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Player Features and Ideas Discussion

 
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W-ORE ships

Author
Shalua Rui
Rui Freelance Mining
#41 - 2012-12-13 09:48:21 UTC
Loving most of the dieas that are thrown around here! Since CCP presented the Orca, I always thought there should be more ships in this, and other indy classes.

Modular ships and dedicated ore haulers would be nice... I'd also add factory ships (ore compression) and medical cruisers (mobile clone vat bay).

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

Infinite Force
#42 - 2012-12-13 16:31:02 UTC
Hakan MacTrew wrote:
It seems the idea of a modular hauler is relatively well recieved. Maybe not so much the ship transporter.

How about a dedicated gas miner?

The Venture is the only ship with a bonus to gas mining. It easily matches the output of any other ship used for gas mining with the ORE Frigate skill at 5 and it has plenty of GTFO potential. But is it tough enough to stand up to the damage waves from certain clouds and does the gas go to the ORE bay or the microscopic cargo bay? Also, it only matches other gas mining fits, it does not surpass them.

Would a cruiser sized ship with gas mining bonuses and a decent tank fill the role better?

I'm loving the Venture. It is not tough enough to handle the NullSec cloud bursts (from what I've heard).

Yes, all ORE bays will now accept gas - Venture, Orca, Rorqual and all the Barges/Exhumers.

IMO, a dedicated gas miner should out mine other fits. Gas might be worth more than Ore, but it also depletes very quickly.

HROLT CEO Live Free; Die Proud

http://tinyurl.com/95zmyzw - The only way to go!

Pearl Canopus
#43 - 2012-12-13 16:44:08 UTC
Kalin Dyse wrote:
I see no need for a mineral transport. We already have the blockade runners and the deep space transports which can carry a large amount of minerals just fine.

Well, I'm really new in business. ;)

Last time I found the cargohold rigs. So I think a dedicated mineral transport ship is'nt needed. But my Industrial (medium skilled) does'nt reach the transport capacity like a "Retriever". But with a "Retriever" I cannot load minerals in ore bay.

I also like the idea of a small, assisting ore-cargo ship.

Gas mining could be a thing for "Syndicate" as same as small blockade runners with scan shielded cargo bay for smuggling. Not only ORE may have fine ideas. :D
Transporting also could be a thing for InterBus and so on.

So ORE could release an ore-cargo ship with midsized cargo bays, while InterBus releases a ship for midsized common cargo.
Several skills could be needed. Standing to InterBus may be needed to purchase and so on.
An InterBus Industrial skill might be bundled with a racial Industrial skill on a higher level. Also I could think about an InterBus "Transport Ship" (instead of "Industrial") skill. Newbies won't need midsized cargos early in the game theoretically.
But now we have the "Venture" what provides a huge ore cargo bay compared to the "classic" mining frigates before "Retribution". So more cargo will be generated in a smaller amount of time...

At the moment I'd like to have about 50k to 75k m3 especially for minerals transport, because I have to spend a lot of time for moving the results of daily imports to the destination markets. But this is the dream of a freelancer. There might be other possibilities to solve such a problem without the need of further ship developement in this case.
I'd like to see a bigger transport ship, what's no capital ship.
As a freelancer I 'll have no need of freighters within the first year of playing the game.

Sorry for Off-Topic.

Summary:
- Modular ore-cargo-ships: yes
- Space Tugger container ships with specialized containers: yes
- Midsized cargo ships: yes
- more usage of the ORE-skills (or "non-racial ship command" skills): absolutely yes

Attention
Pearl Canopus
#44 - 2012-12-14 11:06:02 UTC
Shalua Rui wrote:
Loving most of the dieas that are thrown around here! Since CCP presented the Orca, I always thought there should be more ships in this, and other indy classes.

Modular ships and dedicated ore haulers would be nice... I'd also add factory ships (ore compression) and medical cruisers (mobile clone vat bay).

When my idea about a huge industrial ship has called "oversized" and "too independant" I thought about those things too.

I could have a "Rorqal" with a summary of features. Why not, we could have ships which do one of the jobs an release the resulting stuff via cargo containers. A larger group of lower skilled miners may have an advantage of them.

A ship could cover one of the stations services or may have large (stationlike) modules with a much lower efficiency as a station could have.

A Tech II Rorqal ("ORE Capital Industrial" skill on level 4 or 5 and maybe an additional skill for modularity) may be a modular ship, where the owner can specify what service needs more space an has relevance over another one. If you have more modules of one kind, the efficiency is rising for that service.

So Industrials may represent a "mobile single service structure", what's no POS.
"Capital Industrials" may represent a "mobile multi service mudular structure", what's also no POS.

(And, of curse, tug boats may be available in different sizes for a different count of tugged containers.) Twisted
Shalua Rui
Rui Freelance Mining
#45 - 2012-12-14 11:18:12 UTC
Nice, exactly my train of thought.

That would give small mining gangs the tools to do more on their own without the need for a POS, NPC station or Porqual.. factory fleets, yea! Blink

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

Hakan MacTrew
MUTED VOID
#46 - 2012-12-15 19:11:43 UTC
Mobile factories sound very cool, but I want to see what the POS revamp brings before looking into that sort of thing. With all the talk of jump capable mobile POS's and the like, they may become a reality on their own.

I think the current list of feasable ships for ORE could be as follows

Modular hauler (Ore bay or cargo, tanked or bulk)

Dedicated Gas Miner (T1 and T2)

Modular T3 Barge - ideal for wormholes, sacrificing some cargo capacity and tank for added GTFO and being able to adapt to any extraction need.


What are peoples views on these 3 options?
Pearl Canopus
#47 - 2012-12-17 10:34:17 UTC
Hakan MacTrew wrote:
Mobile factories sound very cool, but I want to see what the POS revamp brings before looking into that sort of thing. With all the talk of jump capable mobile POS's and the like, they may become a reality on their own.
Well, these "mobile factories" should not have the capabilities and efficiency of POS before skills. But of course the rebalancing have to be done before.

Hakan MacTrew wrote:
Modular hauler (Ore bay or cargo, tanked or bulk)

Dedicated Gas Miner (T1 and T2)

Modular T3 Barge - ideal for wormholes, sacrificing some cargo capacity and tank for added GTFO and being able to adapt to any extraction need.


What are peoples views on these 3 options?
OK, back to topic. I suport these ideas anyway. Modular haulers might be as interesting as tug boats with specialized cargo containers. Maybe not both items would be needed.
A modular barge it's an amazing inspiration whether they would be Industrials/Superbarges or Sub-Capitals.

I still have no idea about gas harvesters. I cannot know whether they are useful or not. But often I read about. So I just believe, they may be worthy to talk about.
For me its the same with wormhole issues. I don't know enough to have an own opinion about.
Regan Rotineque
The Scope
Gallente Federation
#48 - 2012-12-24 19:40:56 UTC  |  Edited by: Regan Rotineque
This is an awesome thread!!!

I would love to see some additional ORE ships, just not certain what types or kinds would make the most sense.

I do have one idea that you all have touched on... A customizable Orca.

I used to want a mid size 200-300k m3 freighter and ppl would say get JF.....and I would say give me 7b$

The Orca is a fantastic ship, which I think if slightly modified could be an even more incredible (yet balanced)

It is really all around how the cargo holds are deployed. I think tht if we were to remove the holds entirely and the like the t3 cruisers allow for modules/sub systems to be created the Orca could be the answer many of us look for.

For example many of us want a dedicated ore hauler ie: carry MOAR rocks....and the orca does a good job, but has 400,000 m3 deployed as useless empty space to haul ships. For the budding rock crusher it is wasted.

However to the budding industrialist that 400,000 is nice as I can haul some ships to market, but would be nice if it was bigger.

My point, before I get a tl;dr is that we could come up with some alternate cargo configurations, high,med,low etc... Trade offs and balancing that would allow the Orca to be a ship that can be configured in many different ways based on the users presence/need vs some cookie cutter approach.

Dedicated ore Orca ( very little general cargo, if any at all, massive ore or mineral holds )
Dedicated cargo Orca ( larger general cargo holds, smaller if any ore or mineral bays, ship bay )
Dedicated booster ( pretty much the current configuration )

** note as you you add cargo or other mods to the ship it slows down, loses armor, shields or structure or slots. Just like any other ship if you customize for space, yield etc,,, your are taking chances

I am not sure about the battle orca configuration...sounds too much like a carrier.....but not with fighters but with BC's.

Just some thoughts, hope not too crazed sounding, Orca has been one of my favorite all purpose vessels.

Cheers and a Happy Christmas to you all

~R~
Pearl Canopus
#49 - 2013-01-09 14:38:43 UTC
ORE Capital Industrial:
Needs:
- Mining Frigate IV
- ORE Industrial IV
- ORE Capital Industrial I
- Spaceship Command V

So this would be equal to racial freighters also in skill time.
An ORE freighter may have an ore bay of up to 1-2 millions of m³.

Specialized or modular capitals may be a tech2 option with a need of more skills.
In this view an Orca becomes a more Industrial than Capital Industrial touch and the great Rorqal could become one of the Tech2 Capital Industrial ships.
Tech1-ships could be:
- Compressing facility
- Refining facility
- VAT-bay facility
- ...
Dividing a Rorqal to its facilities. So you can have a "HiSec Rorqal" using several ships.


ORE Industrial:
Needs:
- Mining Frigate IV
- ORE Industrial I
- Spaceship Command III

If an Mackinaw has an ore bay of 35.000m³, a high-skill hauler should carry a lot more but not the amount of capital ships like jump freighters. Therefore the low slots an rigs may be hardly limmited in order to limit cargo extensions beside the skills.
- ORE hauler Mark I (ORE Industrial II): 22.000m³ ore bay and 2.500m³ cargo bay (ore bay rises 5% per Skill level up to 27.500m³ = Retriever)
- ORE hauler Mark II (ORE Industrial III: 30.000m³ ore bay (base + 3x5% skill = 34.500m³ ~ Mackinaw) and 3.750m³ cargo bay
- ORE hauler Mark III (ORE Industrial V: 50.000m³ ore bay (base + 5x5% skill = 62.500m³) and 7.500m³ cargo bay (no rigs)
Of curse you can carry ore also in Cargo bay. So far the full amount of ore cargo could be 70.000m³ for the Mark III with a skill time of about 40 days.

ORE hauler may have disadvantages like small capacitor, lower power and CPU as racial haulers and or missing rig-slots.

The balancing has not passed the Orca yet. The huge ore bays in Mining Barges an Exhumers should cause a much bigger ore bay of Orca and/or allow new ORE haulers.

Tech2 needs equal skills more, like racial transport ships too. Tech2 transport ships could be modular and/or more industrial touched. Specialized to wormhole transports, settling and so on.

One of the specialized ships is Noctis. This might be correct listed as a low level ORE Industrial ship.

If there are special needs for "Planetary Interaction", "Wormhole Services" and so on, the industrial ships may become more sense for that.

---

The ORE Capital Industrial Command Ship skill may be deleted and part of ORE Capital Industrial Ship skill. So an ORCA might be usable earlier in Game as a transport ship only. Mining Foreman and Mining Director will be kept to add the Industrial Command (mind link modules) options later.
What's the meaning:
Orca becomes available to fly earlier with a less amount of skill time.
To use the full advantage of using an Orca you must have the same skills as now and therefore several days more skill time.

Modular ships or refittable bays may be a Tech2-option.

---
ORE/Mining Frigate:
Needs:
- Spaceship Command I
- Mining Frigate I

-> Venture

Mining Frigate V will be needed for Tech2 Mining Frigate.

These ship(s) may become more specialized in gas or ice harvesting, gets a slightly bigger ore bay, a reduced damage of mining crystals and a bit more healthpoints.


----------------- The following part might be off-topic. Please do not read below this line... :) -----------------

Intaki Syndicate Frigate:
Needs:
- Intaki Syndicate Frigate I
- Spaceship Command I

Intaki Syndicate frigates a light and fast frigates with a slightly advanced cargo. They have a speed bonus while cloaked with tech1 cloaking devices (but cannot warp cloaked).
These frigates are optimized for smuggling and have "hardened cargo bays" what have resistencies against cargo scanning. The cargo bay can be saved by password like secure containers.

Tech2 frigates need skill level V and allow to warp cloaked with covops cloaking module.

Power and CPU are not optimized for weapons and shields.

Syndicate frigates could be entry level mini haulers for the first days of trading in New Eden.


Intaki Syndicate Industrial:
Needs:
- Intaki Syndicate frigate IV
- Spaceship Command III
- Intaki Syndicate Industrial I

Syndicate haulers are immune against low level cargo scanners, but have a lower amount of cargo capacity as racial industrial ships.

Tech2 haulers (Intaki Syndicate Industrial V + Intaki Syndicate Transport Ship I) are hardened haulers for high value goods. They could replace the racial blockade runner.


InterBus Industrial:
Needs:
- Racial Frigate IV
- Spaceship Command V
- InterBus Industrial I

InterBus haulers may perform as low-level freighters or tug boats. Containers can be docked and released.
Using hulls what have cruiser like healthpoints hey have no slots but internal cargo capacities between 15.000m³ (level 1) and 100.000m³ (level 5).
Dependent of skill level "adapting" or the InterBus Industrial skill, they can use 1 additional pair of cargo containers (780m³ [Large Secure Container] to 3.900m³ [Giant Secure Container] each).
So you can collect containers in space, if you or your corp has anchored them there.
The

Containers are adapted outside. There they are at the mercy of pirates.
Also ninja space tug might be possible. A space tug should have a low amount of weapons and defense.
A Micro-Freighter may not.
I have no ideas for InterBus frigates or capitals and also not for Tech2 ones. I'd not need them, but the training multiplier could be higher than for typical Industrial skills. For instance 8x instead of 4x.


Instead of own product lines there could also be faction models for special features as higher cargo amount or unscannable cargos, etc. So Intaki Syndicate are Gallente and may use Iteron-type ships. Interbus specials were handed out in past. They almost used Gallente designs with corp colors. So they may have also Iteron type haulers.
Eliniale
Aliastra
Gallente Federation
#50 - 2013-01-10 16:32:38 UTC
Liked, approved, want it.
(although i'm not sure how I feel about a subcap that allows you to refit)

I was honestly thinking about an ice mining frigate earlier.
Something that can maybe haul in two pieces of ice, and fit a single ice miner. It's a great way for newbies to start ice mining without making it too powerfull.

CCP can always work out ideas like balancing

System ideas: https://forums.eveonline.com/default.aspx?g=posts&t=191928&find=unread

Pearl Canopus
#51 - 2013-01-11 12:41:01 UTC
I've the feeling to have to comment my "Orca idea" above:

I divide Orca to 3 of its core functions:
1. Large Hauler (Skill training time equal to freighter)
2. Mining Assistance (Skill training adds advanced mining skills)
3. Command ship (skill training adds special leadership and mindlink skills.)

This means:
(1)
You need less time to enter an Orca as a small freighter or large hauler.
Mining Frigate IV, ORE Industrial V, ORE Capital Industrial I
The Capital Industrial skill may rise cargo capacities.
This feature would not activate the role bonusses.

(2)
You need additional time to give mining boosts, using an Orca. Advanced mining skills are needed to understand the job and assist third party players.
The skill Capital Industrial Command Ship could be deleted, if other skills or skill levels would be added as necessary instead.
Astrogeology 5, Mining 5, Leadership 2, Mining Foreman 1, "Ressource Harvester Advanced"-certificate, Exhumer I, etc.
This feature activates several role bonusses.

(3)
You need the Mining Director 1 to add assistance link hardware. So this last step is only a few days away.

---
You may need additional skills like compressing, vat bay processing, ore processing "all IV" and ORE Capital Industrial IV and Advanced Spaceship Command V to enter a Rorqal. All secondary and tertiary skills may be kept.

In alternation to several special industrial ships the skill could allow modules to fit in a capital industrial chassis.

---
The Orca ore cargo bay may be doubled to about 100.000m³. This could be expanded by Mining Barge skill. But Mining Barge would not longer needed to enter an Orca.
The common cargo bay may be rised to about 70.000m³. This could be expanded by ORE Capital Industrial skill.
The corp hangar and ship hangar size might be correct yet or could be less.
Sam Korak
Doomheim
#52 - 2013-01-15 04:31:08 UTC
I agree and I disagree.
ORE could use a tweak to put their ships in line with racial/factional ships.
The Frigate IV, Cruiser IV, Battleship V model. If you know what I mean.
Noctis could be 'ripped' apart from ORE Industral skill and added some kind of a new branch of ships (Salvagers? With reprocessing plants inside? Dunno) and a new ORE Hauler could be added instead of the Noctis as a ORE Industral ship. Or even 2 sizes of them. Kinda like the current haulers work.
Malcorian Vandsteidt
Alpha Trades
Solyaris Chtonium
#53 - 2013-01-15 04:38:35 UTC
Why dont you just suggest a highsecable Mini carrier rather then and industrial ship? For fleet logistics and pvp, that would make more sense.
Hakan MacTrew
MUTED VOID
#54 - 2013-01-15 09:01:00 UTC
Malcorian Vandsteidt wrote:
Why dont you just suggest a highsecable Mini carrier rather then and industrial ship? For fleet logistics and pvp, that would make more sense.

Because It's been suggested so many times already and I'm not sure I agree with something of that sale.

In all honesty, I'm not 100% about the industrial sub cap I suggested now myself.
It would be a loot pinata, although that's not necessarily an issue...
My main goal was a compromise between refitting in space, supplying alternative ships for roams and being able to move prefitted ships enmass for warfare and exploration. A mobile base of you like. Similar in some ways to the Orca but on a bigger scale and focused on that aspect.

As for removing the Noctis from the ORE industrial skill tree and moving it to a specific scanning tree, just no.
Aside from the Primae, which is both limited and redundant, its the only ship in that skill tree. The whole point of this thread is to add to it, not thin it.

An ORE industrial hauler specialising in ore transport seems both a popular idea and a balanced one.

With the addition of the ORE frigate skill and the Venture, there is also an opening for a T2 version, maybe focusing on Gas mining. As yet the only benefit to using the Venture over something like a Moa or a cane for the purpose is its ore bay and gtfo capabilities. And that only really applies when you get ORE frigate up to level 5. The other problem with the Venture is its tank. Given the bursts of damage that some gas cloud can spew out, the only way to survive it is with an MSE and a repper, which is getting on for a pretty tight fit...
Pearl Canopus
#55 - 2013-01-15 11:33:57 UTC
Sam Korak wrote:
I agree and I disagree.
ORE could use a tweak to put their ships in line with racial/factional ships.
The Frigate IV, Cruiser IV, Battleship V model. If you know what I mean.
CCP already mentioned global skill path changes. Futurally the skill path includes following:
Military Path: - Racial Frigate IV -> Racial Destroyer IV -> Racial Cruiser IV -> Racial Battlecruiser IV -> Racial Battleship... and so on. Skill paths are marked to be re-worked.
The Frigate IV skill will be needed to start another path as Industrial for instance.

Sam Korak wrote:
Noctis could be 'ripped' apart from ORE Industral skill and added some kind of a new branch of ships (Salvagers? With reprocessing plants inside? Dunno) and a new ORE Hauler could be added instead of the Noctis as a ORE Industral ship. Or even 2 sizes of them. Kinda like the current haulers work.
The Noctis is truely an industrial or civilean ship, what matches an Industrial skill path. Maybe further skills would be needed to enter a Noctis. A light and fast ore hauler should be one of the early enterable chassis.
An "Industrial" skill should mean really industrial content. Industry needs ships. If you only take transport ships instead, the skill could have another name. :)

In this case I like the thread about suggesting a re-working haulers/freighters. The thread suggest to divide racial tech1 haulers to different "jobs" like fast/small transports, medium/secure transports, slow/bulk transports. This could be applied to the ORE Industrial ships in the same way.

In example:
Industrial I - ORE Fasttrans: 1x Retriever max. ore cargo = 27.500m³ (basicly) - common cargo <=2.000m³ - no slots (maybe builtin small tractor beam), Drone capacity 25m³/15Mbps
Industrial II - ORE Deadspace Chopper: ~18.000m³ (basicly) but midslots/lowslots for tanking, higher base HP - common cargo: <=2.000m³, drone capacity 25m³/25Mbps.
Industrial III - ORE bulk hauler: 2x Mackinaw = 70.000m³ (finally) - common cargo <=5.000m³, no hislots, less mid-/lowslots, no rigs, no drones

(Capital Industrial I) Freighter I - ORE HiSec-/Fast-Freighter: 200.000m³ ore cargo, no common cargo (or Orca as freighter available) - no slots, no rigs
(Capital Industrial III) Freighter II - ORE Bulk-Freighter: 1.000.000m³ ore cargo, slightly slower than racial freighters, no slots, no rigs.

But of curse there are a lot nice suggestions for more specialized or more universalized ships in "ORE Industrial" skillpath.
Looking at the Venture brings up the idea for tug-boats instantly. ;) I think there are a lot of possibilities to fill the quite empty pathes AND bring up usable and reasonable ships to New Eden.
Hakan MacTrew
MUTED VOID
#56 - 2013-01-15 12:22:28 UTC
Pearl Canopus wrote:
Sam Korak wrote:
I agree and I disagree.
ORE could use a tweak to put their ships in line with racial/factional ships.
The Frigate IV, Cruiser IV, Battleship V model. If you know what I mean.
CCP already mentioned global skill path changes. Futurally the skill path includes following:
Military Path: - Racial Frigate IV -> Racial Destroyer IV -> Racial Cruiser IV -> Racial Battlecruiser IV -> Racial Battleship... and so on. Skill paths are marked to be re-worked.
The Frigate IV skill will be needed to start another path as Industrial for instance.

Sam Korak wrote:
Noctis could be 'ripped' apart from ORE Industral skill and added some kind of a new branch of ships (Salvagers? With reprocessing plants inside? Dunno) and a new ORE Hauler could be added instead of the Noctis as a ORE Industral ship. Or even 2 sizes of them. Kinda like the current haulers work.
The Noctis is truely an industrial or civilean ship, what matches an Industrial skill path. Maybe further skills would be needed to enter a Noctis. A light and fast ore hauler should be one of the early enterable chassis.
An "Industrial" skill should mean really industrial content. Industry needs ships. If you only take transport ships instead, the skill could have another name. :)

In this case I like the thread about suggesting a re-working haulers/freighters. The thread suggest to divide racial tech1 haulers to different "jobs" like fast/small transports, medium/secure transports, slow/bulk transports. This could be applied to the ORE Industrial ships in the same way.

In example:
Industrial I - ORE Fasttrans: 1x Retriever max. ore cargo = 27.500m³ (basicly) - common cargo <=2.000m³ - no slots (maybe builtin small tractor beam), Drone capacity 25m³/15Mbps
Industrial II - ORE Deadspace Chopper: ~18.000m³ (basicly) but midslots/lowslots for tanking, higher base HP - common cargo: <=2.000m³, drone capacity 25m³/25Mbps.
Industrial III - ORE bulk hauler: 2x Mackinaw = 70.000m³ (finally) - common cargo <=5.000m³, no hislots, less mid-/lowslots, no rigs, no drones

(Capital Industrial I) Freighter I - ORE HiSec-/Fast-Freighter: 200.000m³ ore cargo, no common cargo (or Orca as freighter available) - no slots, no rigs
(Capital Industrial III) Freighter II - ORE Bulk-Freighter: 1.000.000m³ ore cargo, slightly slower than racial freighters, no slots, no rigs.

But of curse there are a lot nice suggestions for more specialized or more universalized ships in "ORE Industrial" skillpath.
Looking at the Venture brings up the idea for tug-boats instantly. ;) I think there are a lot of possibilities to fill the quite empty pathes AND bring up usable and reasonable ships to New Eden.

I've seen the idea about splitting up industrial ships into smarter roles and it does have merit. That's said, using different levels of skill to enter a higher level vessel is totally against the principles of Tieriside.

I've been thinking about a few of the suggestions about alternative industrial ships too, developed by corps like interbus and syndicate. It could be reasonable to assume that they could work together with ORE to produce these ships, perhaps as ORE hulls that have been redeveloped into T2.

The real question is how to create more industrial ships without merely copying the existing racial ones. They need to be unique.
Pearl Canopus
#57 - 2013-01-15 15:43:30 UTC
Hakan MacTrew wrote:
I've been thinking about a few of the suggestions about alternative industrial ships too, developed by corps like interbus and syndicate. It could be reasonable to assume that they could work together with ORE to produce these ships, perhaps as ORE hulls that have been redeveloped into T2.

The real question is how to create more industrial ships without merely copying the existing racial ones. They need to be unique.
If there came faction models, it would be ok too. Of curse. We don't need more ship family trees, what are nearly identical in usage.

This all only makes sense, if you can deliver optimized chassis for specialized transport jobs. In all other cases a faction model would be enough.
I'm not familar enough with EVE fiction. So it might be, that InterBus or Syndicate are not really able to produce ships on their own.

My told things only were examples for what I mean to reach finally. And yes, this is slightly off-topic. Blink
RoAnnon
Eternity INC.
Goonswarm Federation
#58 - 2013-01-15 21:07:07 UTC
I can get behind this idea... +1

So, you're a bounty hunter. No, that ain't it at all. Then what are you? I'm a bounty hunter.

Broadcast4Reps

Eve Vegas 2015 Pub Crawl Group 9

Houston EVE Meet

Scuzzy Logic
Space Spuds
#59 - 2013-01-18 06:31:52 UTC  |  Edited by: Scuzzy Logic
I still think ORE INDUSTRIAL should lead to a jump-freighter analog that can only carry ore. Lots of ore.

Give it 2 highs. a probing bonus and/or a POS module bay and you've got yourself a WH-hauler.
Hakan MacTrew
MUTED VOID
#60 - 2013-01-18 07:12:06 UTC
Scuzzy Logic wrote:
I still think ORE INDUSTRIAL should lead to a jump-freighter analog that can only carry ore. Lots of ore.

Give it 2 highs. a probing bonus and/or a POS module bay and you've got yourself a WH-hauler.

Cloaky jump freighter. Big no there from me.
That's just one of the reasons why freighters have no fittings.

Maybe a jump freighter that can move ore only, but not one with fittings.