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My survey suggestions....

Author
MINDPARSER
Royal Amarr Institute
Amarr Empire
#1 - 2014-01-28 09:19:16 UTC
Hello All,

Figured I would share some thoughts I had when filling out the industry survey and see what everyone else thoughts are on the ideas I put in for improvement.

1) Better Industry UI- Think we all agree this needs reworking for multiple jobs and less clickings

2) Datacore Researching- While I agree with the risk vs reward part, the imbalance of a FW player gaining massive amounts of lp to purchase the datacores, as opposed to a person that trains the skills and grinds the standings to be able to have an agent research datacores is too greatly in favor to the FW player.

3) Rorquals in high sec- I put forth the arguement that Rorquals should be able to use stargates, and be allowed in high sec, where they would be of greater use. Now this arguement when talking with others seems to lean towards my views, as ore compression would be of greater use in high sec then in null. Though a few like to argue that capitals ships shouldn't be allowed in high sec are drawing blanks when I point out that Orca, Freighters, and JFs are all capital ships. Then they go to the whole Cynoing and Jump Drive thing, until I point out that JF and Black Ops ships both have jump drives, and the fact that a Black ops can open a covert jump portal in high sec to attack null or low ships without any problems. Just seems to me that there aren't any reasons for a Rorqual to be restricted to non-high sec areas, while there are too many benefits to having them in high sec.

4) Exploration- While not industrial in itself, does contain elements used in industry. Suggested getting rid of the scatter containers as they are an annoyance, keep the mini-game, but turn them back into regular containers.

5) POS Arrays- While probably beating a dead horse about POSes, I did suggest a rework of the assembly arrays to a simpler frame of mind...i.e. instead of Small, Medium, Large, X-Large Ship Arrays, it could be Ship Array, Capital Array, Super Captial Array....combining a lot of the assembly arrays into more broad scopes, rather then the numerous amounts that we have now. Also asked the same for labs as well....with things like Invention Labs, Copy Labs, ME/PE Labs. Increasing the amount of available slots in each lab as well, rather then just having labs that have everything just to a different degree. This along with a useful UI interface improvement I think would be very nice.

6) Mini-Freighters- A pipe dream I know, but suggested having a middle of the road industrial ship between t1 indy and freighters. Most will say Orca, but I think we can do better then that. Something with the same hold capacity of a JF, without the Jump Drive, and maybe better align and warp speed then a full blown freighter.

Had a few other thoughts, but not going to restart the whole T2 BPO vs Inventions, Forgetting an Invented Copy after use, BPO ME and PE time costs, Copies should be able to be improved.... arguements like these I have seen enough of.

What do you guys think of my other suggestions?
Anhenka
The New Federation
Sigma Grindset
#2 - 2014-01-28 10:58:50 UTC
1: Better Industry UI. It's going to happen at some point, maybe some parts in summer expansion, as much of the CSM feedback (though under heavy NDA) has been quite positive for the yet unnamed summer features.

2: Meh, I don't have an opinion one way or the other on this. But CCP has said they are against long term passive income. Research agent income might be acceptable to be bumped if it required frequent interaction like running occasional missions to continue income flow.

3: No. Rorquals are a lowsec and nullsec thing. Highsec mining already is far, far too comfy with freighter jetcans, orcas sitting in belts, and immunity to all PvP except suicide gankers and wardecs. If you want to have a Rorqual in highsec, I don't want it to be able to give enhanced boosts or compress minerals.

4: Eh, whatever. There is actually a decent bit of planning involved in know what to grab in what order, with dedicated knowledgeable explorers with implants having longer to grab he valuable cans. Even if it was no longer a scattercan mechanic, income would stay relatively stable as increased drops were countered by the drop in market price. I'd vote to keep the current mechanic.

5: The deployable modules are CCP's method to slowly replace all the broken, interconnected POS code with new, less dependent versions, to eventually result in a total POS overhaul, but it wont be happening anytime soon. CCP won't be making any drastic changes to POS function or UI before they rehaul it.

6: Eh, whatever, I'm not against it, but unless it was significantly sturdier or faster than a regular freighter I doubt it would see much actual use.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#3 - 2014-01-28 11:52:26 UTC  |  Edited by: Corraidhin Farsaidh
Agree with the above points (including the 'meh's :D )

RE: research points. Perhaps another mechanism is needed whereby research points can be directly converted into invention tasks at a much better rate. I'm thinking that a datacore is a secure physical extract of the research you have performed, however it should be possible to transmit a one shot secured version of the data to the chosen station for the invention task. Perhaps this should add time to the invention task (due to transmission time) but the trade off being the research points are worth 10x (or whatever is a balanced multiplier) the value. In this example that would be 10RP + 10000 isk per invention datacore required.

Re: Pos's I'd like to see mobile deployables used to replace existing control towers. The remaing POS structures will not need to change. This would allow for a new POS UI for the mobile structures to be introduced alongside the existing code. This would allow folks to choose between the old nast version or the shiny new version. The old nasty version would die a slow and painful death. this approach would require minimal new deployables and allow the new POS UI to be developed and deployed in isolation from the new code. Simpler to test too in SiSi (assuming that is the test environment). Rollback of the change would simply be to remove thw new code and leave the old code running.

In line with the above I would like to be able to anchor POS structures in deep space. The Empires are losing control, the first thing to go would be total control of those areas that they cannot permanently patrol. They would also be reluctant to send precious Navy resources against capsuleer structures given the scale of destructive retribution capsuleers are able to bring to bear. Perhaps an Empire outpost module that the capsuleer fuels in return for the right to have the station where they choose would be a mutally beneficial comprimise.

More Missions: I would like a random mission generator to be added as detailed in a previous thread, but also I feel that there need to be specific S&I missions. The 'Fetch this mineral' and 'carry this cargo' missions don't cut it. They do not test a players S&I abilities and skills in the least. Missions should required players to gather specific materials, manufacture certain item, produce large volumes of goods, build POS structures. Every element of S&I should be tested.

Epic Arc storylines would be nice as an extension of the above, leading a player through the various areas of S&I (would probably limit any cargo hauling requirements to 10000m3 or so since freighter training and cost are very high)., These would also be good as training routes for prospective S&I folks as they would see the skills they need to learn to complete each mission before they accept it.
Selaria Unbertable
Bellator in Capsulam
#4 - 2014-01-28 12:17:34 UTC
1) We all hope for that, and the recent survey makes me mildly optimistic that CCP will address this sooner rather than later.

2) Agree with Anhenka, passive, almost effortless income won't happen, but you are right about the current FW situation being ridiculous, although the prices for Datacores are ok imho.

3) Again, agreeing with Anhenka, Rorquals in high sec won't happen, and mining there is, if you put some thought into which barge/exhumer to fly and how to fit it, already too safe.

4) The mini-game is indeed nice, the scatter containers are an annoyance, but hey, CCP at least did not include them in Rubicon's Ghost Sites ;)

5) Don't start with POSes, I think and hope that at one point, CCP will just get rid of all the horrible old code and do a complete revamp from scratch. There's so much wrong with that, let's just not start talking about it.
MINDPARSER
Royal Amarr Institute
Amarr Empire
#5 - 2014-01-28 12:42:25 UTC
Good feedback I think so far.

Thinking more on the R&D agents, maybe adding in exploration missions were you have to warp to an area and retrieve loot then rather then isk or LP points you get datacores (selectable type by the NPC corp, kinda like how you select which datacore you want them to research).

The Rorqual thing, while I can agree about the high sec mining, is just a shorter way to do the same thing currently being done. I never understood that you have a BPO to compress ore, yet it cannot be used in anything other then a Rorqual's slots. Having done production in null sec awhile back, I don't see the harm in having ore compressed in high sec to ship to null for production, rather then having it work only in reverse. Typically you can do it anyways via 450mm Railguns/ XL Ammo/etc to compress minerals, it just seems like we all know the work around, lets just cut out the middle task and have those compression BPOs work in stations as well.

I agree with maybe the addition of certain new POS arrays as well, rather then just trying to revamp. But the mobile depot things are going to get a little over board with uses. Just seems like we might get like 20 of them by the end of the year, with only 2-3 being useful. The non-useful ones are going to be forced down our throats by changes to the game to require their uses to be at 100% eff. I just don't want to see designers making these things, see that their ideas aren't being used, so they change the game to make their "great idea" be used in the game. Kinda like the new bounty thing coming out if they stick to the idea.

More missions additions is good idea as well.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#6 - 2014-01-28 13:11:16 UTC
PI: I would like to see the ability to save factory layouts and reset them at will. i.e I have a lout to produce Wetware Mainframes and Sterile Conduits. I want to save the layout as a template, switch to producing Recursive Computing Modules and Organic Mortar Applicators by loading from the pre-saved template, run a batch and then switch back to WwMf's and Sterile conduits.

In addition I would like to be able to set the number of runs for each factory to provide batch production facilities. The number of runs would be set in a similar manner to the number of runs against a BPO/C with the required materials being listed along with the number available/missing.

Lastly (for now :]) I would like some kind of deployable smuggling dropship to be able to drop/retrieve goods from the surface of a planet whilst bypassing customs. Such an action would make you suspect if performed within sensor range of the POCO owning corps bases/ships. Otherwise they would never know...
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#7 - 2014-01-31 00:57:27 UTC  |  Edited by: Barbara Nichole
Quote:
1) Better Industry UI- Think we all agree this needs reworking for multiple jobs and less clickings

I like the complicated UI.. Heaven forbid we actually have to learn a real skill in eve for a change.. But If you insist on the change, please be more specific. ...otherwise we'll end up with another UI wheel. ugh.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

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MINDPARSER
Royal Amarr Institute
Amarr Empire
#8 - 2014-01-31 04:46:27 UTC
Quote:
I like the complicated UI.. Heaven forbid we actually have to learn a real skill in eve for a change.. But If you insist on the change, please be more specific. ...otherwise we'll end up with another UI wheel. ugh.


Well I was fairly specific in the survey, but if you want specifics, lets see...

1) Why have to tell the UI to use an open slot? If I tell the UI that I want to produce an item in the station, why doesn't it just automatically take the first available slot.

2) Would be nice to have a repeat last production button. So say if I want to produce 1000 units of an item, I have 5 BPOs of the item...I start a production of 200 units then when I select the next BPO have a right click option to repeat last production, similar to saving the scan probe configuration or the save settings on the trade window.

3) Same as above for invention....

4) Adding a in-game tool that allows you to see what a material is used for in a production. Meaning, if I right click a piece of salvage, it will list what BPOs call for the material I just right clicked. Currently to find that information is a pain, and has to be done thru third-party sites.

These are the ones I remember listing, think I had a few more off the wall ones I was thinking about at the time as well.

As far as having to "learn a real skill" in EVE, I think there is enough of a hassle trying to figure out what is profitable to produce, what items are selling well in what areas, and general supply/demand mechanics are enough of a skill to hassle with.

Think about it. They redo PVP/PVE mechanics all the time to tweak them for ease of use to players, yet on the industrial/science side we have a UI that is grossly out dated, mechanics that cannot compete with PVE in terms of isk per hour, and skills (such as Battleship Construction V) that don't even have a use.

Now they are asking us, what is wrong with S&I in Eve, and I think we should take this chance to list every complaint and gripe possible, as loud as possible, to make sure we make full use of their attention.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#9 - 2014-01-31 11:27:50 UTC
Also I think we need real S&I missions (I've mentioned in other threads so won't go into detail). In this context currently if you want to increase standings to get a POS you have to grind security missions etc. It would be nice to have real S&I missions that use your manufacture/invention/PI/mining skills to produce goods in return for the usual rewards, LP and standings increase. Shooting things isn't the only way to be loyal to a corp/Empire.
Loraine Gess
Confedeferate Union of Tax Legalists
#10 - 2014-01-31 12:23:43 UTC
Corraidhin Farsaidh wrote:
Also I think we need real S&I missions (I've mentioned in other threads so won't go into detail). In this context currently if you want to increase standings to get a POS you have to grind security missions etc. It would be nice to have real S&I missions that use your manufacture/invention/PI/mining skills to produce goods in return for the usual rewards, LP and standings increase. Shooting things isn't the only way to be loyal to a corp/Empire.




I would gather a stack of every possible item and simply accept/complete missions instantly until I reached the desired standings. May as well just add an option to buy standings.
MINDPARSER
Royal Amarr Institute
Amarr Empire
#11 - 2014-01-31 13:03:59 UTC
Loraine Gess wrote:
Corraidhin Farsaidh wrote:
Also I think we need real S&I missions (I've mentioned in other threads so won't go into detail). In this context currently if you want to increase standings to get a POS you have to grind security missions etc. It would be nice to have real S&I missions that use your manufacture/invention/PI/mining skills to produce goods in return for the usual rewards, LP and standings increase. Shooting things isn't the only way to be loyal to a corp/Empire.




I would gather a stack of every possible item and simply accept/complete missions instantly until I reached the desired standings. May as well just add an option to buy standings.



Unless they add in mission specific items to be manufactured....accepting the mission gives you a unique BPC to an item, with a 15 min build time, collect the materials, build, turn in to complete mission
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#12 - 2014-01-31 20:12:26 UTC
MINDPARSER wrote:
Loraine Gess wrote:
Corraidhin Farsaidh wrote:
Also I think we need real S&I missions (I've mentioned in other threads so won't go into detail). In this context currently if you want to increase standings to get a POS you have to grind security missions etc. It would be nice to have real S&I missions that use your manufacture/invention/PI/mining skills to produce goods in return for the usual rewards, LP and standings increase. Shooting things isn't the only way to be loyal to a corp/Empire.




I would gather a stack of every possible item and simply accept/complete missions instantly until I reached the desired standings. May as well just add an option to buy standings.



Unless they add in mission specific items to be manufactured....accepting the mission gives you a unique BPC to an item, with a 15 min build time, collect the materials, build, turn in to complete mission


That was more my thinking, the mission supplies you a BPC for something that uses the standard minerals/PI/materials and you give it in for the reward. No actual ISK value on the market but makes you use your skills

Of course you could just buy the materials, but that should cost more than the reward and is still excercising your S&I skills as everyone buys stuff to complete builds.
Batelle
Federal Navy Academy
#13 - 2014-01-31 20:43:48 UTC  |  Edited by: Batelle
MINDPARSER wrote:

2) Datacore Researching- While I agree with the risk vs reward part, the imbalance of a FW player gaining massive amounts of lp to purchase the datacores, as opposed to a person that trains the skills and grinds the standings to be able to have an agent research datacores is too greatly in favor to the FW player.


R&D agents are full-on passive isk generators. I pick up my datacores about once per year. You should be thankful that R&D agents still even exist (I am).

Quote:

3) Rorquals in high sec- I put forth the arguement that Rorquals should be able to use stargates, and be allowed in high sec, where they would be of greater use. Now this arguement when talking with others seems to lean towards my views, as ore compression would be of greater use in high sec then in null. Though a few like to argue that capitals ships shouldn't be allowed in high sec are drawing blanks when I point out that Orca, Freighters, and JFs are all capital ships. Then they go to the whole Cynoing and Jump Drive thing, until I point out that JF and Black Ops ships both have jump drives, and the fact that a Black ops can open a covert jump portal in high sec to attack null or low ships without any problems. Just seems to me that there aren't any reasons for a Rorqual to be restricted to non-high sec areas, while there are too many benefits to having them in high sec.
Maybe they're restricted specifically because they would have too many benefits in highsec? Also, the orca is not a capital ship. Freighters and Jump Freighters don't have fititng slots. The Rorqual is a capital ship with 3 times the EHP of a freighter (far higher if tanked), cargo comparable to an itty 5. Not to mention the thing can ******* Murder People with the damage output of two dominixes and 6 heavy neutralizers. And 7 midslots. Oh yeah, and a gazzilion EHP. It would be the king of station games. Having this in highsec would be absurd. And they only cost about 2 billion?

Quote:

5) POS Arrays- While probably beating a dead horse about POSes, I did suggest a rework of the assembly arrays to a simpler frame of mind...

Interesting, but I think they're fine.

Quote:

6) Mini-Freighters- A pipe dream I know, but suggested having a middle of the road industrial ship between t1 indy and freighters. Most will say Orca, but I think we can do better then that. Something with the same hold capacity of a JF, without the Jump Drive, and maybe better align and warp speed then a full blown freighter.

You have just described an orca. Albeit one with (a bit) more cargo.

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MINDPARSER
Royal Amarr Institute
Amarr Empire
#14 - 2014-01-31 22:29:35 UTC
Okay lets go thru this....

Quote:


1. R&D agents are full-on passive isk generators. I pick up my datacores about once per year. You should be thankful that R&D agents still even exist (I am).

2.Maybe they're restricted specifically because they would have too many benefits in high sec?

Also, the orca is not a capital ship.

The Rorqual is a capital ship with 3 times the EHP of a freighter (far higher if tanked), cargo comparable to an itty 5. Not to mention the thing can ******* Murder People with the damage output of two dominixes and 6 heavy neutralizers. And 7 midslots. Oh yeah, and a gazzilion EHP. It would be the king of station games. Having this in highsec would be absurd. And they only cost about 2 billion?

3. (Referring to POS arrays) Interesting, but I think they're fine.

4. You have just described an orca. Albeit one with (a bit) more cargo


1. Yes they are full on passive, however the best agents at the highest standings give possible of what....2 data cores a day, so say 700 data cores a year....hardly game breaking. So why not modify these agents, or get rid of them then have the data core NPC corp have the data cores available via lp points, or 100+ different things that can be done to them to make then less passive, more reactive, more missions, and at least half what a FW player can get thru one mission.


2. Yes, they would have a ton of benefits being in high sec, mostly to an industrial corp.....whats the problem? Compressing low end minerals to ship for production in null sec, were the productions are going to end up anyways.... As for the rest...

a) orca not a capital ship.

/facepalm....uses Capital Parts in the construction, need Capital Ship Construction III to build.....its a capital ship. Freighters are also capital ships. Just because they don't require the Capital Ship skill to use, doesn't mean they not capital ship.

b) Rorqual

Unfitted the Rorqual has 500k EFT. With a Fully Shield fit w/ reinforced bulkheads and a DCU II 2.5m EFT (t2 modules)....yes does have a large EFT. Sorry if its going to be a interesting mix for gate gankers, but about time they had one ship out of all the industry that will give them trouble.

Cargo carrying I not going to touch, bout the same except for ship hold (which can only haul indy ships) and Ore Hold.

Now the damage output of 2 Dominixs??? Umm how? The only non-neuting ability it has is a drone bay of 300 m3, less then other drone boats, with 125 Mbit...so one fully flight of sentry drones able to be deployed, not game breaking....if you go with the 2m EFT you have 2 Low slots available for Drone Damage Amps....max of 450 DPS....around 500 with 3 and rigs. *Hint* Shoot the Drones! It only can carry 12....launch 5 at a time. Take them out and you can kite it to death in Battleships as it has a speed of 75 m/sec. No Fighters or FB so no right game breaker here either. The Heavy Neuts would have a range of 25 km....but the geddon are even better then that, with greater range and larger drone bay.


3. If you think they are fine, then you are in a very small margin of players. PoS need big revamp. Spend time in a WH Corp, or a Larger Industrial Corp and you will see what I mean. Ever think that it takes 2 mobile labs to match the researching of 1 toon, technically 3 labs, but I was counting the use of PE slots. Now If you have a medium size corp....say 50-60 people, and a Large Caldari Tower can hold 15 Labs max....so if you have more then 8 people wanting to run inventions and research BPOs....your going to run out of slots fast. Same with Arrays, Drone array has 8 slots, so one toon doing t2 drones needs 2 drone arrays. So you say what about stations....okay add in 50 more slots....thats only 5 more people. It gets very limiting, very fast.

4. Actually I was thinking more of a small freighter....Orca is the current middle ground...I think we should have access to something better.


Again, these are my opinions...they man not match your own. I just would like to see indy corps have the same benefits that non-indy corps have. Indy players are limited in the fact that they have to spread out a lot. Too many indy in one area you run out of resources (ore, slots, moons) very fast. I would love to see high sec moons being able to be moon mined as well. Think of how many moons have dead sticks sitting on them, there would be none. War Decs would go thru the roof, much more then the new high sec POCOs that were suppose to cause conflict, but rather have just caused high sec players to stop doing PI in high sec altogether in certain areas. However, that is for another thread to discuss.
Anhenka
The New Federation
Sigma Grindset
#15 - 2014-01-31 23:55:34 UTC  |  Edited by: Anhenka
MINDPARSER wrote:
Stuff



Rorqual gets a 20% drone damage per level bonus, a max skill rorqual can do nearly 900 dps with a full set of garde II's and 2 DDAs and run a 6k+ (10k in bursts) dps tank plus a full rack of 6 t2 energy nuets for 5 minutes, 7 without the nuets. all of this with 1.3+ million EHP, using t2 gear with t1 rigs, no boosters, implants, or links. A battlerorqual is scary as hell.

As for compression, Rorqual compression of minerals is mainly for Nullsec -> highsec transportation. Highsec -> Nullsec mineral transportation uses a form of mienral compression via building modules, then reprocessing them in nullsec at a much greater compression ratio than a Rorqual can achieve.

However, the main fact is that nullsec and lowsec industry is already crippled as hell by a vast number of factors, while highsec mining is damn cushy. Rorquals are a small incentive for nullsec over highsec. You highsec players don't get to have Rorquals. End of story. CCP also want's to encourage more nullsec production as parts of the Farms and Fields initiative, so buffing the industrial capability of highsec with a previously lowsec and null ship is about as likely as pigs flying.

As for POS's, CCP has already stated that changes to the current POS system will be minimal or nonexistant, and that the plan is eventual total replacement of the current system. Don't bother asking for large QoL changes in the meantime, it's not something they are going to invest developer time into for a mechanic with an expiration date.

As for the mini freighters, they have been proposed a million and one times, if CCP wants to add them, they will. If they don't, then wont. But they are against adding new ships that hold a role already covered by other ships. (in this case Freighter/JF/Orca/Noctis)

Moon mining not going to happen in highsec or WH's. Once again, this is an incentive for the colonization of lower security areas, not something to hand out to highseccers. Any change to moon min production will be in the direction of removing the POS part of the equation with the introduction of a Ring Mining type event that was kicked around a while ago by CCP.

TLDR: While im sure there are lots of things you would like to have happen to make your highsec life more convenient, there is a good bit of content that is intentionally set aside for lower security levels as a reason for populating them.
Loraine Gess
Confedeferate Union of Tax Legalists
#16 - 2014-02-01 00:07:22 UTC
MINDPARSER wrote:

b) Rorqual

Unfitted the Rorqual has 500k EFT. With a Fully Shield fit w/ reinforced bulkheads and a DCU II 2.5m EFT (t2 modules)....yes does have a large EFT. Sorry if its going to be a interesting mix for gate gankers, but about time they had one ship out of all the industry that will give them trouble.

Cargo carrying I not going to touch, bout the same except for ship hold (which can only haul indy ships) and Ore Hold.

Now the damage output of 2 Dominixs??? Umm how? The only non-neuting ability it has is a drone bay of 300 m3, less then other drone boats, with 125 Mbit...so one fully flight of sentry drones able to be deployed, not game breaking....if you go with the 2m EFT you have 2 Low slots available for Drone Damage Amps....max of 450 DPS....around 500 with 3 and rigs. *Hint* Shoot the Drones! It only can carry 12....launch 5 at a time. Take them out and you can kite it to death in Battleships as it has a speed of 75 m/sec. No Fighters or FB so no right game breaker here either. The Heavy Neuts would have a range of 25 km....but the geddon are even better then that, with greater range and larger drone bay.
.




Roll



If we jump your rorqual it will be with overwhelming force and it will die like the little ***** it is. If you see us with a Rorqual it's part of a 6+ rorqual fleet of ******* capital shield transfers with incredible levels of EHP, the ability to neut out a bhaalgorn in two cycles, and enough sentry alpha to instapop non-brick T3s.



SO YES LET'S PUT A ******* CAPITAL SHIP INTO HIGH-SEC SO WE CAN MINE A BIT BETTER (PS this is what the orca is for)
MINDPARSER
Royal Amarr Institute
Amarr Empire
#17 - 2014-02-01 08:05:17 UTC
*walks out back with the Rorqual idea, pins it to the tree.....blindfolds it....shoots it with pa's rifle, buries it*

Okay, so now that we have killed that idea, lets look to other ideas.

P.S.- My apologies about the DPS, I had wrong settings on EFT, with 2 DDA it does have a 1000 DPS, though still way short of 2 Domis I do see the point.
Mara Pahrdi
The Order of Anoyia
#18 - 2014-02-01 13:20:03 UTC
MINDPARSER wrote:
*walks out back with the Rorqual idea, pins it to the tree.....blindfolds it....shoots it with pa's rifle, buries it*

Okay, so now that we have killed that idea, lets look to other ideas.

P.S.- My apologies about the DPS, I had wrong settings on EFT, with 2 DDA it does have a 1000 DPS, though still way short of 2 Domis I do see the point.

Instead of trying to bring the Rorqual to HS, which really is not a good idea, maybe think about a heavily specialized T2 version of the Orca with ore compression. One without fleet boosts, ship hangar and only with a small cargo bay and fleet hangar.

Remove standings and insurance.

Elmore Jones
New Eden Mining Organisation
The Craftsmen
#19 - 2014-02-01 13:28:13 UTC  |  Edited by: Elmore Jones
Mineral compression in highsec would be nice for the miners - and a suitably expensive ship to do it in would be nice for everyone else to shoot at :) But not a full blown cap ship.... Probably shouldn't be allowed to operate in a pos either for added amusement.

+++ Reality Error 404 - Reboot Cosmos +++

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#20 - 2014-02-01 14:55:43 UTC
Add mineral compression as a module, then the orca pilot has to choose between the compression module and tank or cargo modules.