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Player Features and Ideas Discussion

 
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[Odyssey 1.1] Tech 1 Industrials, Round 2

First post
Author
Alvatore DiMarco
Capricious Endeavours Ltd
#61 - 2013-06-26 14:00:24 UTC  |  Edited by: Alvatore DiMarco
Rees Noturana wrote:
I looked through this thread but didn't see any references to other industrial work. What are you referring to?


CCP Rise referred to it in the other thread.

Twice, actually.
Rees Noturana
Red Rock Mining Company
#62 - 2013-06-26 14:02:05 UTC
CCP Rise wrote:
Quote:
I looked through this thread but didn't see any references to other industrial work. What are you referring to?


I should be more careful about making vague references to future development. Basically, our extremely high level direction for the next while is focused towards building things - we have no idea what will fall out of this specifically, but the overall direction may lead to new potential uses for indie ships, which is why I felt fine leaving 4 of them more or less open to change down the road. Please don't read into this, there's nothing particular that I know of relative to these ships coming in the near future.

As far as the the abuse of the hoarder ammo bay for compression - the difference in potential capacity and unpacked volume between it and the old Iteron V isn't enormous. Not different enough to create a new kind of abuse, though obviously would make for more efficiency. I'll make sure we talk about if we are happy with this and if not we can adjust the unpacked volume on the Hoarder accordingly.


Building as in creating new content as opposed to rebalancing existing content or building as in industry?

_ _

Rees Noturana
Red Rock Mining Company
#63 - 2013-06-26 14:02:42 UTC
Alvatore DiMarco wrote:
Rees Noturana wrote:
I looked through this thread but didn't see any references to other industrial work. What are you referring to?


CCP Rise referred to it in the other thread.


Thank you.

_ _

Kekminator
Loktar Ogar Co.
#64 - 2013-06-26 14:05:50 UTC
CCP Rise wrote:
Ore hold includes Gas

Mineral hold does not include Gas and Ice products

Ammo hold includes cap charges, nanite paste, bombs, and anything else in the "charge" group I believe (I will confirm this soon).

We talked about doing a POS fueler (and I expect this to be the most legit complaint) but it just isn't possible atm. I can't go into specifics but please trust me here =/

Renaming strikes me as messy, but I'll bring it up with our story department and see what their opinion is.


There will be much cheering if you implement POS fuel / ice products bays, please consider at least one of those.

Renaming is less messy than having MK II for ore and MK III for minerals - or was it the other way round P
Alvatore DiMarco
Capricious Endeavours Ltd
#65 - 2013-06-26 14:07:24 UTC  |  Edited by: Alvatore DiMarco
Rees Noturana wrote:
Building as in creating new content as opposed to rebalancing existing content or building as in industry?


If you haven't yet, go listen to The section of "CCP Presents!" from Fanfest this year where CCP Seagull talks about her dream of building things, building huge large-scale things, and knowing that never-before-seen wonders lay waiting "if only you could build the right kind of stargate." Interpret it how you wish, as long as you don't join the insufferable "when do we get to build stargates?" crowd.


Kekminator wrote:
There will be much cheering if you implement POS fuel / ice products bays, please consider at least one of those.

It might be quicker and easier, rather than implementing bays for those things, to just add them into the list of eligible cargo. POS fuel into the ammo bays and gas products/ice products into the mineral bays. It would be enormously wonderful and nobody would hate it. ...Okay, nobody would hate it who doesn't already hate everything CCP does.
Johnson Oramara
Science and Trade Institute
Caldari State
#66 - 2013-06-26 14:08:15 UTC
CCP Rise wrote:
Alright, here we go.
Exciting and cool industry ships

These are excellent, thank you. Not that hard once you give it some serious thought right? Cool
Denidil
Cascades Mountain Operatives
#67 - 2013-06-26 14:10:17 UTC
Looks good Rise - I don't know if you saw my post on reddit - but looking at this numbers it makes my post even more relevant: The Ore Hold on the Orca needs to be a LOT larger... 300k m3 - 400k m3 given the changes to ore bays on the industrials and mining barges / exhumers.

Then let's talk about light carriers ..... :P

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Maximus Andendare
Stimulus
Rote Kapelle
#68 - 2013-06-26 14:10:38 UTC
Let's see--all the same, slightly different. This one does this, that one does that. GREAT! Fantastic changes!

Thanks for making them all be able to haul, with each doing it a little bit differently. A couple of questions I'd ask though:
Is it possible to have 2x launchers on the Badger Mark II, or would that be unbalanced? Is the 55000 PI bay, for example, at max skills or is it lower and +25% to get 55000?

Otherwise, thanks so much for listening to our feedback and delivering in spades! Now make a hauler that performs hauling better than a mining support ship!

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

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

Dark Stryke
Doomheim
#69 - 2013-06-26 14:13:01 UTC
What a let-down. So you've gone through the trouble of adding 'special bays to the extra ships', yet ignored the entire point of them - to get around the shield vs armor tankers and cargo expanders problems.
Saheed Cha'chris'ra
Krautz WH Exploration and Production
#70 - 2013-06-26 14:14:19 UTC
CCP Rise wrote:

Looking forward to your feedback, but please don't expect version 3, I have to get on with my life at some point


You Sir, are a genius. CCP should double you paycheck right now. And of course, thanks to everyone who was helping you with this one.

The new special haulers are REALLY USEFUL now. Wow. This is so great.

Thank you for your work.
Dark Stryke
Doomheim
#71 - 2013-06-26 14:16:51 UTC
Denidil wrote:
Looks good Rise - I don't know if you saw my post on reddit - but looking at this numbers it makes my post even more relevant: The Ore Hold on the Orca needs to be a LOT larger... 300k m3 - 400k m3 given the changes to ore bays on the industrials and mining barges / exhumers.

Then let's talk about light carriers ..... :P

The Orca and Rorqual both need revamps, especially the compression mechanics.
Krell Kroenen
The Devil's Shadow
#72 - 2013-06-26 14:23:59 UTC  |  Edited by: Krell Kroenen
Have to say very interesting, over all I like these changes more than the first version. Now just switch the Hoarder and the Wreath and I will be totally happy. Blink
Omnathious Deninard
University of Caille
Gallente Federation
#73 - 2013-06-26 14:28:24 UTC
A nice look for many old, dusty and mostly unused Industrials. I like it.

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

Aurora Fatalis
The Scope
Gallente Federation
#74 - 2013-06-26 14:39:38 UTC
Now to hope for a T2 Hoarder able to use Covops bridges to supply Bomber fleets with bombs.

If Chribba told you not to trust him, would you?

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#75 - 2013-06-26 14:42:52 UTC
Nicely done.

Smile

They're all useful now.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Phoenix Jones
Small-Arms Fire
#76 - 2013-06-26 14:43:24 UTC
Maximus Andendare wrote:
Let's see--all the same, slightly different. This one does this, that one does that. GREAT! Fantastic changes!

Thanks for making them all be able to haul, with each doing it a little bit differently. A couple of questions I'd ask though:
Is it possible to have 2x launchers on the Badger Mark II, or would that be unbalanced? Is the 55000 PI bay, for example, at max skills or is it lower and +25% to get 55000?

Otherwise, thanks so much for listening to our feedback and delivering in spades! Now make a hauler that performs hauling better than a mining support ship!


I think those were base stats, if so, the ships will be of good use.

The mineral hauler still would need to have the ability to move ice products though I think.

Yaay!!!!

Kali Maat
PVP FAST
#77 - 2013-06-26 14:44:31 UTC
No more pride to fly the longest train ship in the game (iteron V)
when it will only require gallente indu at lvl1 to fly it :(

The length of the Iteron model should be tied to your skill lvl. (in complete logic with the cargo capacity expansion per lvl)
pls like this post to vote for this cool idea
Bloodpetal
Tir Capital Management Group
#78 - 2013-06-26 14:48:26 UTC
Thanks for going the extra mile and a half.

I'm excited to make sure all my pilots have Ammo Hoarders ready to go for structure bash ops. :)

Where I am.

lycaniz
Grim Determination
Manifest Destiny.
#79 - 2013-06-26 14:49:00 UTC
I feel that the mammoth is a bit underwhelming but maybe that's just me..


As for the hoarder, make the 'ammo' count for cap boosters aswell and it will have a use! but as it is it is pretty meh tbh.
CCP Rise
C C P
C C P Alliance
#80 - 2013-06-26 14:50:45 UTC  |  Edited by: CCP Rise
lycaniz wrote:
I feel that the mammoth is a bit underwhelming but maybe that's just me..


As for the hoarder, make the 'ammo' count for cap boosters aswell and it will have a use! but as it is it is pretty meh tbh.


It does count for cap boosters. Edited OP to make that more clear.

@ccp_rise