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Player Features and Ideas Discussion

 
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ORE Industrials: dynamic containers

Author
Feshara Dolvas
Nucleotide
#1 - 2016-02-05 10:37:44 UTC
I propose a game dynamic change to ORE industrial ships, primarily the Orca and Rorqual designs. These ships are modeled as modular hulls and I propose making the “container” sections able to disconnect in emergencies.

Ejecting of the containers would increase the max velocity, maneuverability, lower the total mass and shorten the jump-to-warp time. eHP would also be lowered, but to a lesser degree as the containers don't have the vital systems that keep the ship together. (perhaps less hull and/or armor but stronger shields.

Ejecting can be done per section or all at once, with each section adding to the bonus. Items in the holds will be divided equally by default upon ejection though one can set up how each section is divided up to keep more valuable stuff while jettisoning the lesser items. Once ejected, these act as standard containers in space however items can only be taken out. They can be reconnected with the use of an interlock timer to the original ship or an equal ship that has a section open. This would allow recovery from both friend and foe alike. Lost Containers would have to be replaced, however this is a better alternative to being completely destroyed and/or killed.

Various options to consider are:
Able to detonate the ejected containers within a certain (short) time and range. This would give a chance to blind tracking and targeting systems causing a break in lock and assisting in running away. Remote detonation could also have a small chance to fail (possibly skill linked)

The various holds have their own unique look; be it shape or coloring to denote what is where when deciding to jettison.

This concept can be taken to Freighters and standard industrials as well (Gallente ships are well suited to it already) with minor model modification.

I think this would greater diversify the usage of industrial ships and give an edge to haulers and corp. operations in riskier areas. I think the concept can be well balanced as the loss of containers can be expensive to replace not to mention the loss of merchandise. I also think it would be a fun dynamic altering how operations are handled.
Cristl
#2 - 2016-02-05 11:28:17 UTC
Well, it's an original suggestion - it beats capital mining ships, proximity mine reintroduction or the millionth q-ships thread.

But really, wouldn't it be a huge amount of programming and art time expenditure for a little gimmick?
Feshara Dolvas
Nucleotide
#3 - 2016-02-06 06:26:34 UTC
I'm unsure how the models were originally done, but judging how they look when cloaked, it seems like they were already kinda put together part-like instead of molded from a single object. This makes me believe remodeling for at least the ORE ships would be minimal. as for programming, i really wouldn't know. considering some of the things they've implemented, i don't see it being too far out of the scope of probability.
Amarisen Gream
The.Kin.of.Jupiter
#4 - 2016-02-06 08:45:12 UTC  |  Edited by: Amarisen Gream
I proposed this idea for the Rorqual like a year or two ago.
Forgot all about it, but it would be something special for the ORE ships.

I still want a ship that has like 0 self cargo, but can tug boat containers (even station containers) for intra-system hauling.
That means it can undock and warp, just can't jump gates or use WHs when it has a container attached.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

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Iain Cariaba
#5 - 2016-02-06 09:44:44 UTC
Feshara Dolvas wrote:
I propose a game dynamic change to ORE industrial ships, primarily the Orca and Rorqual designs. These ships are modeled as modular hulls and I propose making the “container” sections able to disconnect in emergencies.

You're incorrect. Neither are modular. The Rorqual only seems to be because it's has a much more impressive animation for it's industrial core than dreads and marauders have for their siege/bastion modules.

The entire rest of your post is redundant. You can already get any capital ship into warp in under 5s using a webbing alt.