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Player Features and Ideas Discussion

 
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Freighters with guns

Author
supernova ranger
The End of Eternity
#1 - 2013-06-27 01:24:54 UTC
For concept analysis only

Would these ships be able to eat away at jump freighters over usage in transport logistics? In the process I was hoping to see armored convoys show up

____________
restricted to 0.4 and below

+1000% cpu requirement for cloaking unit or warp stabs

2 high slots intended for capital weapons

slots in low and high for dual tanking

bonuses to armor/ shield resists and local armor reps/ shield boosters

massive amount of hit points

bunker mode - module that reroutes all power to defense which boosts resists and repping even further but shuts down engines and guns (bay lock down in process as well and can not be accessed)

Contains a ship maintenance bay of 5M and corporate bay of 20M

Can not jump
Katrina Oniseki
Oniseki-Raata Internal Watch
Ishuk-Raata Enforcement Directive
#2 - 2013-06-27 01:36:47 UTC
supernova ranger wrote:

restricted to 0.4 and below

Can not jump


... and this is supposed to reduce JF usage?

Dude, don't post while drunk.

Katrina Oniseki

Silivar Karkun
Doomheim
#3 - 2013-06-27 01:37:06 UTC
everybody knows that in the process no one would fit it for defense, it would get used for shield with cargo expanders and would fall in the same issue like with industrials.
supernova ranger
The End of Eternity
#4 - 2013-06-27 01:40:48 UTC
Silivar Karkun wrote:
everybody knows that in the process no one would fit it for defense, it would get used for shield with cargo expanders and would fall in the same issue like with industrials.


Whats the issue with industrials in low sec?
Silivar Karkun
Doomheim
#5 - 2013-06-27 01:56:47 UTC  |  Edited by: Silivar Karkun
supernova ranger wrote:
Silivar Karkun wrote:
everybody knows that in the process no one would fit it for defense, it would get used for shield with cargo expanders and would fall in the same issue like with industrials.


Whats the issue with industrials in low sec?


industrials in low sec use cloaking devices, not tank... oh i see i didnt read the part where you talked about cloak bonuses. then it has sense...
Grandma Squirel
#6 - 2013-06-27 02:12:25 UTC
Ok, several problems:

1. Capital weapons are not going to be able to track subcaps, especially without a seige module. While they could track a cap, again, without a seige module, the weapons will do negligible damage. If tackled, you will need someone to come save you or your going down eventually...

2. Not being able to enter highsec makes this largely useless. The vast majority of freight traveling through lowsec is either going to highsec, or coming from it. Other then a JF, there isn't any particularly safe way to move large volumes of freight over the transition.

3. Will it be bridgeable? If so, 20m of cargo is crazy, and this would result in yet another advantage for those with titans. If not, 20m m^3 of anything is way more then any sane person would risk jumping gate to gate in lowsec.
Zan Shiro
Doomheim
#7 - 2013-06-27 04:14:03 UTC
Katrina Oniseki wrote:
supernova ranger wrote:

restricted to 0.4 and below

Can not jump


... and this is supposed to reduce JF usage?

Dude, don't post while drunk.



this.

WHy JF's are liked....they avoid the whole fighting thing by not even hitting gate camps. And its the whole you know 30 system trip slims on down to how good your skills are to get max distance per jump. 3 hops alot better than 10's system gates.

Cap weapons won't save this...they hit sub caps poorly. Even a slow non prop modded rokh will speed tank this. In the case of phoenix....caps speed tank it. A charon is still going boom even if jumped by caps, its not hititng even say nags worth a damn.

Active tank won't save this. Caps/supers you buffer tank. that way when 10+ peeps nuet your ass...you still have a tank worth mentioning.