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Player Features and Ideas Discussion

 
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ORE Battleship

Author
Daichi Yamato
Jabbersnarks and Wonderglass
#81 - 2014-01-29 04:05:55 UTC
lol'd

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

My Little Pyongyang
Doomheim
#82 - 2014-01-29 04:06:09 UTC
Meyr wrote:
Riot Girl wrote:
Because miners need to be ganked, that's just the way of the universe. You can't argue with that.

WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH


Sounds like baby needs a nap.
Nikk Narrel
Moonlit Bonsai
#83 - 2014-01-29 04:07:46 UTC
James Nikolas Tesla wrote:
Nikk Narrel wrote:
James Nikolas Tesla wrote:
I like what Nikk Narrel and Sorjat have both said and it got me thinking of the four high slots and reducing it to 2 Turret Hardpoints. To give it DPS along the lines of a BS, add a Role Bonus +100% Damage of Large Turrets so the two turrets are more like four. Also have the ability to fit Mining Command Links for a "Poor Miner's Command Ship"
This would keep the ship's versatility as you would have to choose between different fits of Strip Miners, Guns, and Command Links.

And yes, it would make it a fun ganking target.

Daichi Yamato, You said to increase the Bandwidth to 125mbps so we would have to Increase the Drone Bay to 125m^3. With the things I mentioned above, would it be possible to further increase the Drone Bay capacity without making it OP?
If I did increase the Drone Bay, it would only go to 150 or 175m^3 maximum.

I was actually thinking this as the details:

6 high slot, 4 turret hard points. No slots for utilities without losing yield and or DPS.

Using 4 slots for modulated deep core miners, only 2 slots left for turrets. High yield / low DPS.
Using all 4 turret hard points, only 2 slots for modulated deep core miners. High DPS/ low yield.

Apply damage modifiers to the turrets so that with using all 4 the DPS is comparable to typical fit regular T1 BS.

But what is stopping miners from fitting 6 Strip Miners and basically making a tri-bred ship?
Yield of a Hulk, Ore Hold comparable to a Mack, and comparable tank to a Procurer.

Currently the strip miners are flagged to only operate on barges and exhumers.

Like we have an allocation for turrets or launchers, specifically to limit how many of each could be fitted if any, they would need strip miner hard points to limit this.

As an example:
You can already pimp out an unbonused BS mounting modulated deep core miner II's, 7 of them with Best skills giving 835 yield vs a hulk's 1,547. (Veldspar as ore in example, Rokh as the BS)
Even with 7 out of 8 slots mounting a miner, the yield is below reasonable, has no DPS, and trivial ability to carry ore to justify use mining.

I should have addressed the hardpoint spec needed here before, my bad.
Edwin McAlister
Empire Hooligans
#84 - 2014-01-29 04:08:49 UTC
is there any logical economic / game play balance reason why there can not be a battleship sized version the 3 existing miner types that is better... a battleship hulk that mines more, a battleship mak that holds ect ect?? figuring 10%-20% more

or is it only about the gankability of said ships?

the ability to suicide gank another player is not a game balance factor and all decisions should not be revolved around that factor alone

I want to see reasons why in the bigger picture of things... will it drive the economy up or down or maintain a form of balance, would it drastically alter the state of the game....
James Nikolas Tesla
Tesla Holdings
#85 - 2014-01-29 04:09:02 UTC
The only thing to make a mining vessel gankproof is to have something the gankers don't have, a brain.

CODE is just a bunch of pirates; smart, organized pirates. It doesn't help to rage at them because that is exactly what they want. Dust yourself off and get back on your feet, you don't even have to talk to them.

James Nikolas Tesla
Tesla Holdings
#86 - 2014-01-29 04:13:22 UTC
Edwin McAlister wrote:
is there any logical economic / game play balance reason why there can not be a battleship sized version the 3 existing miner types that is better... a battleship hulk that mines more, a battleship mak that holds ect ect?? figuring 10%-20% more

or is it only about the gankability of said ships?

the ability to suicide gank another player is not a game balance factor and all decisions should not be revolved around that factor alone

I want to see reasons why in the bigger picture of things... will it drive the economy up or down or maintain a form of balance, would it drastically alter the state of the game....

I am focusing on a mining ship that will give miners the ability to bite back while having some versatility on whether or not you want to sacrifice some damage to increase mining yield or to fit a Foreman Link or some other combination of high slots.

CODE is just a bunch of pirates; smart, organized pirates. It doesn't help to rage at them because that is exactly what they want. Dust yourself off and get back on your feet, you don't even have to talk to them.

James Nikolas Tesla
Tesla Holdings
#87 - 2014-01-29 04:18:25 UTC
Nikk Narrel wrote:

Currently the strip miners are flagged to only operate on barges and exhumers.

Like we have an allocation for turrets or launchers, specifically to limit how many of each could be fitted if any, they would need strip miner hard points to limit this.

As an example:
You can already pimp out an unbonused BS mounting modulated deep core miner II's, 7 of them with Best skills giving 835 yield vs a hulk's 1,547. (Veldspar as ore in example, Rokh as the BS)
Even with 7 out of 8 slots mounting a miner, the yield is below reasonable, has no DPS, and trivial ability to carry ore to justify use mining.

I should have addressed the hardpoint spec needed here before, my bad.

I don't know how difficult it would be to limit the amount of SM's on a barge and I don't want to force the Devs to program in a whole new set of Strip Miner Hardpoints for just one ship. Unless they changes SM's to occupy a turret hardpoint like the miners do, then I don't really feel safe adding any more high slots.

CODE is just a bunch of pirates; smart, organized pirates. It doesn't help to rage at them because that is exactly what they want. Dust yourself off and get back on your feet, you don't even have to talk to them.

My Little Pyongyang
Doomheim
#88 - 2014-01-29 04:34:16 UTC
Edwin McAlister wrote:
is there any logical economic / game play balance reason why there can not be a battleship sized version the 3 existing miner types that is better... a battleship hulk that mines more, a battleship mak that holds ect ect?? figuring 10%-20% more

or is it only about the gankability of said ships?

the ability to suicide gank another player is not a game balance factor and all decisions should not be revolved around that factor alone

I want to see reasons why in the bigger picture of things... will it drive the economy up or down or maintain a form of balance, would it drastically alter the state of the game....


Well for starters, they have stated that they don't want anything more powerful than the hulk in terms of yield. I don't know where, it's probably everywhere. So more yield than a hulk is already a no no. Secondly, if you look at the trend between the three classes of current mining ships you'll see that they always trade off something for something else. Usually trading off the primary fuction for utility. The procurer/skiff has the highest EHP and in consequence has the second highest capacity and lowest yield. The retriever/mackinaw has the highest cargohold but second highest yield and second highest EHP. The hulk is max yield but sacrificing everything else.

Yield is the primary function of a mining ship, so they sacrifice yield to get secondary utility. What you propose gains yield and sacrifices nothing in fact it gains in all areas except cargo. it is very clear that they do not want people mining freely in high sec, which is why these ships aren't indestructible. The hardest ones to kill have the lowest yield, so if you want to get more ore per hour you need to do it in a riskier ship.

I don't have statistics (but I'm sure CCP does) but yes I believe it would very likely hurt the economy. Something like this would be excessively cost-inefficient to gank, most groups just would not be able to afford it and allowing mass mining freely like that does hurt the economy. Not only from botting but from multiboxing too. Not being able to explode them stops us from disrupting the supply driving prices down. It's not healthy for the economy.

Could be an overestimation of how much high sec mining affects the economy when nullbear miners are mining in almost complete safety on vastly superior ore with much larger roid sizes.
James Nikolas Tesla
Tesla Holdings
#89 - 2014-01-29 04:38:29 UTC
PG - 15,000
CPU - 500
Capacitor - 5,000


How about these numbers?

CODE is just a bunch of pirates; smart, organized pirates. It doesn't help to rage at them because that is exactly what they want. Dust yourself off and get back on your feet, you don't even have to talk to them.

My Little Pyongyang
Doomheim
#90 - 2014-01-29 04:49:34 UTC
James Nikolas Tesla wrote:
PG - 15,000
CPU - 500
Capacitor - 5,000


How about these numbers?


I think you should focus less on numbers are more about the high level detail of the ship. Leave the numbers to CCP if they end up making it. Number of turrets, what the role bonus is maybe, but no hard numbers and not for the rest of the stuff either. Capacitor, fitting require testing, leave that to CCP (to not do, release on TQ anyway and then tweak after it's been abused for a few days/months/years/still going).

You want a battleship that can mine a respectable amount and still fight back, yes?
James Nikolas Tesla
Tesla Holdings
#91 - 2014-01-29 04:50:47 UTC
My Little Pyongyang wrote:
James Nikolas Tesla wrote:
PG - 15,000
CPU - 500
Capacitor - 5,000


How about these numbers?


I think you should focus less on numbers are more about the high level detail of the ship. Leave the numbers to CCP if they end up making it. Number of turrets, what the role bonus is maybe, but no hard numbers and not for the rest of the stuff either. Capacitor, fitting require testing, leave that to CCP (to not do, release on TQ anyway and then tweak after it's been abused for a few days/months/years/still going).

You want a battleship that can mine a respectable amount and still fight back, yes?

Yes

CODE is just a bunch of pirates; smart, organized pirates. It doesn't help to rage at them because that is exactly what they want. Dust yourself off and get back on your feet, you don't even have to talk to them.

Stephanie Rosefire
Atlas Protectorate and Empire Defense Agency
#92 - 2014-01-29 04:54:05 UTC
Riot Girl wrote:
What makes this ship worth the cost of ganking it?


the point of this ship, from what im reading, is to deal with gankers like you. there should never be an incentive for something to be ganked. CCP doesnt design ships with an incentive to be ganked.
Edwin McAlister
Empire Hooligans
#93 - 2014-01-29 04:57:11 UTC
from the ISK the guild PDF file

(fleet bonus's and MLUs are not calculated in this formula)

Ship:............ EHP.............Ore Hold.......Yield m3 / 3min

Dominix........29 200......... 600 m3........1688 m3
Apocalypse..32 900......... 675 m3 ...... 2251 m3
Rokh ...........41 900 ........ 625 m3....... 2251 m3
Procurer .....26 500.......12 000 m3...... 2531 m3
Retriever ..... 9 610...... 27 500 m3...... 2532 m3
Covetor ........7 210 ........7 000 m3 ......3039 m3
Skiff ............32 600 ......5 000 m3........ 2658 m3
Mackinaw....14 500......35 000 m3....... 2658 m3
Hulk............10 900 ........8 500 m3 .......3348 m3


could take a rokh or apocalypse or domi (or all 3) ........ cut and paste the ship.. give it a new graphic..... give it a 25000 m3 ore hold
give it a 50% bonus to range of mineing lasers....and a 5% / level boost to amount harvested per cycle... this would put them just under the hulk for quantity mined if they went max mineing lasers... but now has the option to use defenses...(defense or quantity mined choice)
note, the BS can not use strip miners / crystals........ so would be regular mineing lasers only
Riot Girl
You'll Cowards Don't Even Smoke Crack
#94 - 2014-01-29 05:18:07 UTC
Meyr wrote:
you now demand that every damned ship in the game be profitable for you to gank?

Did I?

Quote:
Get off your lazy ass and go work for a living. Go build something. Go make something. Go EARN your ISK, instead of expecting people like me to just give you everything you want.

Because AFK mining in complete safety is such hard work.

Quote:
In short, stop proving the truth in my long-stated opinion that gankers and (bad) pirates are the whiniest, most tear-filled, cowardly, and lazy Eve players that exist.

Wow, such prejudice. You don't even know if I'm a ganker or pirate and you're already labelling an entire group of people unrelated to me. So much for progress.
My Little Pyongyang
Doomheim
#95 - 2014-01-29 05:27:35 UTC
Stephanie Rosefire wrote:
Riot Girl wrote:
What makes this ship worth the cost of ganking it?


the point of this ship, from what im reading, is to deal with gankers like you. there should never be an incentive for something to be ganked. CCP doesnt design ships with an incentive to be ganked.


Actually, the redone designs of the exhumers had gankers in mind when they tweaked them.

The hulk's low EHP is specifically to be easy to gank. Conversely the skiff's high EHP is specifically to be difficult to gank, and it trades yield for it.

They DO want people to gank mining ships, but obviously they want it to cost something in terms of player time and/or isk.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#96 - 2014-01-29 05:28:25 UTC
Stephanie Rosefire wrote:
there should never be an incentive for something to be ganked. CCP doesnt design ships with an incentive to be ganked.

Suicide ganking was a factor in the mining barge rebalancing. Since then, I believe they've even stated they got the numbers wrong and gave mining barges too much EHP.

My Little Pyongyang
Doomheim
#97 - 2014-01-29 05:33:55 UTC  |  Edited by: My Little Pyongyang
Too many stupid people in this thread asking for a high EHP, high yield and large cargo bay along with the ability to shoot back effectively.

They aren't going to give that to you, you know that, right? If they had wanted to give that in the first place they would have given the hulk battleship EHP, a huge ore hold and a full flight of sentries/heavies, maybe some turret slots too.

If you want a ship that can fight back and take a hit, you need to sacrifice in some locations that directly benefit the mining aspect, ore hold and yield.

Like this: https://forums.eveonline.com/default.aspx?g=posts&m=4166349#post4166349
My Little Pyongyang
Doomheim
#98 - 2014-01-29 05:34:25 UTC
Riot Girl wrote:
Stephanie Rosefire wrote:
there should never be an incentive for something to be ganked. CCP doesnt design ships with an incentive to be ganked.

Suicide ganking was a factor in the mining barge rebalancing. Since then, I believe they've even stated they got the numbers wrong and gave mining barges too much EHP.



Really, where? Are they going to adjust them down at all? Now you've got me excited, don't you ******* tease me.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#99 - 2014-01-29 05:37:36 UTC
My Little Pyongyang wrote:
Riot Girl wrote:
Stephanie Rosefire wrote:
there should never be an incentive for something to be ganked. CCP doesnt design ships with an incentive to be ganked.

Suicide ganking was a factor in the mining barge rebalancing. Since then, I believe they've even stated they got the numbers wrong and gave mining barges too much EHP.



Really, where? Are they going to adjust them down at all? Now you've got me excited, don't you ******* tease me.

I don't know, it was something I read from another poster so it may not be accurate.
My Little Pyongyang
Doomheim
#100 - 2014-01-29 05:59:43 UTC
Riot Girl wrote:
My Little Pyongyang wrote:
Riot Girl wrote:
Stephanie Rosefire wrote:
there should never be an incentive for something to be ganked. CCP doesnt design ships with an incentive to be ganked.

Suicide ganking was a factor in the mining barge rebalancing. Since then, I believe they've even stated they got the numbers wrong and gave mining barges too much EHP.



Really, where? Are they going to adjust them down at all? Now you've got me excited, don't you ******* tease me.

I don't know, it was something I read from another poster so it may not be accurate.


Dammit, now I'm all disappointed.