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Mobile Manufacturing - Ostia, Vulcan and Hephaestus

Author
SandKid
Sunset Logistics Company
#1 - 2012-01-02 06:12:44 UTC
INTRODUCTION

This idea has surely been tossed around before but I wanted to create a thread from which we could begin to bring it to life someday. Anyone who has dabbled in manufacturing will no doubt know that sometimes lanes simply aren’t available – the closer to a trading hub, the more likely this is true! From this natural effect of supply and demand (note: it is not a problem) was this idea born.

Mobile Manufacturing Ships are classified as both Industrial and Capital Industrial Ships – effectively they are the other half of the famous ORE ships, like Orca, Rorqual, and Hulk, and in many ways enhance the capabilities of those ships.

For the purposes of this presentation, I have named the ships Ostia, Vulcan and Hephaestus – the Roman and Greek Gods of the Forge, respectively. I will expand on lore later. Ostia is a town that was the center of the cult that followed Vulcan.

CONCEPT

Mobile Manufacturing Ships (MMS) are ships that contain manufacturing lanes. The obvious advantage to this is that, regardless of station lane availability, manufacturing can take place in the same system as a trade hub. There are many more inherent advantages of course – the ability to relocate manufacturing to a new place of demand for the product being produced, the added mobility for industrial corporations as a whole, and the potential for corporations to live nomadically with manufacturing still available.

LORE

The MMS’ are officially designed by the Federation, though many posit they stole the design philosophy from their once brethren, the famous ORE Corporation. The ships were clearly meant to be paired with ORE’s impressive industrials. Realizing the potential of such designs (and the money to be had from them), the Federation released the designs to the open market.

The ships are able to produce virtually all ship modules in New Eden but have limitations on what size ships they can produce. Because of the complexity of space-bound structures, the ships are not able to manufacture station equipment.
SandKid
Sunset Logistics Company
#2 - 2012-01-02 06:13:08 UTC
OSTIA

The Ostia is the smallest of the manufacturing ships, barely fitting a single manufacturing lane. The ship lacks the facilities of its capital cousins, utilizing only a standard cargo-hold for both feeding to and distribution from its lane. The ship was initially designed as a prototype, but quickly caught favor with capsuleers that did small-time manufacturing.

Ostia is a good ship for budding industrialists that want to be able to move easily with the market. Because of its severe size limitations, the largest item Ostia can produce is a single frigate. These limitations also result in a severe penalty to manufacturing speed – making Ostia inferior to station lanes.

VULCAN

The Vulcan is similar in stature to the Orca and has nearly the exact same basic features. It has a substantial cargo hold, a corporate hangar, a ship maintenance array, as well as a specialized cargo-hold for minerals – a feature sorely missed on the Orca. The ship is within CONCORD regulations and is able to enter High Security Space.

Most importantly, the Vulcan sports two manufacturing lanes. These lanes feed from the mineral bay of the ship and distribute to the cargo-hold or corporate hangars, based on how the job was setup.

Due to size limitations on power-sources, these manufacturing lanes do not move at the speed of station lanes – such is the price of mobile manufacturing. These size limitations also render the Vulcan only able to produce up to Cruisers.

HEPHAESTUS

The ‘big brother’ of the Vulcan, The Hephaestus is so large it must rely on a jump drive to navigate between systems. As such, the ship is also unable to enter High Security Space per CONCORD regulations. These limitations though are easily dismissed with the sheer potential of this manufacturing behemoth.

Much like Vulcan, though in much larger dimensions, the Hephaestus has a standard cargo-hold, mineral bay, corporate hangars, and a ship maintenance array. It is equipped with six manufacturing lanes. These lanes are much larger and better equipped, allowing the Hephaestus to produce up to Battleships.

Expanding upon the knowledge surrounding siege modules, most notable ORE’s Industrial Cores, the Hephaestus is able to utilize a Manufacturing Core. This Core reconfigures the ship, redirecting processing and power to the manufacturing lanes. This results in increased manufacturing speed and efficiency, allowing minerals to last longer but at the cost of fuel consumption. This increase in efficiency still does not rival station-based lanes, but it significantly closes the gap.

SUMMARY

You’ll notice I’ve included no stats except the number of lanes. I initially was aiming only for the capitals, but added in Ostia as I think a ‘starter’ ship for MMS could be very interesting. While the ship is not very efficient at all – I think of the procurer as an analogy – new industrialists will find it useful as they aspire to the large ships.

The reason I have no stats is I’m really no good with such a thing. The ships are clearly not combat oriented, so in many ways they will be like the ORE ships. However, these are more freight vessels than gang vessels. Morever, the bonuses will be geared more towards survivability (such as resistances), movability (warp speed), or the actual manufacturing lanes (production speed).

These ships are in no way meant to rival station manufacturing – this keeps the supply and demand intact and continues to keep station traffic high (which is important for New Eden’s economy). They will, however, rival POS manufacturing – the Hephaestus in my mind would actually be superior to POS manufacturing in terms of speed and efficiency, but limited in size. POS’ should still be the sole manufacturers of capital ships outside stations, as well as station equipment. This keeps the ships from causing POS mechanics from becoming inferior and instead providing a means to supply corporations’ more regular needs like ships and modules.
SandKid
Sunset Logistics Company
#3 - 2012-01-02 06:13:36 UTC
WHY THESE SHIPS IMPROVE EVE ONLINE

It is safe to say that anything that affects the industrial market of New Eden must be heavily scrutinized – as a totally player oriented and driven economy, anything that affects the manufacturing market can have incredible impact, for better or worst.

As such, I will now list why I think these ships improve the EVE Online experience and will benefit all players – even those who would sooner self-destruct their snake set than set foot in an industrial ship.

Expands Upon the Industrial Career
Creates more Mobility for Industrial Corporations
Enables Industry to further connect with Wars
Allows for a Nomadic Corporation
Influences all of New Eden, High Security to Worm Holes

I will now expand on each of these points.


EXPANDS UPON THE INDUSTRIAL CAREER

When it comes to manufacturing, there is no ‘manufacturing ship’ – after all, unless this idea was implemented, manufacturing only takes place at stations or POS’s. These ships enable a whole new career in industry – not just manufacturing. Even a new player could utilize Ostia to make big isk fast: by having Ostia’s mobility, a new player can wiggle their way into a trade hub and manufacture high demand goods on the spot – potentially beating a large distributor to the punch. While the Ostia wouldn’t be able to fill a massive order quickly, it provides a means for new players to compete and introduces them to the concept of manufacturing goods based on demand.

CREATES MORE MOBILITY FOR INDUSTRIAL CORPORATIONS
I remember when, once upon a time, Rifter prices sky-rocketed in a certain trade hub (not a major one). My corporation took advantage of this and immediately relocated our mining operation to that constellation and began mass manufacturing. Unfortunately, we couldn’t capitalize on the opportunity completely because we had to find lanes first!

By creating a means to manufacture on the move, a corporation based on industry could stick to a region and mine then began to manufacture the goods on demand elsewhere, regardless of the availability of lanes in the area. This becomes especially important relative to war – lanes fill up quickly at stations that are hubs for war-sales. Mobile manufacturing allows a corporation to prepare ‘early’ while relocating to this demand spot and have some goods available on arrival. This of course requires more than just a MSS – Freighters and normal Industrials, when paired with a MSS, will play a major role.

ENABLES INDUSTRY TO FURTHER CONNECT WITH WARS

MMS allows manufacturing to take place in systems with no stations at all – this means a ‘trade caravan’ could be created to supply a war front on the spot. Take for example nullsec wars – fuel, ammo, modules, small ships, drones…all these could be produced at the front, not back at the POS 20 jumps away or more. MSS’s created a whole new dimension in fleet logistics. Raiding corporations – especially pirates – will find MSS’s very handy for ‘zerging’ an enemy by being able to manufacture ships nearby as opposed to buying them or returning home for more.

On the suicide front, these ships could make Hulkageddon quite nasty…among other activities. I’m sure you can use your own imagination for tactics surrounding these ships.

ALLOWS FOR A NOMADIC CORPORATION

The closest example we have to nomads is wormhole space or pirates – players who regularly pick up stakes and move, or who are dependent upon scarce resources to fund their activities. Most importantly, their aspirations (whatever they may be) carry a significant logistical challenge.

Worm Holes would see the most benefit from these ships in my eyes – The additional manufacturing outside the POS allows WH corporations to not even need a POS if they so choose. Effectively this enables nomads – players that live strictly from their ships. They choose mobility (and thus cherry-picking tactics) over long-term establishments (farming). Each has its advantages and disadvantages – but right now only farming exists effectively.

In regions of space that have few or no stations, MSS’s provide an alternative for small-gang oriented corporations who do not need a POS to manufacture their basic ship needs. MSS’s provide the opportunity to be 100% nomadic – i.e. devoid of stations entirely. All goods would be produced by the MSS’s – ships, modules, ammo – and thus completely cut out trading except when needed, like for a mineral lacked in the region. This is where I most see the potential for MSS’s – and what could become a very cool, and very unique career in EVE Online. Very few games can claim this sort of gameplay on a MMO scale.
SandKid
Sunset Logistics Company
#4 - 2012-01-02 06:13:49 UTC
INFLUENCES ALL OF NEW EDEN, HIGH SECURITY TO WORM HOLES

All players can be effected and benefit from these ships – consequently they also won’t necessarily effect the market a lot. Because they are inefficient to stations, these ships won’t be able to ‘overthrow’ station manufacturing. It will still be more efficient to manufacture three jumps out of Jita than in Jita – one freighter trip will prove that.

Instead, these ships open up entirely new logistical capabilities in both PvE and PvP throughout New Eden. Players who want to spend more time in W-Space, but don’t want to deal with the incredible logistical feat of setting up a POS will find MSS’s much more palatable – but as always that mobility has a price in cargo space and capabilities. A MSS fleet will have to return to K-space to empty itself of all the goods it gained eventually.

For High Security Space, MSS’s provide another career path to industrialists of moving with demand easily – or trying to catch potential demands quickly. War happens in high security space, and MSS’s could fill in the industrial needs of an at-war corporation unable to safely access its own manufacturing spaces and unable to afford the market during war.

Low Security and Null Security will see these ships deployed for war fronts, or nomadic playstyles to avoid being trapped in a station or to simply raid the riches of deadspaces complexes and have a means to recuperate losses from the odd pirate attack. Again, the ships are more enhancement to existing mechanics than an entirely new feature.

CONCLUSION

I’d like to ask a CCP developer to clue me in on the validity of this idea – programming wise I imagine it’s quite a feat to have an entity like a ship produce into its own cargo hold, let alone ensuring that ship is smart enough to realize that lane can’t produce a battleship since the ship itself isn’t even the size of a battleship (thinking on Ostia).

I know that CCP is now taking serious looks more at FW, Nullsec, and combat in general. I for one am glad for the refocus on space and hope these ships could become a part of the often hoped for industrial overall New Eden craves. I’ve seen devs debate enhancing mining – so here is an additional industrial-minded idea. Thanks for reading through the presentation, tell me what you think!
SandKid
Sunset Logistics Company
#5 - 2012-01-02 06:17:43 UTC  |  Edited by: SandKid
*RESERVED*

I will post updates to the idea as well as CCP responses here.

There has been a flaw noticed in the nomadic argument - reprocessing minerals means that fleets still must dock somewhere. I will be creating a small discussion on this point and introducing a potential ship-class that enables reprocessing in space so as to 'close the loop' on manufacturing goods in space.
The new ships, Gaia and Plutus, are here!

CHANGES PROPOSED BY VARIOUS POSTS

Question was asked if Manufacturing would be free (noting stations cost isk) - Yes, these ships have no isk cost associated to manufacturing, which is why they are inferior to station lanes. Fuel for the cores creates a cost, enabling the lanes to get near or rival manufacturing in stations.

Ostia (Sub-Capital Industrial)
-Unable to produce ships
-More lanes for manufacturing modules and ammo

All Ships
-Lane usage requires fuel / Lanes move at same speed as station lanes (I'm leery of this)
-Manufacturing Core Variants: Rapid vs. Efficiency
--Rapid: Less Lanes but Significant Increase in Production Speed at a Significant Higher Cost of Fuel
--Efficiency: More Lanes but Slight Increase in Fuel Cost

Rorqual
-Rorqual is able to install refining cores, allowing pilots more refining capacity
-The compression technology remains with siege module
-Pilots can compress to ship to stations, or to speed refining across multiple MRS, or it can refine itself
-Purpose of this change is to allow less players needed for manufacturing loop - nomad playstyle is difficult the more ships required. Corporations would have everything they need between Rorqual and Hephaestus if the Rorqual could refine. This relegates Gaia and Plutus to lesser corporations or situations in which a rorqual isn't easily usable - such as w-space or regularly relocating across systems (Rorqual and Hephaestus use jump technology, Vulcan can use jump gates like Orca)

I am personally leery of fuel costs associated with standard lane usage - this prevents the nomadic style as the ships wouldn't be able to produce fuel faster than they use it (unless CCP wanted to foolishly create such an infinite loop, which i don't recommend at all for obvious reasons.) I am in favor of fuel for usage of cores only as these enhance the lanes. Recap: Lanes produce below station speed when no core is used, Lanes produce at or above station speeds (and/or efficiency) when cores are engaged - requiring a fuel cost for this advantage.

Consistently it is being said the lanes should produce far above station speed to compensate fuel cost somewhat and enable players to fly the ships and finish jobs in one play session. This creates 'super production' but at a high cost of fuel - effectively making core usage not a wise market decision unless to fill a unique high-price demand on the market (opportunism)



Please do make your opinion known - though I'd prefer you not troll. I've spent a lot of time on this presentation and I really would like feedback on the idea. One of my main goals whenever I do feature posts is to tackle ideas that affect all players in a positive way. EVE is inherently PvP and I think enhancing that PvP, without lopsiding it, is always a good thing.

Please refrain from 'over the top' changes - the lane amounts I listed are based on opinion, but a ship with 50 lanes would be absurd to say the least. Keep balance in mind as you post your changes or concepts - these ships are enhancements to EVE's Industry, they are not meant to replace or repair any features you may find lacking. As the last sentence implies, do stay on topic.

Thanks!
Mars Theran
Foreign Interloper
#6 - 2012-01-02 06:52:24 UTC  |  Edited by: Mars Theran
Move the Ostia to module and ammunition production, give it another 2 lanes, and bump the production of Frigates to the Vulcan and so on. I think you might have a good thing here, particularly for 0.0 production, but the ship sizes must limit the production capabilities.

Also, Minerals can be stored in a Corporate hangar array, just like the Orca and POS. No need for an additional bay there.

An Orca Sub Capital is barely large enough to-at most-manufacture and hold more than a small quantity of Frigate sized vessels, and anything smaller than that would be limited to drones, modules, and munitions. A larger vessel might be able to pump out cruisers.

Don't let the size of POS structures fool you. They are far to small to realistically do what they are intended to do, and are generally only that size for convenience of placement within a POS shield. A ship manufacturing array for example, would either be limited to singular production with only storage for materials at best, or be much larger than they appear.

Hopefully, with the POS changes that must eventually come about, we'll see changes to that. At very least, reduce production to scale, and I'd find it more appropriate if a little less functional.
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Monty Kvaran
State War Academy
Caldari State
#7 - 2012-01-02 19:59:46 UTC
First, all the ships should require an industrial core (rorqual) style module.

Two ships:
Subcap - battleship sized. Can produce up to cruiser size. 3 Highslots. Class bonus - ability to fit manufacturing cores.
Cap - Carrier sized, Can produce up to battleship size, cannot use gates. 8 Highslots, Class bonus - ability to fit manufacturing cores.

Two manufacturing cores, ship is locked in position while active:
Efficiency - 3 production lines per core, runs at the same speed as a station production line, fuel cost should be 30% higher then the comparative line cost of 3 lines at a station with no standing.
Rapid - 1 production line per core, runs at 3x the speed of a station line, uses fuel 2x faster then efficiency core (6 times more fuel per line)
Fitting requirements for the cores should mean that a ship with maxed out cores can only fit a paper thin tank. Alternatively, loose a core or two and fit a proper tank.
Gerrick Palivorn
Caldari Provisions
Caldari State
#8 - 2012-01-02 20:57:28 UTC
It's a very interesting idea, and something that I'd like to see happen in New Eden.

I agree with the sentiment that of the 2 posters above with the ideas of having Lane be attatched to Industrial cores, and with the restrictions of Ostia only being able to produce non ships (accept for shuttles), while the Vulcan and the Hephestus would be limited to Cruisers and Battleships respectively. Lanes should use fuel and the speed at which a lane produces should use a consistant amount of fuel based on the speed.

I have wanted to operate a 100% nomadic corporation for a long time, but the requirements for base logistics have been inhibiting at best. Just being able to produce ammo on a deep recon mission, or in a wormhole, without the use of a POS would be great.

MMOs come and go, but Eve remains.  -Garresh-

SandKid
Sunset Logistics Company
#9 - 2012-01-02 22:33:25 UTC
Mars Theran wrote:
Move the Ostia to module and ammunition production, give it another 2 lanes, and bump the production of Frigates to the Vulcan and so on. I think you might have a good thing here, particularly for 0.0 production, but the ship sizes must limit the production capabilities.

Also, Minerals can be stored in a Corporate hangar array, just like the Orca and POS. No need for an additional bay there.

An Orca Sub Capital is barely large enough to-at most-manufacture and hold more than a small quantity of Frigate sized vessels, and anything smaller than that would be limited to drones, modules, and munitions. A larger vessel might be able to pump out cruisers.

Don't let the size of POS structures fool you. They are far to small to realistically do what they are intended to do, and are generally only that size for convenience of placement within a POS shield. A ship manufacturing array for example, would either be limited to singular production with only storage for materials at best, or be much larger than they appear.

Hopefully, with the POS changes that must eventually come about, we'll see changes to that. At very least, reduce production to scale, and I'd find it more appropriate if a little less functional.



Both you and Monty make good points - the scope of ship bays render carrying cruisers quite difficult. I'll add into the reserved section the points you've made.

Ostia
-Unable to produce ships
-More lanes for manufacturing modules and ammo

All Ships
-Lane usage requires fuel / Lanes move at same speed as station lanes (I'm leery of this)
-Manufacturing Core Variants: Rapid vs. Efficiency
--Rapid: Less Lanes but Significant Increase in Production Speed at a Significant Higher Cost of Fuel
--Efficiency: More Lanes but Slight Increase in Fuel Cost

Again, my only concern in the balancing of these ships is how they relate to POS and Station manufacturing. What I do not want to see is MSS's all over Jita, Rens, etc. utilizing fuel and building in those systems because they're more effective than station construction a few jumps away. The inherent costs associated to fuel should prevent this issue, but it is one to mindful of none the less.

I'm ok with Ostia not building ships at all - most budding manufacturers start in low-end ammunition and modules anyways - but I'm reluctant to have fuel costs associated with it. This is due to the simple fact fuel costs isk, and many new players might not have the funds to warrant using Ostia. It's a starter ship, for sure (like Bantam or Osprey to Mining) but it shouldn't be gimped in price. I'd rather it be a cheap, but inefficienct choice that anyone can tinker with rather than an expensive, but efficient choice only dedicated manufacturers would purchase.

As for the Cores Idea - this is pretty unique and I do like it, but bear in mind the capabilities of development in the game. I didn't mention this in the presentation but I also try to aim at features that are easily envisioned and developed. The concept of cores being associated to lanes is a good one, and they allow for ships to specialize even further between on-demand production (wars) vs. efficient market fodder or nomadic supply. These same ideas on cores could be implemented towards other ships that utilize cores - who know we may breath some life back into dreads through variances in siege cores, but that's a topic for elsewhere. Thanks for the feedback - more please!
ShipToaster
#10 - 2012-01-02 23:00:07 UTC
I support this fully.

Would like to see a ship that can construct structures in space and us having the ability to build more structures in space as well.

.

SandKid
Sunset Logistics Company
#11 - 2012-01-03 00:33:32 UTC
ShipToaster wrote:
I support this fully.

Would like to see a ship that can construct structures in space and us having the ability to build more structures in space as well.


These ships aren't intended to build structures - however that is another idea you're more than welcome to work on separately. I have considered building a presentation for a 'Contruction Ship' that would play a role primarily in WH or Nullsec where manufacturing of structures is not readily available.

Again, however, I intended these ships as basic manufacturing lanes - they're asset is mobility and the ability to create, fully, a nomadic lifestyle through ship-only actions.

Effectively a 'true' nomad fleet would consist of at least one MSS, A Mining Ship (from which materials are gathered), a Salvager (any ship could have this, in order to produce rigs), and probably a freight ship of some sort - from the small industrials to jump-freighters. These are, of course, minimal requirements.

My own imagination sees a much larger fleet - combat ships, the Hephaestus and lesser MSS's, The Rorqual and Orcas, Hulks...literally a 50+ ship corporation that is totally self-sustaining.

HOWEVER THERE IS STILL ONE FLAW...and that is reprocessing. Currently there is no way to reprocess goods except at stations or a POS. I personally would advocate that either these MSS's could do it or a new, reprocessing-oriented ship be created. I will probably make a small presentation on such a ship to pair with this overally Industry-Oriented path.
SandKid
Sunset Logistics Company
#12 - 2012-01-03 00:50:53 UTC
NEW SHIP TO ADDRESS REPROCESSING ISSUE...

In order for manufacturing to be 100% space-bound, ore gathered in space must also be processed in space before the proposed Mobile Manufacturing Ships could utilize said minerals to manufacture, otherwise the loop is broken. To address this issue an additional ship needs to be created (probably with Tech I and Tech II variants).


Mobile Reprocessing Ships (MRS) - Not original names, I know

Gaia and Plutus (Drawing from Mythological Names Again)


MRS's are ships capable of reprocessing ore into minerals in space. These ships were developed shortly after the completion of the Hephaestus project. That project had led to discovering the necessary ship designs that would enable a miniature version of reprocessing plant to be utilized on board a ship chassis. The result is the Gaia and its advanced cousin, the Plutus.

GAIA

The Gaia is a Tech I Industrial capable of reprocessing ores and ice in space. Because of the size limitations of these ships, the reprocessing facility is not as efficient as a station facility. This ship was developed alongside the the prototype mobile manufacturing ship, Ostia, in an effort to create a logistical backbone to support deep-space exploration teams.

PLUTUS

The Plutus is a somewhat larger version of the Gaia, though not by much. Instead, much of the increased hull was used to further expand the reprocessing plant, enabling the Plutus to reprocess ores and ice much more efficiently.


Because reprocessing is an instantaneous process, the ship holds do not need to be large - this does mean that large quantities or ore will take some time to 'go through' for just one MRS, but the ships should not have larger holds lest they make standard transport industrials obsolete. The Gaia should have, at most, only a 50-65% efficiency reprocess. The Plutus should at most reach 80% - the best reprocessing should still take place at stations, with the needed standings of course.

For Hisec, the MRS will be good for mining corporations that may have relocated to a place they lack standings such that a MRS might be more efficient until they build standings. For all others, the MRS applies the same or more importantly provides the missing link in the manufatcuring loop for nomads - making the need to dock at a station unecessary. This ship will be a key role in WH space for corporations that roam as oppose to building a POS, and it will be an important target for enemies seeking to drive these roaming corporations out.
SandKid
Sunset Logistics Company
#13 - 2012-01-03 00:59:35 UTC
Those that have read this far will no doubt have seen the trend in not making other parts of EVE obsolete - but a reiteration none the less...

The MSS's should not compete with station-based manufacturing, except in being able to circumnavigate waiting for a lane and potentially supplying a lucrative demand on-site. The ships are more designed for opening up a nomadic playstyle fully and providing more logistical options to PvP in EVE.

The MRS's are the same - they should in no way compete with station-based reprocessing. These ships are really designed for pairing with the MSS's for nomadic purposes, or providing a 'start point' for a corporation without a POS trying to build said POS and supply its' other needs. These ships do not need a capital version like the ORE and MM ships as reprocessing. These ships could instead fill in a role the rorqual does for smaller gangs and corporations - ore and ice is inherently larger than its processed materials, so a MRS can allow a mining fleet (especially those venturing far from home) to carry more material back by breaking it down.

This 'breaking down' still doesn't rival the rorqual's ability to compress ore, making it incredibly easy to ship and reprocess.


If you think these ships should rival station-based operations...without penalty (as in no fuel costs), please explain why in detail and support your argument. "I don't like stations and WiS sucks" is not an argument, hehe. Keep on the feedback, thanks!
Alias 6322A
Doomheim
#14 - 2012-01-03 01:18:53 UTC
The idea is sound - but you really need someone to come out with stats boss.

I really like this for W-Space...nomad corps raiding WH and staying in them to rebuild themselves. It's like self-replication or rogue drones, haha. Would be very cool to see a manufacturing loop totally inside ships.
Arrinlay
Gateway Mining Division
#15 - 2012-01-03 01:21:09 UTC
Alias 6322A wrote:
The idea is sound - but you really need someone to come out with stats boss.

I really like this for W-Space...nomad corps raiding WH and staying in them to rebuild themselves. It's like self-replication or rogue drones, haha. Would be very cool to see a manufacturing loop totally inside ships.


Thatd be cool - like we don't already hate rogue drones, let's be them?

+1 to the boss

(You gonna get the whole corp to post? =p)
SandKid
Sunset Logistics Company
#16 - 2012-01-03 01:23:26 UTC
Arrinlay wrote:
Alias 6322A wrote:
The idea is sound - but you really need someone to come out with stats boss.

I really like this for W-Space...nomad corps raiding WH and staying in them to rebuild themselves. It's like self-replication or rogue drones, haha. Would be very cool to see a manufacturing loop totally inside ships.


Thatd be cool - like we don't already hate rogue drones, let's be them?

+1 to the boss

(You gonna get the whole corp to post? =p)


Maaaybe...I wasn't going to actually say anything so you jokers wouldn't find this thread. STAY ON TOPIC.
Kitesha
Gateway Mining Division
#17 - 2012-01-03 01:25:47 UTC
Well it would nice to have a way to replace the ships we lose on our 'adventures'...especially to support the alts in wars.

Loving this for w-space though. Definitely.
Garteth
Gateway Mining Division
#18 - 2012-01-03 01:28:41 UTC
Kitesha wrote:
Well it would nice to have a way to replace the ships we lose on our 'adventures'...especially to support the alts in wars.

Loving this for w-space though. Definitely.


Wait...are we going to w-space boss man? Because I'm allergic to wormholes. You DO remember the last time we went into a wormhole with my hulk, right? Or did the glare from the explosion do a MIB and erase your memory?Evil

Cool idea either way - but I thought you were going to make a new miner ship instead?
Sahandi
SAND Corp
#19 - 2012-01-03 01:30:53 UTC
Are the ships going to cost isk to manufacture on? I think that's why the early posts wantted a fuel cost no matter what OP. Other than that, could concept - I'd like to see it ingame. Don't think CCP is keen on industry though...
SandKid
Sunset Logistics Company
#20 - 2012-01-03 01:37:01 UTC
Sahandi wrote:
Are the ships going to cost isk to manufacture on? I think that's why the early posts wantted a fuel cost no matter what OP. Other than that, could concept - I'd like to see it ingame. Don't think CCP is keen on industry though...


I added into RESERVE post your answer - no the MMS's will not cost isk to function. Instead, because the lanes are free the ships have an inherent inefficiency in speed. The ships will probably move at 75% speed of lanes, pre-skills. This is to ensure balance. Fuel cost, however, for the cores could bring the ships to comparable to stations.

However, because fuel isn't normally cheap - this means that while you're manufacturing at the same speed or efficiency as a station (not both), your cost is much more. Again, the 'price' of Mobile Manufacturing. Ostia has no cores, and is the most inefficient but it's intended as a starter-ship. I'd love to see it in NPE with the Industry career someday.
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