effective at baking attackers than they realized.

Trade off in skill: Otherwise matching skill and strategy sets, if one has a 5 in thermodynamics and the other has nothing in that skill set, the one with the higher skill will win unless something else intervenes.


I'd much rather see the strip miner reduce the attacker to it's component minerals. Big smile Leave a melted blob of slag floating in space - the clone's corpse encased within.

The idea does make sense, though. Why couldn't you turn the miner/harvester on an attacker? (Why can't you shoot asteroids with guns or missiles for that matter?).

However, you have to also consider crappy lock and tracking speeds. Against fast movers, it'd still be dead pretty quickly.

Any weaponry or defensive systems, I think, need to help the barge to RUN, not think they could stand and fight. Break target locks, jam tracking, cloak, warp out faster etc.

Gate campers are just Carebears with anger issues.

Katran Luftschreck
Royal Ammatar Engineering Corps
#29 - 2013-06-13 07:24:55 UTC
Barge with sentries ... I like it.

Barge with actual weapon turrets ... also handy.

Heck, what I want is a Marauder with two turrets pulled out and refit for strip miners and an ore bay. :D

http://youtu.be/t0q2F8NsYQ0

Nikk Narrel
Moonlit Bonsai
#30 - 2013-06-13 16:23:55 UTC
Katran Luftschreck wrote:
Barge with sentries ... I like it.

Barge with actual weapon turrets ... also handy.

Heck, what I want is a Marauder with two turrets pulled out and refit for strip miners and an ore bay. :D

I would fly this.
Gorgoth24
Aliastra
Gallente Federation
#31 - 2013-06-13 18:49:18 UTC
@ Ruz

My decision to add another hull is twofold.

First, I didn't want to tie this hull to the exorbitant prices of a fully fit T3 ship or give it too much tank/gank. I do realize that this is mostly subsystem dependent, but I still think the ability to price a mining barge separately from the focused combat nature of the current T3 cruiser is important (mostly because a T3 mining barge would die far more often then a T3 cruiser).

Second, in the lore of EVE, mining related ships are all produced by ORE, and I think that it makes more sense lore-wise for them to introduce their own hull then to add subsystems to one of the faction hulls.

That being said, with balance aside, new subsystems would make almost as much sense as a new hull.

@ Rayzilla

Your points are well taken. And as far as price goes, if the ship had its own hull the prices could be adjusted to whatever values that would make this ship flyable. Perhaps even under the price of exhumers since this ship is actually worse at what exhumers do then exhumers.

As to defenses against predators, the original idea was to give gatecamp prevention and only gatecamp prevention. In belt you should watch local, stay aligned, watch your dscan, and be prepared to warp away at a moment's notice, like with most 0.0 professions. The added risk is a component in the added reward.

As to the biggest issue with mobile mining, the ore hold on a ship like this would need to be extreme so it would be able to come back to high sec with its own value in ore in its hold. As I see your point with this, I WILL CHANGE THE OP TO MATCH.

@ Nikk

I see the advantage of a blops. And I think that this is an interesting side effect of the covops cloak that doesn't seem overpowered. I like this idea.

@ Kor'el Izia

I had not considered the dps of a double-BS rat spawn in null. Unbonused drones and a flimsy tank means you wouldn't be able to fight them off as per the OP.

Do you guys think this ship deserves a drone damage bonus (10% per level) to medium drones in order to combat these sorts of spawns? Is it too much or not enough?


AS A GENERAL NOTE: I really DO NOT like the idea of giving this ship a WCS bonus. A covops + intynull is plenty to get past almost all gatecamps (just like a normal T3). Adding a WCS bonus would just mean that a pirate finding you in a belt would be unable to point you solo, even on a fully yield-fit ship. As this ship would obviously have lows, those lows could be used to fit WCS at the expense of mining yield (as it should be, IMO).
Maximus Andendare
Stimulus
Rote Kapelle
#32 - 2013-06-13 19:13:24 UTC
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.
Somewhere out there, Proteii, Legions, Tengus and Lokis are initiating their self destruct at the idea that they would be relegated to mining duties. Not to mention that the mining skill path is completely different than what's required to fly T3s.

Enter grid and you're already dead, destined to be reborn and fight another day.

>> Play Eve Online FREE! Join today for exclusive bonuses! <<

Gorgoth24
Aliastra
Gallente Federation
#33 - 2013-06-13 19:20:40 UTC  |  Edited by: Gorgoth24
Laendra wrote:
For my variant of the T3 Mining Barge:

ORE Offensive - Covert Reconfiguration (Role Bonus: 100% reduction in Cloaking Device CPU use, 5% bonus to ore yield per level)
ORE Offensive - Drone Reconfiguration (Role Bonus: 100% increase in Drone Hold size, 10% bonus to drone damage per level, 7.5% bonus to drone hitpoints per level)
ORE Offensive - Industrial Reconfiguration (Role Bonus: 100% increase in Ore Hold size, 10% reduction in strip miner cycle time per level when deployed, -100% velocity when deployed, +100% shield boost amount bonus, 10 minute cycle time, requires 500 Heavy Water per cycle - 50 Heavy Water per level)

ORE Defensive - Adaptive Shielding (4% bonus to all shield resistances per level)
ORE Defensive - Amplification Node (10% bonus to shield booster effectiveness per level)
ORE Defensive - Supplemental Screening (10% bonus to shield hitpoints per level)

ORE Electronics - CPU Efficiency Gate (5% bonus to CPU per level)
ORE Electronics - Dissolution Sequencer (15% bonus to ship sensor strength, 5% bonus to targeting range per level)
ORE Electronics - Ore Scanning Efficiency Array (15% bonus to Ore Scanning range per level)

ORE Engineering - Augmented Capacitor Reservoir (5% bonus to capacitor capacity per level)
ORE Engineering - Capacitor Regeneration Matrix (5% bonus to capacitor recharge rate per level)
ORE Engineering - Power Core Multiplier (5% bonus to power output per level)

ORE Propulsion - Chassis Optimization (5% bonus to max velocity per level)
ORE Propulsion - Interdiction Nullifier (Role Bonus: Immunity to non-targeted interdiction, 5% increased agility per level)
ORE Propulsion - Gravitational Capcitor (15% bonus to warp speed per level, 15% reduction in capacitor need initiating warp per level)


I like your ideas, but I think this ship should focus on mobility and evading detection. I was thinking something more along the lines of

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 active 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 active while mining)
ORE Offensive - Ice mining reconfiguration (X% Bonus to ice mining yield per level, X% Bonus to Drone Damage and Hitpoints per level, Can fit Covops cloak, Covops cloak cannot be active 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 Computing (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)


Thoughts?
Rayzilla Zaraki
Yin Jian Enterprises
#34 - 2013-06-13 20:56:02 UTC
Gorgoth24 wrote:


As to defenses against predators, the original idea was to give gatecamp prevention and only gatecamp prevention. In belt you should watch local, stay aligned, watch your dscan, and be prepared to warp away at a moment's notice, like with most 0.0 professions. The added risk is a component in the added reward.

As to the biggest issue with mobile mining, the ore hold on a ship like this would need to be extreme so it would be able to come back to high sec with its own value in ore in its hold. As I see your point with this, I WILL CHANGE THE OP TO MATCH.



I know! Maybe there should be a timer for how long you can bravely camp a gate!

/sarcasm

For the ore hold requirement, if you are talking raw ore prices then the hold would have to be mighty big. If a Mackinaw sells in Jita for 192,000,000 ISK that's -

60,000 m3 of Arknor
48,000 m3 of Bistot
48,000 m3 of Crokite

(based on current Jita buy prices for the raw ore)

If we go ice then we're looking at 446 blocks of Dark Glitter.

I am not sure if these hold sizes would make sense balance-wise as you are well into Orca territory with them and the Orca is far from something I'd like to take out of high sec too often. Big, slow to move and align. BOOM!

Now figure in that, as a T3, the price of the ship plus subsystems would be pushing triple that of the Mackinaw. Unfortunately, the calculus doesn't work.

However, stick to T1 ships and those numbers drop by a factor of nearly 20 (10,000,000 ISK for a Procurer). You almost need to look at this with the mentality of suicide gankers, except you need to get your product to market.

Go in cheap in a ship that has a decent insurance return. The big problem there, is that no available ship comes close to what is actually needed to work in low and null. Every mining ship currently available falls short on too many factors.

Gate campers are just Carebears with anger issues.

Laendra
Universalis Imperium
Goonswarm Federation
#35 - 2013-06-13 21:37:12 UTC
Gorgoth24 wrote:

I like your ideas, but I think this ship should focus on mobility and evading detection. I was thinking something more along the lines of

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 active 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 active while mining)
ORE Offensive - Ice mining reconfiguration (X% Bonus to ice mining yield per level, X% Bonus to Drone Damage and Hitpoints per level, Can fit Covops cloak, Covops cloak cannot be active 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 Computing (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)


Thoughts?


First of all, thanks! :)

Well, I don't think a ship should ever be "unscannable"...just kind of unbalanced, as there is no counter to that.
Ice Yield needs to change to cycle reduction, as you're not going to get 10% of a ice block :)
Superstructure Reinforcement - everyone would fit as many miner upgrades as they could. :D
Warp Core stabilization, I think is overkill, as you should make that a conscious choice to fit warp core stabs, removing mining capability
Cargohold Expansion - Just for crystals? I'd much rather CCP implement their ammo holds, they spoke of long ago, personally

When you change miners, you're already forcing yourself to dedicate to which type of resource you are harvesting, which FORCES you to make the change in your offensive subsystem this way....leaving no room for flexibility of the pilot's choices.

My setup was designed for flexibility...to give the pilot options in the ways that their T3 Barge is setup, regardless of what they are harvesting...that's the whole point of T3, imho, and I think in CCP's eyes too.
Rayzilla Zaraki
Yin Jian Enterprises
#36 - 2013-06-13 22:36:48 UTC
Laendra wrote:

First of all, thanks! :)

Well, I don't think a ship should ever be "unscannable"...just kind of unbalanced, as there is no counter to that.
Ice Yield needs to change to cycle reduction, as you're not going to get 10% of a ice block :)
Superstructure Reinforcement - everyone would fit as many miner upgrades as they could. :D
Warp Core stabilization, I think is overkill, as you should make that a conscious choice to fit warp core stabs, removing mining capability
Cargohold Expansion - Just for crystals? I'd much rather CCP implement their ammo holds, they spoke of long ago, personally

When you change miners, you're already forcing yourself to dedicate to which type of resource you are harvesting, which FORCES you to make the change in your offensive subsystem this way....leaving no room for flexibility of the pilot's choices.

My setup was designed for flexibility...to give the pilot options in the ways that their T3 Barge is setup, regardless of what they are harvesting...that's the whole point of T3, imho, and I think in CCP's eyes too.


The counter to being "unscannable" is for the predator to warp to the various belts and use Mk I eyeballs.

Anyone wasting low slots on mining upgrades outside of high sec deserves to be a frozen corpse in space.

Warp Stabs - these make sense. Anti-warp gear is the most used gear in low and null other than weapons. The problem with mounting the modules is the effect they have on targeting. With just two, you have to be super close to the rocks and your lock time is idiotic. IMO - these are among the most unbalanced modules in the game, way underpowered compared to their counterparts, but that's a different rant.

Gate campers are just Carebears with anger issues.

Katran Luftschreck
Royal Ammatar Engineering Corps
#37 - 2013-06-14 04:30:36 UTC
Ya know... as long as we're talking T3, we may not need an actual "barge" at all. If you pull out a ship scale chat, you'll notice that even a Mackinaw is hardly any bigger than your average combat cruiser. And what size are all the current T3s? Cruisers. What's special about T3? Modular design. Drop in the part for the job at the hand. Why not mining?

So yeah, we don't really need a new ship at all, really. What we need is T3 mining modules for all of the already existing T3 cruiser hulls. Just make a module that's stats are a couple of strip mining slots and an ore bay. Voila! As for the rest of it... covert ops cloak, weapons, defenses, drones, etc... that can still be fit according the user's own preferences.

http://youtu.be/t0q2F8NsYQ0

Gorgoth24
Aliastra
Gallente Federation
#38 - 2013-06-14 15:30:31 UTC  |  Edited by: Gorgoth24
Laendra wrote:
Gorgoth24 wrote:

I like your ideas, but I think this ship should focus on mobility and evading detection. I was thinking something more along the lines of

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 active 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 active while mining)
ORE Offensive - Ice mining reconfiguration (X% Bonus to ice mining yield per level, X% Bonus to Drone Damage and Hitpoints per level, Can fit Covops cloak, Covops cloak cannot be active 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 Computing (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)


Thoughts?


First of all, thanks! :)

Well, I don't think a ship should ever be "unscannable"...just kind of unbalanced, as there is no counter to that.
Ice Yield needs to change to cycle reduction, as you're not going to get 10% of a ice block :)
Superstructure Reinforcement - everyone would fit as many miner upgrades as they could. :D
Warp Core stabilization, I think is overkill, as you should make that a conscious choice to fit warp core stabs, removing mining capability
Cargohold Expansion - Just for crystals? I'd much rather CCP implement their ammo holds, they spoke of long ago, personally

When you change miners, you're already forcing yourself to dedicate to which type of resource you are harvesting, which FORCES you to make the change in your offensive subsystem this way....leaving no room for flexibility of the pilot's choices.

My setup was designed for flexibility...to give the pilot options in the ways that their T3 Barge is setup, regardless of what they are harvesting...that's the whole point of T3, imho, and I think in CCP's eyes too.


"Unscannable" is actually just a term used, it's not ACTUALLY unscannable (anymore). Basically, it requires you to have close to max probing skills or a tribute (I'm pretty sure it's tribute) set to scan you down. CCP changed that a while back in response to unprobable mission Tengus. (Correct me if I'm wrong).

I will change to Ice Yield description for sure.

I thought that would make sense, considering you were trading intynull or WCS for yield, consigning the barge to low sec or high sec. This would be the subsystem that would get you closest to the yield of an exhumer.

The idea of the WCS subsystem was to remove 1 slot for warp core strength compared to the Superstructure Reinforcement, but not nerf your range to a point you had to bump the asteroid in order to mine. Basically making it the same conscious choice between yield and WCS safety, but allowing the lock time and range associated with that tradeoff to be balanced independently of the module. Would it make more sense to give a bonus to the lock time/targeting range nerf of the module itself? Or change the subsystem altogether?
(This bit is also in response to Rayzilla's Post)

Do you think the cargohold bonus should be switched for a smaller ore hold + ammo hold?

The idea behind the offensive subsystems was that, in regular T3's, you almost always have to choose one gun type to specialize in. Like on a Legion where you choose the Lasor or Missile sub, or Proteus where you change the drone or blaster sub. I figured what you were mining would function in much the same way. The flexibility I was aiming for was in mobility, Ore hold size, etc. But maybe I only have a limited idea in the situations in which this barge would be used.

In reply to the earlier Rayzilla post (thanks enormously for the numbers, btw) I think the point there is to price this barge (with the subsystems included) in between an exhumer and a T1 mining barge. The question is, is there a middle ground between putting the Orca out of business with an enormous ore hold or making the barge as cheap as a T1 barge?

If it were price around 100-120m (the price of a viator to the low-end intended price of a navy BC) and the ore hold were set to 20km3 (less then half that of an Orca) and we were to use Rayzilla's earlier numbers to base our given profits per trip, you'd be looking at around 3/4 the price of your ship in your ore hold per trip. This would mean that, as long as you didn't die on your first or second trip, (which you shouldn't given all the advantages described) you'd be making a profit. Would this be horrendously abused? Is the balance off? I'd love to know your thoughts
Gorgoth24
Aliastra
Gallente Federation
#39 - 2013-06-14 15:47:50 UTC
Katran Luftschreck wrote:
Ya know... as long as we're talking T3, we may not need an actual "barge" at all. If you pull out a ship scale chat, you'll notice that even a Mackinaw is hardly any bigger than your average combat cruiser. And what size are all the current T3s? Cruisers. What's special about T3? Modular design. Drop in the part for the job at the hand. Why not mining?

So yeah, we don't really need a new ship at all, really. What we need is T3 mining modules for all of the already existing T3 cruiser hulls. Just make a module that's stats are a couple of strip mining slots and an ore bay. Voila! As for the rest of it... covert ops cloak, weapons, defenses, drones, etc... that can still be fit according the user's own preferences.


If you read the first page of the thread I outlined my reasoning for giving the barge its own ship vs. adding subsystems. Basically to price the barge independently of a Tengu, and the lore involved
Callic Veratar
#40 - 2013-06-14 16:26:52 UTC
Dammit, it ate my post...
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