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Player Features and Ideas Discussion

 
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T3 Harvester Cruiser

Author
Rek Seven
University of Caille
Gallente Federation
#21 - 2011-09-19 08:39:16 UTC
Tchal'la wrote:
I really like this idea, but I would still rather see this as an extension of existing T3 cruisers. It would really give an option for a one-ship-does-it-all exploration option, being able to configure for probing, combat, radar, mag, ladar, and grav sites, as well as being able to haul out the spoils.


Agreed. Bonuses to hacking and analyzing would be nice.
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#22 - 2011-09-19 11:36:01 UTC
Rek Seven wrote:
Tchal'la wrote:
I really like this idea, but I would still rather see this as an extension of existing T3 cruisers. It would really give an option for a one-ship-does-it-all exploration option, being able to configure for probing, combat, radar, mag, ladar, and grav sites, as well as being able to haul out the spoils.


Agreed. Bonuses to hacking and analyzing would be nice.


I see bonuses to hacking/analyzing as something an SoE ship would be good for.
DetKhord Saisio
Seniors Clan
#23 - 2011-09-19 15:03:37 UTC
Rek Seven wrote:
Yup, still not down with a T3 that's just a mining barge...
Hulk is best for ore, Mackinaw for ice, and Skiff for mercoxit. Since no hull has gas harvesting bonuses, your idea could be perfect for gas.
tankus2
HeartVenom Inc.
#24 - 2011-09-19 20:54:24 UTC
I like the idea of a T3 hulk, though I would like to see two subsystems that do the following:

one would have bonuses geared toward ice harvesting; reduction in harvester duration primarly

the other would have bonuses geared toward drones; attack, defense, and yield bonuses

Where the science gets done

Emperor Salazar
Remote Soviet Industries
Insidious Empire
#25 - 2011-09-19 21:04:22 UTC
tankus2 wrote:
I like the idea of a T3 hulk, though I would like to see two subsystems that do the following:

one would have bonuses geared toward ice harvesting; reduction in harvester duration primarly

the other would have bonuses geared toward drones; attack, defense, and yield bonuses


The former of these two has an inherent problem. I designed this ship to use mining lasers/gas harvesters, i.e. modules that are not restricted to mining barges. The ship is designed to be smaller than bargers and thus cannot support these modules. If there were Ice Miners similar to mining lasers then I would add this subsystem but then there would also need to be smaller pieces of ice and thus an entire new table of refinement from said smaller pieces.

As for drones, the bonus to the ship itself is the allowance of more mining drones (and only mining drones).
XXSketchxx
Sniggerdly
Pandemic Legion
#26 - 2011-10-16 14:20:48 UTC
Bump.
Jack Carrigan
Order of the Shadow
#27 - 2011-10-16 15:15:29 UTC
It is a very well thought out, and presented idea.

And I also do agree with a dedicated Exploration ship being more of SoE's territory, or SoCT. But either way.

Definitely useful, feasible, and quite well-researched.

Not to mention, imagine the tears if one got ganked.

Salazar, definitely +1 on this one.

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||

XXSketchxx
Sniggerdly
Pandemic Legion
#28 - 2011-10-26 17:02:41 UTC
Bump.
el alasar
The Scope
Gallente Federation
#29 - 2011-10-26 18:10:37 UTC  |  Edited by: el alasar
Firartix wrote:
In my opinion though, it'd be too much work redoing the whole T3 system onto another ship class. It's just gonna make the game too complicated by having so many subsystems/classes (people have already been complaining about that regarding new addition of some ships)

actually to me, i cannot remember that any game ever had too much complexity. and i would love to see more options to be built in to eve. after all this is EvE, there is supposed to be new stuff to explore and advanced concepts to learn and use even after you have played for more than three years. we also want to challenge peoples' minds, no?

+1 for more T3. nicely written up, maybe a comment from CCP?

check the moderated 10000 papercuts evelopedia page! http://wiki.eveonline.com/en/wiki/Little_things_and_ideas_-_low_hanging_fruit_-_10000_papercuts comment, bump(!) and like what you like

Tanya Powers
Doomheim
#30 - 2011-10-26 22:32:29 UTC
Excellent idea.

-not game breaking (you forgot to add ice cyble or amount bonus)

-not relegating Exhumers to hangar queens

-mining ship of choice for low sec/null sec operations

-expensive enough but the possible reward there is something you can get, hardly, but you can

I'd train for one ASAP if he was there and for sure mine in null sec, I'd have a chance against agressors while right now, no.
XXSketchxx
Sniggerdly
Pandemic Legion
#31 - 2011-10-27 02:29:42 UTC
Tanya Powers wrote:
Excellent idea.

-not game breaking (you forgot to add ice cyble or amount bonus)



No ice mining from this thing.

I may revisit this but...meh ::effort::
Tahna Rouspel
Viziam
Amarr Empire
#32 - 2011-10-27 05:00:57 UTC
I don't understand the purpose of the cloaking delay. It's meant to be a defensive measure against ship that pop on grid.
It's not a 100% effective defence. Someone could warp to you cloaked and sneak warp disrupt you or bump you.

The cloaking subsystem wouldn't be worth sacrificing yield if you can't use it defensively. You just don't mine if you know hostiles are around.

If this was implemented, I would like to see a transportation subsystem that is better than the the iteron V. This is a 400mil ship after all, it should be better than any cheaper ships by at least some margin.
Burseg Sardaukar
Free State Project
#33 - 2011-10-27 05:02:42 UTC
Emperor Salazar wrote:

Harvesters Efficiency Optimizer – 10% decreased duration of gas harvesters and +5,000 m3 gas chamber per level; 5/0/0 (5 turrets); 350m3 cargo
...
  • bonused gas harvester



YES^

Emperor Salazar wrote:

Rough numbers for max skilled mining setups: (Modified to reflect yield bonus changes)


  • Osprey = 656/min (3x MDCM II, T2 crystals)


  • Retriever = 755/min (2x T2 strips and T2 crystals)


  • T3 Covert Ops = 981m3/min (3x MDCM II, T2 crystals)


  • Covetor = 1132m3/min (T2 strips and T2 crystals)


  • T3 miner = 1226m3/min (5x MDCM II, T2 crystals)


  • Hulk = 1302m3/min (T2 strips and T2 crystals)



Very awesome calculations to ensure it doesn't eclipse specialized crafts' roles.

I also like the idea of "Gas Chambers" and "Ore Holds." I think a lot more ships should have specialized holds like fuel bays, so regular cargo holds can be freed up.

Can't wait to dual box my Dust toon and EVE toon on the same machine!

Hecatonis
Imperial Shipment
Amarr Empire
#34 - 2011-10-27 07:40:59 UTC
really like the idea, well made.

+1
Taint
Deep Core Mining Inc.
Caldari State
#35 - 2011-10-27 09:06:59 UTC
In time it will properly come, however think ccp have more then plenty on their minds :)
XXSketchxx
Sniggerdly
Pandemic Legion
#36 - 2011-10-27 14:56:50 UTC
Tahna Rouspel wrote:
I don't understand the purpose of the cloaking delay. It's meant to be a defensive measure against ship that pop on grid.
It's not a 100% effective defence. Someone could warp to you cloaked and sneak warp disrupt you or bump you.

The cloaking subsystem wouldn't be worth sacrificing yield if you can't use it defensively. You just don't mine if you know hostiles are around.


Honestly only a silly miner or someone desperately after rare ore would actually mine in the cov ops subsystem fit. The cov ops primary use is to get you to where you want to be. Sure you can mine with it but....its pretty crappy yield (and for good reason).

The delay is there to deter people mining at range from an asteroid and simply cloaking when someone pops into local/comes on grid. Think of current T3. If they are being hunted while killing rats, they are likely already being targeted and thus cannot immediately cloak up. This serves to emulate that limitation.

Quote:
If this was implemented, I would like to see a transportation subsystem that is better than the the iteron V. This is a 400mil ship after all, it should be better than any cheaper ships by at least some margin.


Yeah...no. The name of this ship I have given it is a bit of a misnomer. It is not by any means meant to be a "superior" hauler. It can haul certain things quite nicely with the proper fits, but as a dedicated hauler....other ships are better than it for a reason.
Markus Reese
Deep Core Mining Inc.
Caldari State
#37 - 2011-10-28 02:11:58 UTC
Don't want to take glory, but I had a proposal a bit ago, complete with concept art for the ship design contest.

Prospect T3 industrial

Lots of info, so don't want to reiterate it all, but heck, read it up.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

el alasar
The Scope
Gallente Federation
#38 - 2011-10-28 13:08:06 UTC
Markus Reese wrote:
Don't want to take glory, but I had a proposal a bit ago, complete with concept art for the ship design contest.

Prospect T3 industrial

Lots of info, so don't want to reiterate it all, but heck, read it up.

uhm... sorry... but isnt this just a graphics mockup? i guess this is your suggestion you are referring to? let me put it here, too:
Markus Reese wrote:
In order to remain competitive with the changing times. Ore is looking to reach out to the higher risk takers in industry. The "Prospect" proposal is to seek investors to make an industry ship focused entirely to the small industrial corps whom would prefer to gather the materials themselves rather than outsource their rare ore supplies.

The design is centered around survivability. While they may rival tech 2 counterparts, the overall yields will not exceed, but instead offer additional functionality in dangerous space. unfortunately, all this state of the art technology does come at additional costs.

Turrets would be side mounted instead of traditional ore top mounts to match the dual process line design.

Skill requirements for usage will be the similar to that of the Strategic cruisers. Difference will be barge instead of cruiser skill and the skill itself will be strategic industrial.

Strategic Industrial I
Astrogeology V
Spaceship Command III
Mining Barge V
Spaceship Command I
Strategic Industrial Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
Strategic Industrial Electronic Systems I
Electronics V
Strategic Industrial Engineering Systems I
Engineering V
Strategic Industrial Mining Systems I
Mining V
Drones III
Strategic Industrial Propulsion Systems I
Navigation V

I would like to have had some slight changes for the fitting slots. Unfortunately gas miners do not require a hardpoint. To keep it from being overpowered, I had to limit possible high slot combination maximums to 4. Exception is the locus setup which would not receive the gas mining bonus.

Edit: in game, had never used gas harvesters, and didn't realize that the info window for them doesn't say that they use turret hardpoint. Thanks to a friend for pointing that out, with that knowledge, the foreman subsystem could be tweaked to add a high slot instead.

Other issue would be that gathered resources would have to go straight to the resource bays, or the hull resource bay would need to become a regular cargo bay.

Primary focus was on getting a general function. Due to time, and the fact of having to make the assortment of subsystems, planning and testing different ways to assemble to prevent an overpower event, texture mapping was not possible, instead focusing on an appearance. This also includes exact calculations for areas such as mass, powergrid, etc. Attribute points.

Notes: The folder for this project, not including blender or outside used images is 583 mb. If the .bmp file format is included, 514 mb can be added to that. For you eve players in the know, must be a sign XD

Also note the little mark on the front of the scaling bar. Is a person for case of reference.

check the moderated 10000 papercuts evelopedia page! http://wiki.eveonline.com/en/wiki/Little_things_and_ideas_-_low_hanging_fruit_-_10000_papercuts comment, bump(!) and like what you like

Markus Reese
Deep Core Mining Inc.
Caldari State
#39 - 2011-10-29 01:13:19 UTC
el alasar wrote:

uhm... sorry... but isnt this just a graphics mockup? i guess(bbc code for link error to the suggestion) you are referring to? let me put it here, too:

--bunch of stuff removed for readability--



actually, the image file isn't just a graphical mockup. the full size image is 9000x15000 and each subsystem on it comes with a description and the bonuses it does. Some use commonality of the T3 but most of it is specifically designed for an industrial. Also, that link was for my original deviant art contest, the link I put was my slightly improved version two for the ccp hosted one.

Essentially the rundown.

Electronics:

Ion Phase invertor: 20% gas harvester yield, 10% bonus
Reinforced Auger assembly: 3% ice harvester duration bonus
Emergent locus analyser: No changes from current
Stereoscopic composition array: 20% mercoxit cloud reduction, 20% yield bonus non strip miners, 10% range bonus all harvesters

Defensive:

High output shield emitters: 7.5% booster effectiveness per level
Foreman operations system: 5% bonus per level, 99% ganglink reduction for cpu
Independent bulkhead framework: 5% bonus to damage control effectiveness
Cargohold optimization network: +2000m3 ore bay per level

Engineering:

Power core isolation unit: +1 warp core stab
Power transformer substations: 5% capacitor regen
Twinned Antimatter reactor: 5% powergrid
High Imedance capacitors: 5% Capacitor amount

Offensive (industrial):

Signal Neutralizer array: CPU cloak reduction, and 10% harvester range bonus
Mass Extraction Centrifuge: 3% harvester duration reduction and can fit strip miners
Drone Interface uplink: 10% bonus to drone damage and mining drone yields, 7.5% to drone hp
Supplimental Processors: 35% duration penalty to ice, 5% yield to mining and gas, 10% ice bonus range

Propulsion:
Interdiction Nullifier: Same old
Vectored Thrusters: 5% sig reduction
Quad Fusion Boosters: 5% agility
Propulsion Realocation: +2000m3 ore bay

That was just the basic sum of it. I also give a description to explain the whys of the different subsystem bonus. Also, the pictures have the fittings that they offer in a general sense, as would need to do hard number crunching I don't care about. Now, I am not a miner, but I worked with a bunch and knew how there is no industry ship really for doing industrial work. Did it to make something different and complete for the contests. I am not much of an artist, so went for info instead. Believe was the largest submission for it as well.

Spent weeks test planning, etc to make sure there were no busted combinations I could think of and to be certain they would offer function without overpowering the current T2 versions. Essentially, if ccp makes more scannable industry sites, these ships would allow proper roaming industry fleets capable of surviving and moving around pirate space. The only two parts really specialized are the gas harvester module, and the ore bays. Outside of the orca's ore bays, there is no ships that specialize for this.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Desudes
The Scope
Gallente Federation
#40 - 2011-10-29 03:39:48 UTC
I like this. Though I still think they should redo the t2 barges to be more like t2 haulers (tanky/cloaky) and give the t1s the current t2's mining stats, considering a rohk can out mine a retriever.

Depth in EVE industry ships? Whoa.

Excuse me, but what the f*ck are you desu?