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Player Features and Ideas Discussion

 
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[Odyssey 1.1] Tech 1 Industrials, Round 2

First post
Author
Tal Jerrico
Nobody in Local
Deepwater Hooligans
#141 - 2013-06-26 16:30:45 UTC
amg need stront bay plskthx
Azami Nevinyrall
172.0.0.1
#142 - 2013-06-26 16:32:49 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.

POS fueler would be great actually, just as long as it's properly done!

I'd suggest a new Caldari and Amarr industrial for this purpose actually.

And keep the rest of the industrials as is.

...

Kesi Raae
Viziam
Amarr Empire
#143 - 2013-06-26 16:42:10 UTC
Good changes!

But you forgot the Badger Mk III (T1 version of Bustard model)
Karak Bol
Low-Sec Survival Ltd.
#144 - 2013-06-26 16:44:02 UTC
DJWiggles wrote:
Deirdre Anethoel wrote:
Quote:
HOARDER - Ammo bay (This includes anything in the 'charge' group - bombs/cap charges/etc)

Minmatar Industrial Skill Bonuses:
+5% Ammo Bay Capacity
+5% Max Velocity

Slot layout: 3H(+1), 4M(+1), 3L; 2 turrets(+1), 0 launchers
Fittings: 180 PWG(+120), 300 CPU(-350)
Cargo (capacity / Ammo/Charge Bay Capacity): 500(-4600) / 50000m3
Defense (shields / armor / hull) : 840(+566) / 800(-216) / 2100(+1084)
Mobility (max velocity / agility / mass / align time): 120 / .85(-.15) / 10625000(-875000) / 12.5(-3.4)
Signature radius: 185(+5)
Warp speed: 4.5au/s


May I suggest this bay should be able to contain drones too? And paste.



Paste it will hold as that is under the ammo and charges group ...


And you can put drones into the normal Cargo.
Elfi Wolfe
University of Caille
Gallente Federation
#145 - 2013-06-26 16:49:02 UTC
I like.

"Please point to the place on the doll where the carebear touched you."

Marc Callan
Center for Advanced Studies
Gallente Federation
#146 - 2013-06-26 16:51:07 UTC
Drones are a special case; while you're in space, you can't transfer them from a cargohold to a drone bay without using a fitting service on an Orca or carrier, unlike with ammunition, which just needs to be in your combat ship's main cargohold to be useful.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Maximus Andendare
Stimulus
Rote Kapelle
#147 - 2013-06-26 17:00:43 UTC
Deirdre Anethoel wrote:
Quote:
HOARDER - Ammo bay (This includes anything in the 'charge' group - bombs/cap charges/etc)

Minmatar Industrial Skill Bonuses:
+5% Ammo Bay Capacity
+5% Max Velocity

Slot layout: 3H(+1), 4M(+1), 3L; 2 turrets(+1), 0 launchers
Fittings: 180 PWG(+120), 300 CPU(-350)
Cargo (capacity / Ammo/Charge Bay Capacity): 500(-4600) / 50000m3
Defense (shields / armor / hull) : 840(+566) / 800(-216) / 2100(+1084)
Mobility (max velocity / agility / mass / align time): 120 / .85(-.15) / 10625000(-875000) / 12.5(-3.4)
Signature radius: 185(+5)
Warp speed: 4.5au/s


May I suggest this bay should be able to contain drones too? And paste.
Let's not push our luck here. Don't forget that there are ships with ~35k+ m3 that will carry all your worldly desires, including drones!!

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Drew Li
Space Exploitation Inc
#148 - 2013-06-26 17:05:31 UTC
Specialized bay (ship hangar) capable of carrying assembled ships. Could limit the volume, but for many in empire I'm sure the capability would be appreciated.
Denidil
Cascades Mountain Operatives
#149 - 2013-06-26 17:11:43 UTC
Drew Li wrote:
Specialized bay (ship hangar) capable of carrying assembled ships. Could limit the volume, but for many in empire I'm sure the capability would be appreciated.


Orca already exists.

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

Little Dragon Khamez
Guardians of the Underworld
#150 - 2013-06-26 17:14:16 UTC
Loving these changes, superb in fact!

It's great to see some real differences between racial ships with specialised roles, changes like this kill claims of homogenization dead which is a good thing.

Well done to the balance team and thanks for listening to the community guys.

Dumbing down of Eve Online will result in it's destruction...

Jhousetlin Zamayid
#151 - 2013-06-26 17:17:04 UTC
Why don't you give each race the same number of Industrials and give them the same specificity of the Gallente?
Mazaron
Caldari Provisions
Caldari State
#152 - 2013-06-26 17:22:28 UTC
Well, time to sell my now useless Bustard. T2 Deep Space Transports are pretty much worthless from these changes.
CCP Ytterbium
C C P
C C P Alliance
#153 - 2013-06-26 17:23:35 UTC  |  Edited by: CCP Ytterbium
*Quickly looks at the thread*

You got it wrong people, you're not supposed to be happy!

You're supposed to riot! Set things on fire with the flame wars! Start the threadnaught! Fire ze missiles! Rage! Let the anger consume you!

Now I will have no choice but to mention CCP Rise is doing to a good job. Think about it: he's drinking water in a huge jug instead of a regular glass. How twisted can one be to do that? This has to be punished. Evil
Elandra Grimm
Caldari Provisions
Caldari State
#154 - 2013-06-26 17:25:00 UTC
It's an interesting set of tweaks. My question is primarily about the collier. Is it accessible from space, or do I have to dock to a carrier to offload ammo?

Someone also mentioned Q-ships, which would be a lot of fun, and a nasty surprise for suicide gankers and small gangs, but there's no way I can think of doing it right without what would amount to strategic haulers (which I would totally support).

It would be cool to have a fleet of strat haulers go out, half with cargo subsystems, the other half fitted as Q-ships. All people see is a fleet of strat haulers. Not hard to do either with the subsystem framework. I posted a bunch of strat hauler ideas in the last thread, no one seemed interested.

Too much Harrington in my past probably.

Good start though.

Ellie
Maximus Andendare
Stimulus
Rote Kapelle
#155 - 2013-06-26 17:25:17 UTC
Jhousetlin Zamayid wrote:
Why don't you give each race the same number of Industrials and give them the same specificity of the Gallente?
If he were to do that, what would be the point of having 4 separate lines of identical ships? It seems like you don't quite understand what 'homogenization' means, and why its detrimental for a game that's build around strengths and weaknesses of one ship to the other.

4 races each with 5 identical ships is a terrible idea and concept. At that point, just remove ALL the ships and make a single hauler name "Industrial Ship Placeholder."

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Freighdee Katt
Center for Advanced Studies
Gallente Federation
#156 - 2013-06-26 17:25:48 UTC
CCP Rise wrote:
As far as the Orca - Because it does things other than have an Ore hold, I'm not super concerned about the overlap with the Iteron Mark whatever, but I'll check with Fozzie/Ytterbium to see what they think about it.

If anything the T1 ore haulers now are a huge complement to the Orca's fleet support role, because the Orca can stay on station in the belt while the haulers lighter off the ore to station. This will be a big deal when "big changes" to OGB hit (assuming that ever happens).

And when it comes to hauling anything other than spar and trit, the EHP of an Orca vs. any special hauler says all you need to know about whether the "roles" of these ships overlap: they don't. One invites you to die in a fire every time you undock. One does not.

EvE is supposed to suck.  Wait . . . what was the question?

Maximus Andendare
Stimulus
Rote Kapelle
#157 - 2013-06-26 17:29:03 UTC
Mazaron wrote:
Well, time to sell my now useless Bustard. T2 Deep Space Transports are pretty much worthless from these changes.
Don't worry; many T1 ships have rendered T2 ships marginalized or obsoleted. Just be happy that when Industrial T2s' time to be rebalanced comes, *this* is what they'll be compared and contrasted against.

I'm sure we'll see some killer HAC changes coming down the pipe soon.

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

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Freighdee Katt
Center for Advanced Studies
Gallente Federation
#158 - 2013-06-26 17:29:05 UTC
Still no comment it seems on whether the ammo bay can be accessed by fleet in space like a fleet hangar.

EvE is supposed to suck.  Wait . . . what was the question?

Marc Callan
Center for Advanced Studies
Gallente Federation
#159 - 2013-06-26 17:33:03 UTC
CCP Ytterbium wrote:
*Quickly looks at the thread*

You got it wrong people, you're not supposed to be happy!

You're supposed to riot! Set things on fire with the flame wars! Start the threadnaught! Fire ze missiles! Rage! Let the anger consume you!

Now I will have no choice but to mention CCP Rise is doing to a good job. Think about it: he's drinking water in a huge jug instead of a regular glass. How twisted can one be to do that? This has to be punished. Evil


Right. Time to organize a fleet of Myrmidons to shoot up the Jita monument in protest against the Gallente faction battlecruiser being based on the Brutix.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Maximus Andendare
Stimulus
Rote Kapelle
#160 - 2013-06-26 17:34:20 UTC
Freighdee Katt wrote:
Still no comment it seems on whether the ammo bay can be accessed by fleet in space like a fleet hangar.
Probably not since no other bays are accessible in space by anyone other than yourself. If there was only a way to--I dunno--jettison things into some sort of container, a can, if you will, that would spin in space and be accessible to everyone....if only there was a way...

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

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