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need for 400,000 m3 general hauler.

First post
Author
Maldiro Selkurk
Radiation Sickness
#41 - 2015-09-05 01:01:35 UTC
Anthar Thebess wrote:
Tbh i think that this game is missing armored transport ship.

ORE could come with some plans for a armored version of a hauler that can bite.

100k of fleet hangar ( better to balance cargo space this way)
EDIT : 35k of ship maintenance bay , just to keep this interesting Pirate
10k of cargo space
6 highslots
4 medslots
4 lowslots

20mb bandwidth /100 m3 drone space

Capable of mounting large guns , still no bonuses to any offensive weapon , but local rep bonus, and maybe even ability to mount links - without providing bonus from hull.

So ship that can do a lot of different things , but it is not good at any of them.


While that may be true, this thread is about dedicated haulers like the sigil, bestower and charon that are designed with a single goal in mind, hauling capacity. You can rig / mod them and tweak their stats but ultimately the are still dedicated haulers at their core as would the new 'baby freighter'.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Maldiro Selkurk
Radiation Sickness
#42 - 2015-09-05 04:27:43 UTC  |  Edited by: Maldiro Selkurk
Update:

400,000 m3 is fully trained pilot with all rigged and mods used for capacity.

ship has sub-cap stats and will have paper thin EHP when completely set up for maximum capacity.

Ship will have stats built off dedicated haulers like sigil, bestower and charon not ships like DST or the ORCA as they occupy different roles than dedicated haulers (tough and hauler for DST and multiple uses for Orca).





This ship class, while i have adopted someone's term 'baby freighter', is actually more in line with being bulit up from the smaller class dedicated haulers like the sigil and not a lite version of a capital ship.

This last part was added after reading the next respondent's post so he should not be expected to have understood that was how the new ship class was being envisioned.


--------------------------------

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Nortion Adoulin
Not Listed
#43 - 2015-09-05 10:34:06 UTC
Hears a copy of a request I did over a year ago I think its quite a reasonable option. While not as tanky as requested buy this thread I thinks it would be a good starting point.

MID RANGE FREIGHTER

Mass 300-500,000 kg
Cargo capacity 200-400,000 m3
Warp Speed 2.5 to 3.00 AU/s

Although these are rather lose requirements there are some possible existing presidents to work with.


Remodelling of Chimera class carrier.
This ship was evolved from an existing bulk carrier so it may be fitting that it might form the bases of a new class of ship.
1 Removal of excessive Armour by 80% should take the ship down to about the required Mass
2 Removal of Jump drive will also relive the ship of considerable mass and provide much needed volume although it should be taken into consideration that a later J-drive version may be required.
3 Replacement of Power plant with a unit 20-25% of the existing should provide ample power though its final size must be dictated by the speed performance required.
4 Shield capacities should be reduced by 80% inline with the power plant reduction. This would also bring it into line with the shield strength of the Charon. Removal of the extensive emitter arrays and there subsystems will make a dramatic effect of CPU load and final cost
5 Fitting points should be reduced to 2-3 High 2-4 mid and retain the existing 4 low if possible.
6 Cargo space to be carved out of whatever volume is available with the possibility of retaining a drone bay of no more than 100m3 along with the bandwidth to operate 5 drones.
7 The Chimera has extensive link abilities and fighter control facilities, which are no longer, needed and should be removed. Some ECM ability will be helpful and if it can be retained without too much cost it would be useful. Triage module ability is not required but if any practical use for it can be proven in the freighter roll them some accommodation may be made.
8 Mastery Requirements should be reduced to no more or less than the requirements for a Charon
9 Acceleration to warp is an important factor and should take advantage of all necessary power to reach warping speed within a short a time as practically possible.
10 Cost Ideally the ship cost should fall in the 250-600,000,000-isk brackets.


CCP Ship Design Team
Hello I know this is probity just another load of work for you but taking control of the game is what you want the players to do so this is what I want. Many players cannot even half full a freighter and most chugs slowly around less than half full while the small industrials don’t hold enough.
Working of the existing ship should help simplify the 3D modelling although I know nothing of the technical aspects I suspect that you have earlier 3D models that were never used somewhere on file. I want to this ship to look like a simplified ship less sticky-out bits, Simple boxy keel additions. This is a strip out, bolt on rebuild which I expect to evolve over several years into a more refined craft.
Please take this request seriously and reply even if it is just a refusal.

Players NOTE:
The existing Charion is a large bulk freighter costs 1.2 billion ISK
The Chimera is a fleet super carrier with extensive EW fit and technical bays cost 0.9 billion ISK

(note these were the prices when I first wrote this ticket over a year ago)

Maldiro Selkurk
Radiation Sickness
#44 - 2015-09-05 15:20:43 UTC  |  Edited by: Maldiro Selkurk
Nortion Adoulin wrote:
Hears a copy of a request I did over a year ago I think its quite a reasonable option. While not as tanky as requested buy this thread I thinks it would be a good starting point.

MID RANGE FREIGHTER

Mass 300-500,000 kg
Cargo capacity 200-400,000 m3
Warp Speed 2.5 to 3.00 AU/s

Although these are rather lose requirements there are some possible existing presidents to work with.


Remodelling of Chimera class carrier.
This ship was evolved from an existing bulk carrier so it may be fitting that it might form the bases of a new class of ship.
1 Removal of excessive Armour by 80% should take the ship down to about the required Mass
2 Removal of Jump drive will also relive the ship of considerable mass and provide much needed volume although it should be taken into consideration that a later J-drive version may be required.
3 Replacement of Power plant with a unit 20-25% of the existing should provide ample power though its final size must be dictated by the speed performance required.
4 Shield capacities should be reduced by 80% inline with the power plant reduction. This would also bring it into line with the shield strength of the Charon. Removal of the extensive emitter arrays and there subsystems will make a dramatic effect of CPU load and final cost
5 Fitting points should be reduced to 2-3 High 2-4 mid and retain the existing 4 low if possible.
6 Cargo space to be carved out of whatever volume is available with the possibility of retaining a drone bay of no more than 100m3 along with the bandwidth to operate 5 drones.
7 The Chimera has extensive link abilities and fighter control facilities, which are no longer, needed and should be removed. Some ECM ability will be helpful and if it can be retained without too much cost it would be useful. Triage module ability is not required but if any practical use for it can be proven in the freighter roll them some accommodation may be made.
8 Mastery Requirements should be reduced to no more or less than the requirements for a Charon
9 Acceleration to warp is an important factor and should take advantage of all necessary power to reach warping speed within a short a time as practically possible.
10 Cost Ideally the ship cost should fall in the 250-600,000,000-isk brackets.


CCP Ship Design Team
Hello I know this is probity just another load of work for you but taking control of the game is what you want the players to do so this is what I want. Many players cannot even half full a freighter and most chugs slowly around less than half full while the small industrials don’t hold enough.
Working of the existing ship should help simplify the 3D modelling although I know nothing of the technical aspects I suspect that you have earlier 3D models that were never used somewhere on file. I want to this ship to look like a simplified ship less sticky-out bits, Simple boxy keel additions. This is a strip out, bolt on rebuild which I expect to evolve over several years into a more refined craft.
Please take this request seriously and reply even if it is just a refusal.

Players NOTE:
The existing Charion is a large bulk freighter costs 1.2 billion ISK
The Chimera is a fleet super carrier with extensive EW fit and technical bays cost 0.9 billion ISK

(note these were the prices when I first wrote this ticket over a year ago)



This isn't anywhere near what im suggesting.

1. Reworking a capital class ship hull is not appropriate nor desirable, new hulls would need to be made.

2. The only stat ive written in stone is the 400.000 m3 capacity when fully rigged and modded, with a fully skilled pilot at the helm. In its max capacity fitting it would be paper thin on EHPs as all dedicated haulers are in max capacity fittings.

3. In a full tank set up this ship's carrying capacity would be small compared to its maximum potential capacity, again because all sub-cap dedicated haulers are and they should be treated this way.

4. leaving stats vague was to allow CCP to crunch numbers and decide what stats the ship should have given that it is actually more in line with being built 'up' from the smaller class dedicated haulers rather than being bulit 'down' from a capital class ship.

The freighter referencing is just to explain that the biggest ship of the new class would be Caldari and the smallest, highset velocity variant, would be minmatar. The tankiest version would be the gallente. I cannot remember what stat profile the providence has so i cannot comment on what the amarr variant would be like.

I hope this has cleared up some confusion.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Ben Ishikela
#45 - 2015-09-05 17:09:38 UTC  |  Edited by: Ben Ishikela
Baby Freighter? NO! There is already enough options in the game about what ships to pick. In fact, there is too much choice that chokes teamplay. DO NOT ADD Ships that can do everything!
==>
Remove JumpFreighters/CloakHauler/CloakTrick and make a new T2Freighter(ca700km3+mjd+T2resists-JumpDrive). Because we need more opportunities for piracy, escorts and decentralised economy!

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

Donnachadh
United Allegiance of Undesirables
#46 - 2015-09-05 21:56:39 UTC
Ben Ishikela wrote:
escorts

So I take it you are offering free or extremely cheap escort services then?

Anthar Thebess
#47 - 2015-09-05 22:07:36 UTC
Donnachadh wrote:
Ben Ishikela wrote:
escorts

So I take it you are offering free or extremely cheap escort services then?


Pay enough and you will get someone to escort you.
Not enough isk from hauling - ask for more.

I support every new ship , as long as it is balanced.
Reaver Glitterstim
The Scope
Gallente Federation
#48 - 2015-09-06 00:33:59 UTC
Ben Ishikela wrote:
Baby Freighter? NO! There is already enough options in the game about what ships to pick. In fact, there is too much choice that chokes teamplay. DO NOT ADD Ships that can do everything!
==>
Remove JumpFreighters/CloakHauler/CloakTrick and make a new T2Freighter(ca700km3+mjd+T2resists-JumpDrive). Because we need more opportunities for piracy, escorts and decentralised economy!

I think a better solution to bring back these things is to improve the tools people have for collecting information. I agree there are too many unknowns when it comes to fighting your enemy that it is uncommon one gets a chance to prepare for something other than the general trend given the time. But having a few imbalanced choices available that streamline everyone's options is not a good way to make prey predictable. For one thing, the prey needs to have the same tools available to them to be able to smell you coming.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Mike Voidstar
Voidstar Free Flight Foundation
#49 - 2015-09-06 07:29:08 UTC
There is no such thing as too many options, especially in a case like this where the logical progression goes from T1 industrial to freighter.

T2 ships are supposed to be specialized, and the Blockade Runners and Deep Space Transports are indeed specialized, but also kind of sit in a niche where there should be a bigger hauling option at a lower price point.

A better range of hauling options is definitely a niche that begs to be filled in the game.

Following the ORE line of Yeild, Capacity, Defense an Interbus line of haulers could go with traits like Raw Speed (Courier), Capacity (Bulk Transport), and Defense (Armored Transport).

I would suggest the line be Armor Tanked and capacity around 10x that of industrial ships (30k-40k m3 BASE total). T2 variants emphasizing their roles with couriers getting either extreme speed, nullification, or jump capability + microjump drive activation time bonus. Bulk Transport would fill the baby freighter role with more capacity (150-250 m3 Base Total), and armored transports getting a resist and raw up bonus (space megabrick)
Reaver Glitterstim
The Scope
Gallente Federation
#50 - 2015-09-06 08:55:32 UTC
Mike Voidstar wrote:
Following the ORE line of Yeild, Capacity, Defense an Interbus line of haulers could go with traits like Raw Speed (Courier), Capacity (Bulk Transport), and Defense (Armored Transport).

That gives me an idea:


Howabout 3 variants of light freighter:
1.) a high capacity variant that holds around as much as a jump freighter, and saves on hull cost while being a bit faster than a large freighter - fitting similar to large freighter
2.) a moderate capacity armored freighter with a lot of slots and powergrid, expensive and slow like a large freighter but with superior defenses appropriate for defending valuable cargo
3.) a speed freighter, low capacity (not so much higher than large industrial) but with much of the hull devoted to a high warp speed. It would still align slow but would warp as fast as a small industrial or faster


#1 would be ideal for general highsec hauling when a full size freighter simply isn't needed for a smaller amount of cargo

#2 could be used either to thwart suicide ganks when hauling extremely expensive cargo, or could be taken with escort outside of highsec, could haul enough to make a small escort fleet worth the time and effort, and could serve as an alternative to jump freighters in some cases

#3 would be the T1 cousin to the jump freighter, much smaller and doesn't actually jump, but with high warp speed it could be escorted by someone with a webifier and made to cross a long distance very quickly relative to how much it carries. This could be useful for small groups trying to manage supply runs.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

jam pan
Aliastra
Gallente Federation
#51 - 2015-09-06 10:16:14 UTC
If the numbers seem inefficient, take a courier with you. Fenrir triple i stabbed is what you want. sub 25 second warp, 400k cargo. Or is that not what you want?
Mike Voidstar
Voidstar Free Flight Foundation
#52 - 2015-09-06 11:14:53 UTC
Well, for one it requires the escort to do. For another it's a pretty big price tag for loads that small and smaller.

Why should there not be a range of transport options?

Consider that the baby freighter will be easier to pop than a full size one, and be easier to gank for those smaller loads. Options are always good.
Maldiro Selkurk
Radiation Sickness
#53 - 2015-09-06 14:58:17 UTC  |  Edited by: Maldiro Selkurk
jam pan wrote:
If the numbers seem inefficient, take a courier with you. Fenrir triple i stabbed is what you want. sub 25 second warp, 400k cargo. Or is that not what you want?


No, the baby freighter would be 1/3 the size of the Fenrir, able to be rigged and modded, not be a capital ship. cost a lot less, align and warp faster, have far fewer EHPs.

It is actually a large T1 hauler not really a small freighter.

About, "take someone with you", game balancing. This is like telling combat pilots the cannot have cargo holds for ammo and need someone running around with them jet-canning them ammo when their projectiles run out, could it work, sure should a projectile turret pilot have to have a constant side-kick to do his basic job, no.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

admiral root
Red Galaxy
#54 - 2015-09-06 15:11:36 UTC
Maldiro Selkurk wrote:
About, "take someone with you", game balancing. This is like telling combat pilots the cannot have cargo holds for ammo and need someone running around with them jet-canning them ammo when their projectiles run out, could it work, sure should a projectile turret pilot have to have a constant side-kick to do his basic job, no.


The point of telling people to take someone with them is that gankers frequently work in teams and you shouldn't expect to be able to defeat them solo.

No, your rights end in optimal+2*falloff

Mike Voidstar
Voidstar Free Flight Foundation
#55 - 2015-09-06 16:22:00 UTC  |  Edited by: Mike Voidstar
If baby freighters were a thing teams of gankers could still gank them. In fact, they would be gankable with less than what a freighter takes, making the smaller loads still worth attacking.

The point is that not every load is worth the risk of a freighter. Not every load is worth the hassle of safely moving a freighter.

It's not really about avoiding gankers as much as it is not using a sledgehammer when all you need is a 12 ounce claw hammer.

Combat ships come in 9 T1 sizes from frigate to titan. Surely we can spread that love around at least a little.
Eli Apol
Definitely a nullsec alt
#56 - 2015-09-06 17:05:26 UTC
-1

It seems you want to move your goods significantly faster when it's not possible to provide these bonuses without breaking the rest of the hauling range.

T1s: ~10s align 3 AU/s
DSTs: ~18s align 3.3 AU/s
Orca: 38s align 2 AU/s
Freighters: ~40s align 1.4 AU/s


Since your proposal is so close to an Orca in terms of hauling capacity you're looking at trying to split hairs between the base align speed of an Orca versus a Freighter and possibly warping at an incredibly rapid 1.7AU/s.

Do you really feel it's necessary for a brand new ship class to be developed for those marginal gains?

but what would I know, I'm just a salvager

Maldiro Selkurk
Radiation Sickness
#57 - 2015-09-06 23:43:30 UTC
Eli Apol wrote:
-1

It seems you want to move your goods significantly faster when it's not possible to provide these bonuses without breaking the rest of the hauling range.

T1s: ~10s align 3 AU/s
DSTs: ~18s align 3.3 AU/s
Orca: 38s align 2 AU/s
Freighters: ~40s align 1.4 AU/s


Since your proposal is so close to an Orca in terms of hauling capacity you're looking at trying to split hairs between the base align speed of an Orca versus a Freighter and possibly warping at an incredibly rapid 1.7AU/s.

Do you really feel it's necessary for a brand new ship class to be developed for those marginal gains?


sigh.....i have to explain this again.....

The dedicated hauler line for the Amarr is, sigil. bestower then a huge, massive. titanic, enornous, gigantic, colossal, mind-numbingly large epic leap in carrying capacity to reach the providence.

I hope the wording there will help more people see where the hole in the dedicated hauler line up is that this new hauler is intended to fill.

You cannot in any reasonable conversation about dedicated haulers toss that abomination called an Orca in the discussion, it is the swiss army knife of ships, it must take huge penalty as a hauler because it has so many uses and the more generic and diverse a ship's range of abilities the more it must be punished for that range of abilities.

The Orca's justly deserved penalties include (but are not restricted to): being expensive, having a wasted capacity for general hauling because you cannot do general hauling in its huge maintenance bay, large mass, near capital class align times, divided general hauling holds which because it us divided wastes hauling efficiency and makes some loads impossible to haul in it just because its hold is divided into two compartments and not because its total capcity is too small. It has a hidden penalty with regards to hauling because even though it is bonused for general hauling if it was a dedicated hauler its capacity to haul would be larger initially and so the hauling bonus would be bigger on a dedicated hauler, and to avoid a wall of text i will stop here giving the plethora of reasons the Orca is not a dedicated hauler and does not fill the role this discussion is about, nor should it.

A finer but still important reason precludes the DSTs from being true dedicated haulers, a dedicated hauler is designed around only ONE purpose hauling and nothing else. The DSTs in their description explain they serve TWO masters BOTH hauling and being tough. The DSTs are one if several branches of haulers that stray away from the dedicated hauler line up because while intended as haulers the are special environment haulers that have one or more side stats that do not increase hauling capacity but usually survivability. Another branch that follows the hauler+survivor branch of haulers are the blockade runners.

sigh....and i repeat this next part again....

While i have adopted someone else's term,'baby freighter', the new class is not being designed 'down' from the frighter class but rather 'up' from the smaller dedicated haulers like the sigil and bestower, the justification being that the freighters are capital class ships and are both granted bonuses like high EHPs and penalties like slow align times and slow warp speeds, which it would be unfair to build down from since the new ship line would be only 1/3 the size of a capital class ship and therefore not even close to capital class in size. Further, the capital class haulers come with, and justifiable so, capital class price tags, while this new sub-cap ship would not.

sigh...and ill just repeat some more.....

The caps align in 40 secs and have warp speeds of 1.4 AU. again this is for a capital ship and is punished for align time and warp speed accordingly.

The T1s sit at: 10 sec align and 3AU warps.

Since the new ship line is not a capital its abilities are bulit closer to its sub-cap brothers and (not claiming this is balanced just tossing out an example) and so might have these stats: align 25 secs and warp speed base value of 2.4 AU. Rigged it could push both numbers but surrender capacity to do so like the sigil and bestower can.


sigh...and i hope i dont have to repeat this all again......

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Eli Apol
Definitely a nullsec alt
#58 - 2015-09-07 02:30:18 UTC  |  Edited by: Eli Apol
Sigh so you've not used a DST as a hauling ship?

They can have almost 100 k m3 capacity if fitted for cargo - align quicker and can manage freighter level eHp in certain cases whilst warping as fast as a cruiser.

They're a damn hauling ship, what else are you gonna use them for?

Sigh.

but what would I know, I'm just a salvager

Maldiro Selkurk
Radiation Sickness
#59 - 2015-09-07 05:06:26 UTC
Eli Apol wrote:
Sigh so you've not used a DST as a hauling ship?

They can have almost 100 k m3 capacity if fitted for cargo - align quicker and can manage freighter level eHp in certain cases whilst warping as fast as a cruiser.

They're a damn hauling ship, what else are you gonna use them for?

Sigh.


sigh...hopefully people start reading some of the previous posts or for that matter at least the OP.

Tell me what fitting gets 400,000 m3 of cargo in your DST and you got a deal, else it does me and eve, zero good for solving the problem at hand.

My current round trip is 18 jumps, so if use your suggestion i get to....

1. be restricted to 100.000 m3 capacity.
2. It would take me a total of 72 jumps, IF IM LUCKY but if the inefficiencies of breaking my load apart force me to take another round trip or two, then my total jumps required would be bump up to respectively: 90 or an awe inspiring 108 total jumps.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Mike Voidstar
Voidstar Free Flight Foundation
#60 - 2015-09-07 05:28:48 UTC
DST is a T2 version of the racial industrial. It still leaves a massive gap in the industrial lineup that jumps from industrial to freighter.

That lineup goes from 3.5k m3 base capacity to almost 450k base hauling capacity in one jump. There is an ocean of room between those 2 levels. Training time is likewise odd, going from an hour to a month in one mighty leap to reach the next hull.

There is no reason that flying a giant box in space should cost a ton of ISK, and no reason that boxes in decent increments do not exist.

If the reason these ships exist is to provide pirates with targets that's fine, but at the least a hauler should not need a capital ship to move loads over 100k but below 400k.

Taking the T1 line up a couple of steps say 10x capacity and 50x base gives you around 35k base and about 175k base. Adjust that around a bit so that each class is beginning slightly more than the max of the smaller size.

Making it a faction line makes it easier to balance as you only need one set of hulls. Let the Industrials and their T2 variants stay as 'military transports' and let interbus sell their designs as they are neutral and focused just on moving cargo. It's what they did to mining with the ORE brand.