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blankseplocked tow behind freight modules
 
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8arrack HitIer
Posted - 2010.08.04 16:34:00 - [1]
 

freighter and indy class modules to add capacity that could be towed behind your freighter like a train. the freighter class module could add 100k m3 per module. the number of mods you could tow of course would be skill based with a max of 10 with the advanced skillbook trianed to 5.

Flying ZombieJesus
Posted - 2010.08.04 16:43:00 - [2]
 

only if I can steal from them

Zanzbar
Posted - 2010.08.04 18:42:00 - [3]
 

1. Scan for the highest value can
2. Form a fleet with some freinds in high alpha ships
3. (You should see where this post is going by now)
4. ?????
5. Profit

8arrack HitIer
Posted - 2010.08.04 19:12:00 - [4]
 

yeah, there will be plenty of risk

Dr Reinhold
Posted - 2010.08.04 19:20:00 - [5]
 

Edited by: Dr Reinhold on 04/08/2010 19:21:33
Why not allow the towing of anything, ships, structures, giant cans, whatever as a slower speed, low manuverablity, takes longer to go to warp, type of freight hauling? Of course you might as well have a "Kick Me!" sign taped to your hull but that is your choice. Nothing wrong with having more options.

Admiral Mendel
Caldari
Haita de lupi
ROMANIAN-LEGION
Posted - 2010.08.05 11:20:00 - [6]
 

well.....a couple of problems with this idea IMHO.

1st...."realistically" speaking...warp is a ship traveling slower then light, but is enveloped in a bubble of energy and outside that bubble space goes by faster...sort of like a treadmill backwards:) ... so would be kind of a prob extending that bubble all the way to back of the "train".....this was an attempt to give technical reason why not to do it:

2nd.....you have a the itty V....that's a train already...

3rd.....say you jump a gate....and you have to turn around to go to warp....you gonna collide with every single container...and with 10 containers you'll tie a bloody knot:)...Very Happy

Goose99
Posted - 2010.08.05 13:49:00 - [7]
 

Originally by: Zanzbar
1. Scan for the highest value can
2. Form a fleet with some freinds in high alpha ships
3. (You should see where this post is going by now)
4. ?????
5. Profit


That's the same as the industrial ganking we have now...Razz

Thoraxe Rig
Gallente
Posted - 2010.08.06 03:07:00 - [8]
 

Slight problem. How do you plan on allowing these things to jump with your freighter and remain "linked" to your freighter during the session/system change without recoding what I can only assume is a major part of EvE's very code?

Caldari 5
Amarr
The Element Syndicate
Blazing Angels Alliance
Posted - 2010.08.06 03:13:00 - [9]
 

Tractoring Jet Cans in warp, not allowed to jump with them though.

Be interesting to see the Destroyer become the new industrial 8 x 27.5K M3 (220K M3)


 

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