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[Proposal] Ship Hangar Modules

Psianna Archeia
Sukebe Corporation
#1 - 2012-02-22 04:54:32 UTC  |  Edited by: Psianna Archeia
I had recently been thinking about the lack of a dedicated rigged ship hauler.
Then I thought, why do we need a dedicated hauler?
As much as it is useful, it probably isn't the most popular activity performed, so why waste the time making a whole ship just for that?

That is what this post has proposed:

However, I feel a better solution would be to have Freighters modified to have 3 rig slots.
Then, there should be created rig modules that convert normal storage space into Ship Hangar space.
They would not be able to convert the full space of a Freighter.

Of course, if these are rigs, they would be available to all ships, but of course, would really only work on freighters or industrial/transports to really be of any use. There is nothing stopping them from not making a small version of it (since it would probably be useless anyway.)

The modules would most likely reduce speed or align time due to the modifications causing extra weight for things like docking clamps and other equipment related to holding a ship in place while moving at FTL.

This would keep from having to create a whole new ship and would just cause a slight, but totally plausible modification to an existing ship-type. The rigs would have to be removed if you want your cargo space back, causing them to have a more risk/reward type situation. They would have to be replaced more often, causing them to have more of a market. If they were just some sort of module, then they would be permanent things you could remove and fit.

Concerning opening up rig slots to Freighters, I think the affects would be negligible. Any shielding or armor would be mostly useless; most rigs give significant penalties to more than one of the same rig. Cargohold optimization rigs could now be used, but is that really an issue? A bigger Freighter, full of stuff, just makes you a juicier target; still a risk/reward scenario. And just about every rig has some sort of trade-off, many of which make you lose speed or align time or gain signature radius, all of which can hurt you anyway. I don't see rigs adding any real benefit to a Freighter that would give it more of an edge than CCP would care for it to have. Obviously it is meant to have a huge weakness by no having modules. By only opening rigs, you limit the rig module affects that can be applied and the benefits would be negligible since there is a limited amount of rigs that would actually be useful a freighter with only 3 rig slots available.
Jack Carrigan
Order of the Shadow
The Revenant Order
#2 - 2012-02-22 05:30:12 UTC
Thanks for the free exposure.

Pretty much, my idea was a classic take-on of an existing idea, as it would be the Tier 2 version of the Freighter, with an eventual Tech 2 counterpart (jump-capable).

Anyway, thanks again.

I am the One who exists in Shadow. I am the Devil your parents warned you about.

||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||

Tribal Liberation Distribution and Retail
#3 - 2012-02-22 05:48:53 UTC
I'd rather turn supercarriers into giant ship hangars for their corp/alliance. Then tweak titans until their major purpose is to counter the supercarriers (likely meaning removing the turrets and tweaking the way doomsdays work.)

It shouldn't be a freighter, it should be a smaller, mobile outpost. You can use this proposal to also balance cap ships.

Whether or not you win the game matters not.  It's if you bought it.

Smiling Menace
The Scope
Gallente Federation
#4 - 2012-02-22 11:23:16 UTC
Rigs for freighters/jump freighters would be one way to go but I still feel Jack's proposal that you've linked would be the superior choice.

More ships = more variety and this is a good thing in EVE.

Tyr Aeron
L0pht Systems
#5 - 2012-02-23 20:55:24 UTC
........or you could just use some common sense and package all your crap you need moved into a corp contract, accept it, and move it yourself. FYI, rigged ships can be send via courier contract. I'm only stating this because obviously you weren't aware of the fact. Otherwise, you wouldn't be wasting time asking CCP to spend a metric crap-ton of time coding in your little fix that only affect those who aren't aware of the aforementioned snip-it about contracts.
Hisec Miners
#6 - 2012-02-27 23:11:08 UTC
They have this. If you fly the freighter and want to move fitted ships, you contract the items to an alt, and have the alt set up a courier contract with the freighter.
Boom, you can now move fitted ships in a freighter.
Psianna Archeia
Sukebe Corporation
#7 - 2012-03-01 00:33:18 UTC
Oh. lol
Come to think of it, I knew this. Heard it a long time ago so totally forgot about it.
I guess scratch that idea. lol