These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
Previous page123Next page
 

Strategic Industrial proposal - The Proletariat

Author
Kiddoomer
The Red Sequence
#21 - 2015-05-25 07:40:52 UTC
Tiddle Jr wrote:
Bonuses looks tempting but too much to begin with. I do personaly believe that we shold start from the concept similar to Tech 3 Destroyer.

3 major bonused sub modes with appropriate trade off one of another just do not make this thing a king among the kings.
Hull size, hmm prob the most interesting part. Need to think about it.



I'm bad at maths, but these 3 major module could be ore/ice mining, cov ops/gas and salvager(noctis?) or booster.
I wonder if a battleship would be cool, that should make a higher price tag than T3 cruiser and give to industrial player their first battleship sized vesselin the same time, this or a battlecruiser.

In the name of Jirai 'Fatal' Laitanen : “Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.”

Olivias Lahoe
Native Freshfood
Minmatar Republic
#22 - 2015-05-25 13:37:18 UTC
Tiddle Jr wrote:
Bonuses looks tempting but too much to begin with. I do personaly believe that we shold start from the concept similar to Tech 3 Destroyer.

3 major bonused sub modes with appropriate trade off one of another just do not make this thing a king among the kings.
Hull size, hmm prob the most interesting part. Need to think about it.



Low balling the stats on it and then improving it from there is a good idea. It should be a practice for all incoming ideas.
James Baboli
Warp to Pharmacy
#23 - 2015-05-25 16:03:14 UTC
Olivias Lahoe wrote:
Tiddle Jr wrote:
Bonuses looks tempting but too much to begin with. I do personaly believe that we shold start from the concept similar to Tech 3 Destroyer.

3 major bonused sub modes with appropriate trade off one of another just do not make this thing a king among the kings.
Hull size, hmm prob the most interesting part. Need to think about it.



Low balling the stats on it and then improving it from there is a good idea. It should be a practice for all incoming ideas.

Should have been practice all along. release with underwhelming stats, adjust upwards to hit approximate balance in 1.1, then another look in the next release.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Kiddoomer
The Red Sequence
#24 - 2015-05-25 16:11:40 UTC
There is just one thing maybe before starting to search the right numbers for the stats : Do we really need here the engineering subsystem ? Give just a bonus to capa pool/regen for the strip miner subsystem, and base capacitor stats for every other variants in the hull. And maybe add some defenses stats (shield resists) in 1 or 2 cargo subsystems, IMO I don't think this ship need to have the same number of subsystems slots than the T3 combat cruisers.

In the name of Jirai 'Fatal' Laitanen : “Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.”

Frostys Virpio
State War Academy
Caldari State
#25 - 2015-05-25 16:33:47 UTC
Instead of making a whole new ship, can't we deal with the Rorqual 1st?
Kiddoomer
The Red Sequence
#26 - 2015-05-25 16:42:53 UTC
Frostys Virpio wrote:
Instead of making a whole new ship, can't we deal with the Rorqual 1st?


I think we need to see the industrial structures of nullsec first, especially the mining drill. Without that I don't see how we could see which roles the Rorqual could have to be useful.

In the name of Jirai 'Fatal' Laitanen : “Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.”

Deep Nine
Vigilante Carebears
#27 - 2015-05-25 22:14:55 UTC
Kiddoomer wrote:
Frostys Virpio wrote:
Instead of making a whole new ship, can't we deal with the Rorqual 1st?


I think we need to see the industrial structures of nullsec first, especially the mining drill. Without that I don't see how we could see which roles the Rorqual could have to be useful.


Nope. Industrial structures, mining drills, and rorquals aren't what this thread is about.

You're derailing the thread and unfortunately, need a muzzle.
James Baboli
Warp to Pharmacy
#28 - 2015-05-25 23:30:30 UTC
Deep Nine wrote:
Kiddoomer wrote:
Frostys Virpio wrote:
Instead of making a whole new ship, can't we deal with the Rorqual 1st?


I think we need to see the industrial structures of nullsec first, especially the mining drill. Without that I don't see how we could see which roles the Rorqual could have to be useful.


Nope. Industrial structures, mining drills, and rorquals aren't what this thread is about.

You're derailing the thread and unfortunately, need a muzzle.

Legitimate concern for development order, and other ships in similar roles is legitimate.
Personal attacks, like the muzzle crack, are not.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Uriam Khanid
New Machinarium Corporation
#29 - 2015-05-26 02:20:43 UTC  |  Edited by: Uriam Khanid
Exhumation matrix - for strips only?
Covert configuration - for mining laser and gas harvesters only?
and electronic subsystems - do we really need them? you can move tractor beams to salvager rescue system.
love the idea, but need some work on numbers.

love the name of ship!!!!
Deep Nine
Vigilante Carebears
#30 - 2015-05-30 09:23:52 UTC
Idea needs to be revisited.
James Baboli
Warp to Pharmacy
#31 - 2015-05-30 16:04:49 UTC
Deep Nine wrote:
Idea needs to be revisited.

Waiting for this thread to die, or OP to make new contributions.
Have a mostly baked proposal once this is dead.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Kiddoomer
The Red Sequence
#32 - 2015-05-30 16:37:29 UTC  |  Edited by: Kiddoomer
I've finished to modify the subsystems of the ship, I'm not a orca user so maybe the boosts bonus are too high. I wanted to make the other bonus around 80% of full efficiency of the ships mimicked. I removed both the electronic and engineering subsystems since I don't think this ship need them. There is a lot less lowslots now too.


Ore Strategic Industrial bonuses:
5% reduction in module heat damage amount taken per level

Industrial Subsystems

Proletariat Industrial - Exhumation Matrix
3 Highslots
3% bonus to Strip Miner and Ice Harvester range per level
4% reduction in Strip Miner and Ice Harvester duration per level
5% reduction in capacitor recharge rate per level
Role Bonus:
25% reduction to ship max velocity

Proletariat Industrial - Covert Configuration
3 Highslots
7.5% bonus to Mining yield per level
5% reduction in Gas Cloud Harvesting duration per level
5% bonus to capacitor capacity per level
Role Bonus:
100% bonus to Mining and Gas Cloud Harvesting yield
100% reduction in Cloaking Devices CPU requirement
50% reduction to ship cargo capacity
• Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
• Cloak reactivation delay reduced to 5 seconds

Proletariat Industrial - Salvage rescue systems
5 Highslots
5% reduction in Salvager duration per level
20% bonus to tractor beam range per level
5% reduction in Tractor Beam duration per level

Proletariat Industrial - Foreman Processor
3 Highslots + 1 Medslot
2% bonus to Mining Foreman Links effectiveness per level
Role Bonus:
• Can use 3 Warfare Link modules simultaneously

Cargo Subsystems

Proletariat Cargo - Ore Transports
1 Medslot + 2 Lowslot
Cargo Capacity 300 + Ore Capacity 25'000
4% bonus to ship ore hold capacity per level
15% bonus to Survey Scanner range per level

Proletariat Cargo - Planetary Resources Transports
1 Medslot + 2 Lowslot
Cargo Capacity 550 + Planetary Commodity Capacity 40,000
10% bonus to ship planetary commodity hold capacity per level

Proletariat Cargo - Ship Transports
1 Medslot + 2 Lowslot
Cargo Capacity 550 + Ship Maintenance Bay Capacity 1,000,000

Proletariat Cargo - Danger zone transports
4 Medslot + 2 Lowslot
Cargo Capacity 3 700 (4 625) + Fleet Hangar Capacity 45 000 (56 250)
5% bonus to fleet hangar and cargo capacity per level
4% bonus to all shield resistances per level
15% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules and Resistance Modules per level
5% Reduction in the amount of heat damage absorbed by modules per level

Propulsion Subsystems

Proletariat Propulsion – Scout Mobility Optimization
2 Lowslot + 2 Medslot
2% bonus to ship cargo capacity per level
1 Highslot + 2 Medslot
10% increase to scan strength of probes per level
Role Bonus:
+10 bonus to Relic and Data Analyzer virus strength

Proletariat Propulsion - Fuel Catalyst
1 Medslot + 1 Lowslot
10% bonus to afterburner speed per level

Proletariat Propulsion - Chassis Optimization
2 Lowslot
5% bonus to max velocity per level

Proletariat Propulsion - Interdiction Nullifier
5% increased agility per level
5% reduction in signature radius per level
Role Bonus:
Immunity to non-targeted interdiction

In the name of Jirai 'Fatal' Laitanen : “Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.”

Draahk Chimera
Supervillains
#33 - 2015-05-30 17:12:22 UTC  |  Edited by: Draahk Chimera
James Baboli wrote:
Deep Nine wrote:
Idea needs to be revisited.

Waiting for this thread to die, or OP to make new contributions.
Have a mostly baked proposal once this is dead.


Sorry. Lots of work and stuff. Still think the subsystem bonuses and stuff on my op was ok but I took the problems with slots and sometimes over the top bonuses to heart and changed it thus:

Ore Strategic Industrial bonuses:
5% reduction in module heat damage amount taken per level

Industrial Subsystems

Proletariat Industrial - Exhumation Matrix
2 Highslots
5% bonus to Strip Miner and Ice Harvester range per level
3% reduction in Strip Miner and Ice Harvester duration per level

Proletariat Industrial - Covert Configuration
3 Highslots
7.5% bonus to Mining yield per level
5% reduction in Gas Cloud Harvesting duration per level
Role Bonus:
100% bonus to Mining and Gas Cloud Harvesting yield
100% reduction in Cloaking Devices CPU requirement
50% reduction to ship cargo capacity
• Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
• Cloak reactivation delay reduced to 5 seconds

Proletariat Industrial - Salvage rescue systems
7 Highslots
5% reduction in Salvager duration per level

Proletariat Industrial - Foreman Processor
3 Highslots + 1 Medslot
2% bonus to Mining Foreman Links effectiveness per level
Role Bonus:
• Can use 3 Warfare Link modules simultaneously

Cargo Subsystems

Proletariat Cargo - Ore Transports
2 Lowslot
Cargo Capacity 550 + Ore Capacity 30,000
10% bonus to ship ore hold capacity per level

Proletariat Cargo - Planetary Resources Transports
2 Lowslot
Cargo Capacity 550 + Planetary Commodity Capacity 30,000
10% bonus to ship planetary commodity hold capacity per level

Proletariat Cargo - Ship Transports
2 Lowslot
Cargo Capacity 550 + Ship Maintenance Bay Capacity 1,000,000

Proletariat Cargo - Danger zone transports
3 Medslot + 1 Lowslot
Cargo Capacity 5000 + Fleet Hangar Capacity 40,000
5% bonus to fleet hangar capacity per level
4% bonus to all shield resistances per level

Propulsion Subsystems

Proletariat Propulsion - Cargo Storage Optimization
2% bonus to ship cargo capacity per level
Role Bonus:
25% reduction to ship max velocity

Proletariat Propulsion - Fuel Catalyst
1 Medslot + 1 Lowslot
10% bonus to afterburner speed per level

Proletariat Propulsion - Chassis Optimization
1 Lowslot
5% bonus to max velocity per level

Proletariat Propulsion - Interdiction Nullifier
5% increased agility per level
Role Bonus:
Immunity to non-targeted interdiction

Engineering Subsystems

Proletariat Engineering - Superior heat injection
1 Medslot
17.5% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules and Resistance Modules per level

Proletariat Engineering - Supplemental Coolant Injector
1 Medslot
5% Reduction in the amount of heat damage absorbed by modules per level

Proletariat Engineering- Capacitor Regeneration Matrix
1 Medslot
5% reduction in capacitor recharge rate per level

Proletariat Engineering - Augmented Capacitor Reservoir
1 Medslot
5% bonus to capacitor capacity per level

Electronic Subsystems

Proletariat Electronic - Tractor Efficiency Crystals
1 Highslots + 1 Medslot
5% reduction in Tractor Beam duration per level
60% bonus to Tractor Beam range and velocity per level

Proletariat Electronic - Tactical Surveys
2 Medslot
100% bonus to Survey Scanner range per level

Proletariat Electronic - Minimalist Sensor Radiant
2 Medslot
5% reduction in signature radius per level

Proletariat Electronic - Emergent Locus
1 Highslot + 2 Medslot
10% increase to scan strength of probes per level
Role Bonus:
+10 bonus to Relic and Data Analyzer virus strength

404 - Image not found

Kiddoomer
The Red Sequence
#34 - 2015-05-30 17:33:58 UTC
The only thing above that really bothers me is the cargo subsystem for ore hold. As a ore transport it's fine, but it makes this ship a better mackinaw with the exhumation matrix, knowing that the mack as a ore hold of 35k m3.
I can't find a solution to that except chosing if this T3 industrial could be a solo miner or a ore transporter but not both.

In the name of Jirai 'Fatal' Laitanen : “Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.”

James Baboli
Warp to Pharmacy
#35 - 2015-05-30 21:13:06 UTC
Draahk Chimera wrote:
James Baboli wrote:
Deep Nine wrote:
Idea needs to be revisited.

Waiting for this thread to die, or OP to make new contributions.
Have a mostly baked proposal once this is dead.


Sorry. Lots of work and stuff. Still think the subsystem bonuses and stuff on my op was ok but I took the problems with slots and sometimes over the top bonuses to heart and changed it thus:

Ore Strategic Industrial bonuses:
5% reduction in module heat damage amount taken per level

Industrial Subsystems

Proletariat Industrial - Exhumation Matrix
2 Highslots
5% bonus to Strip Miner and Ice Harvester range per level
3% reduction in Strip Miner and Ice Harvester duration per level

Cargo Subsystems

Proletariat Cargo - Danger zone transports
3 Medslot + 1 Lowslot
Cargo Capacity 5000 + Fleet Hangar Capacity 40,000
5% bonus to fleet hangar capacity per level
4% bonus to all shield resistances per level

Propulsion Subsystems

Proletariat Propulsion - Fuel Catalyst
1 Medslot + 1 Lowslot
10% bonus to afterburner speed per level

Engineering Subsystems

Proletariat Engineering- Capacitor Regeneration Matrix
1 Medslot
5% reduction in capacitor recharge rate per level


Electronic Subsystems

Proletariat Electronic - Tractor Efficiency Crystals
1 Highslots + 1 Medslot
5% reduction in Tractor Beam duration per level
60% bonus to Tractor Beam range and velocity per level



So, by my count: 3/6/2, with a larger hangar than the dedicated ore bay (50k @ l5 skills vs 45K @ l5 skills) and a max of 3.45 effective strip miners vs a hulk with an effective max of 5.4, but the shield resists and mids to mount a credible tank. Looks like a super retriever, with tank to me.

Closer. an interesting trade off set, but some subsystems are pretty unbalanced vs others, especially if this has lots of fitting room

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

James Baboli
Warp to Pharmacy
#36 - 2015-05-30 21:31:47 UTC
So, I was noodling around a bit. I think a big part of the issue is trying to mirror the subsystem mechanics already in play too closely. I think it would be much easier to balance if you set it up as 4 kinds of subsystems. Effectively they would split into: Role, electronics and engineering, propulsion, and utility, and you get to fit 2 utility.

For example, role would have the tractor bonus subsytems, a mining subsystem or 2, a system to allow links, a gas huffing subsystem, and maybe a hauler subsystem, with a cargo bonus to the utility modules.

Electronics and engineering would have a subsystem for cap capacity or recharge, one for fitting room, one to bonus the links, a subsystem for scanners, and a subsystem for tank.

Propulsion would have an array of propulsion subsystems.

Utility would have a: large ore bay (35k at max skills), Medium cargo bay (20k at max skills) and a medium small fleet hangar ( 15k @ l5), along side a turret or launcher hard point system, a subsystem for a 2nd and then third strip miner (letting you get 1 of the bonused strip miner's cycles into the hold at a time).

So, a 3 strip miner version would probably be set up something like 3/4/3, and have ~3k of cargo hold with no ore bay to make it balanced IMO, forcing very tight micro-management of cargo in this configurations.

Then a full ore bay version would have a double sized bay, but barely any ore to push into it, as the basic subsystem would have only one slot for a strip miner. This means long AFKs, but low yields.

The links and link bonus subsytem to the links are split to avoid being a better booster than an orca while having a good tank and large hangar.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Rowells
Blackwater USA Inc.
Pandemic Horde
#37 - 2015-05-30 23:02:22 UTC  |  Edited by: Rowells
Maybe we shouldn't follow the current T3 model for subsystems. If we did, we might as well simply add more subsystems to the current line up and call it a day.

If you were to design a new one, you would base it off of different aspects. Cargo subsystems, resources subs, propulsion, and electronics. Much easier to balance and create defined roles for each if you remove the extras. Don't even necessarily need 4 per group either. Could be more or less depending on role.

Hell, scrap the current groups and give it as many groups as needed to maintain balance.

E: similar to what he said ^^^
Uriam Khanid
New Machinarium Corporation
#38 - 2015-05-31 07:04:02 UTC  |  Edited by: Uriam Khanid
general, about transport and mining:
mining - ore/ice/gas
transport - general purpose/mineral/ore/planetary commodity's/ammunition.
we need a transport sub that at max skill and all low slots with cargoholds and rigs can carry up 70-75.000m3
it make T3 no so good on lower skill than specific T1 ship (like Kryos and Hoarder) .
and we don't need a T3 cloake barge, IMO.
Deep Nine
Vigilante Carebears
#39 - 2015-06-04 12:49:32 UTC
At least some variation of the idea would make sense and be useful.
Castelo Selva
Forcas armadas
Brave Collective
#40 - 2015-06-04 14:08:37 UTC
+1 totaly supported.
Previous page123Next page