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(Proposal) a list of little things

Author
Nofearion
Destructive Brothers
Fraternity.
#1 - 2014-03-11 14:35:25 UTC  |  Edited by: Nofearion
Over some time, I been having a look and not seen anyone suggest for these specifics. This is my list of little things. I would like to see.
I have a few items that would help industrialist in null. keep in mind these ideas are only to make things work smoother not necessarily safer.

1. Survey scanner II - increase in range to 30km, this can be done by either modifying the unit specs or passing the orca bonus on. the orca has bonus to scanner range but I do not know anyone who fits one.

2. Give orca Drone bay more space and bandwidth. Not too much just enough to carry a full flight of sentries. this helps as often Rats in Null may not come closer than 100 km and a set off bouncers would help ease this nuisance. it would also allow for a mix of shield and armor repair drones. Often there are places where it is impractical to dock up or have an extra ship dedicated to minor repairs.

3. Give orca and Mining barges longer lock range. Again this is to assist in keeping belt rats at bay. orca should be able to lock within range of sentry drone range - Mining barges medium drone range 45km or so.

4. This is a stretch but food for thought. A faction capital industrial ship, a midpoint between orca and freighter. Large cargo and instead of an ore bay, increase the ship bay. A bonus to fit cloak (not a Covert cloak) with 2 high 3 mid and 4 low fitting slots and rig capability. Cargo bay should be scaled with skills to a max of 250k m3, fleet hanger at 50k m3, ship maintenance bay large enough for 1 bs, 1 cruiser, and 2 frigs. this would be enough space for several combination of ships and offer a portable base of operations. This ship can be used by nomadic people whether it is mission runners, incursion peeps or some of industrialist that like to move around. used in conjunction with mobile structures would make for some interesting nomadic gangs. For that matter make it similar to a Roquel and instead of manufacturing just compression deploy to a mini station. No docking but jobs, repair ships, just the basics while deployed, could even use fuel blocks as fuel.

5. This is a tired subject already but not much has been stated about specifics. corp. roles, access and in particular access to lab and build slots on pos. you should be able to give access to anyone to use a lab or manufacturing array without giving them access to online offline or unanchored modules in space. Maybe it is time for a deployable that has labs for personal use? I know some room is in the old code because the options for public use is there along with many other options that cannot be used.

7. is a small request but as many do PI it would be nice to make it faster with less clicks. My idea is the ability to set routes without the product present, and the ability to make routes between launch facility and storage facility.

8. My ideas for scanning appear to be making it on Rubicon 1.3 so deleted this entry

9. Bravo on the changes to fleets, now can we set up optional chats for wing, squad in addition to fleet chat please. Or an option to just broadcast or chat to your squad? I think this would promote better fleet strategies and give more options.

10. This idea has had a lot of thumbs up in other forum discussion. Allow Cloaked ships to use passive target modules and scanners while cloaked. This would allow for better intel and open up the true capabilities of cloaked ships.

This is just my top ten list of little things I would like to see. Comments welcome.
Lakotnik
TSOE Po1ice
TSOE Consortium
#2 - 2014-03-12 08:37:03 UTC
I'd add the 13 text: Increase the Rorqual production lines from 4 to 8. No way can a Rorqual keep compressing stuff for a small fleet mining ore, much less ice.

For a fleet of 18 Skiffs mining ice, we needed 3 rorquals to barely keep up to par on compression of ice.
Nofearion
Destructive Brothers
Fraternity.
#3 - 2014-03-12 12:21:36 UTC
Lakotnik wrote:
I'd add the 13 text: Increase the Rorqual production lines from 4 to 8. No way can a Rorqual keep compressing stuff for a small fleet mining ore, much less ice.

For a fleet of 18 Skiffs mining ice, we needed 3 rorquals to barely keep up to par on compression of ice.


I tend to agree, or atleast make a new module or a TII industrial core that allows for more jobs.
I run into a case with just three or four hulks mining different ores to clear a belt.
Good one