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Sig Sour
Posted - 2010.10.28 19:50:00 - [301]
 

Originally by: Daedalus II
I didn't see anything related to hive ships in the meeting minutes?
Or do you mean that they plan to concentrate on fixing old stuff instead of implementing new stuff? I'd almost prefer that honestly Wink

There was hope that the mother ship they announced was not CCP making a mistake in their ship classes. That they were actually introducing a mother ship.
Originally by: "CCP"
The super carrier blueprint copy will have a fixed chance drop rate.

Super Carrier, not mother ship.

Ten Bulls
Minmatar
Posted - 2010.11.25 05:06:00 - [302]
 

Perhaps a similar "mobile base" could be achived with two changes.
- A warp stable tractor beams, a module that maintains its lock on an item as it goes into warp, and through gates.
- Make a POS like structure (has shields) that doesnt need to be anchored.

So this POS like structure can be dragged through systems by a corp,
- It should take a long time to get up enough speed to get into warp (POS's are heavy i assume).
- Shield would have to be down when going into warp, so it would be vulnerable when in transport, and could be camped when shields are up.
- Should be persistent and cant be repackaged like a normal POS.

There might be unwanted side-effects from having warp stable tractor beams, like stealing wrecks and cans, so this is almost going down the "Tug boat" idea, so it would have to be addressed separately or the special tractor beam limited to this situation.


Chromoburst
Posted - 2010.11.25 17:38:00 - [303]
 

I LOVE THIS IDEA!

That being said it needs to be structured better.

The way I see this ship:
1. Functionality changes:
a. Remove the station type functionality
b. Give it super massive cargo space but really slow
c. Mining bonuses
d. Give it the ability to refine stuff at 100%

2. Combat:
a. No guns
b. Give it massive ewar abilities
c. Very high defenses
d. Give it a force field
e. Outstanding command ship type skills


Daedalus II
Helios Research
Posted - 2010.11.25 19:15:00 - [304]
 

Originally by: Chromoburst
I LOVE THIS IDEA!

That being said it needs to be structured better.

The way I see this ship:
1. Functionality changes:
a. Remove the station type functionality
b. Give it super massive cargo space but really slow
c. Mining bonuses
d. Give it the ability to refine stuff at 100%

2. Combat:
a. No guns
b. Give it massive ewar abilities
c. Very high defenses
d. Give it a force field
e. Outstanding command ship type skills



Yeah! We can make it NOTHING like the original idea! Win!
I mean, why would you NOT look in a thread called Hive Ships when you want a mining EWAR-orca with a POS shield? It's exactly what I envisioned when I put this forward, I only used totally different words with a totally different meaning by misstake.

[Homer Simpson]
BTW I'm being sarcastic!
[/Homer Simpson]

Dusty Meg
Posted - 2011.01.01 19:41:00 - [305]
 

Really could not let such a good idea go to waste. It would be a great idea to have this implemented.

Erika Bronz
Gallente
The Wyld Hunt
Cascade Imminent
Posted - 2011.01.02 02:24:00 - [306]
 

About the docking part in the opening post. I know this is not possible, but what about scooping unpiloted ships into a carrier like hangar? This would handle the ships as cargo, wouldn't it?

Dkamanus
Posted - 2011.01.02 05:54:00 - [307]
 

Seeing the Ideas, I though of something:

People want is some nomadic/rading empires which would be much difficult to deal with, which would be nice. I just don't get it why they need to be so huge. Try giving the services of a station in a Super Carrier package. The concept of a mothership (considering Homeworld and other space games and stuff) is a ship that can handle all kind of needs of its people, but without any kind of defensive mechanisms (or really poor ones, relying on a fleet to carry the protection out)

Try making a third type of super capital ship called Motherships. The Would have some sort of siege/triage module that would hold the craft still every 24hs. In this time, it would have refining services, corporate hangars etc. I wouldn't really know, but they shouldn't be as big as Titans. Smaller then them, but larger then Super Carriers.

One thing these things should have in order to help roaming empires to attack. Think on a module that allows any wormhole to k-space to be hold the Wormhole open for, lets say 1 hour, spending a HUGE amount of fuel to do so. The predictability to attack from and retreat to W-space, in this case, would be fantastic for raiding parties. Obviously, for balancing purposes, The biggest type of ship that would be allowed through would be Capital Ships, and it would diminish the gate time 20% for every capital that would engage in the system.

I believe that these mothership should have some system based on sleepers tech that could hold the gate longer, and could allow any type of mass to come through it, but wouldn't be big enough for supercapital. It would make attacking empires more unpredictable.

I don't know if I made myself clear enough here =x

Karn Velora
Posted - 2011.01.02 06:37:00 - [308]
 

Edited by: Karn Velora on 02/01/2011 06:52:14

Back when caps were all new, I was convinced they would be "moving stations". I mean... they had cloning facilities and stuff... how else would it work? Already then I was making plans for a nomadic fleet. Of course...that didn't turn out as expected.

I never had the vision of "huge" or "growing" or "powerful", but rather small, weak and truly neutral.

Mine was a vision of a "locust fleet", mostly focused on mining, and in other ways exploiting the local resources. You jump in, you strip the place, and you move on. You'd talk with alliances up front, negotiating deals to be allowed into their space - most likely by agreeing to a steep tax rate or flat fee. There's plenty of underexploited space in 0.0. I'm sure many would love to see the nomad fleet visit for a week, in return for 25% of the minerals. Of course, you'd also bring all kinds of trade! The fleet would stock up on everything in high sec, giving the null-sec dwellers a rare chance to simply buy what they want, and not think twice about it.

The ships would jump in, one "mothership" that served as a mobile station, accompanied by several smaller carriers belonging to private corps in the nomad alliance. And then the bay doors would open on all the caps, and 150 eager gold-diggers of all ages in all varieties of mining ships, frigates to barges, would swarm out and start strip-mining the entire system into such oblivion, it'd be months for it to recover. Every two weeks you'd stop by high sec to trade, take on more miners, and let others be on their merry, with their considerably fatter wallets.

The easy access to 0.0 would mean an alternate and very interesting career for miners; even little 2 week old carebears could come along, and mine the rich Arkonor and other exotics in relative safety of the fleet.

I dunno. Something about the nomadic life style appeals to me. :) Probably 0.0 more than W, as there's always a local authority to deal with, a front line to hide behind. Limited security. Knowing how people operate on this game... such a fleet wouldn't last 10 minutes in low sec, or anywhere else where people could attack openly. I fear it'd be seen as a sport to destroy it. :(

But yeah, that's what I'd want, at least as a first step: nothing spectacular at all - just a "moving station". Simplest possible version.

Herzog Wolfhammer
Gallente
Sigma Special Tactics Group
Posted - 2011.03.05 05:59:00 - [309]
 

Cool

Still think it's a good idea.



Kiran
Minmatar
Knights of Azrael
Anti-Social Outcast
Posted - 2011.03.09 18:51:00 - [310]
 

I like this idea.

I think it should stay with the fact it can only jump if there is a wormhole in system. No wormhole no jump.

Players can dock up and go off line like a normal station and their ships will be safe, but the nomadic station can be conqured which in effect would lock all facilities to those who do not belong to the corp or alliance even if they are blue.

Once jumped players can undock and start to do their own thing, but the station will need time to intialize its services say over a 24 hour period the in station refineries, factories etc will start to come online at set points over this 24 hour period. In the station management screen the player who is in control of the station can determine which services will come on and in what order.

The player who is essentialy flying the station must remian within it unless conqured.

As for fuel sure it will need robotics, mechanical parts for the general upkeep but as for ice why not extend solar pannels out to get power that way instead of isotopes?

Players wont be able to have individual hangers though instead it will have one massive corp/alliance hanger, and a fuel storage bay.

Captial ships can not be docked within it appart from frieghters and captial industrial ships. This will stop huge cap fleets from entering through one wormhole, if they are needed in the same wormhole then the players will have to look for the new entrance and cyno them through normal space to the new wormhole entrance.

These movable platforms can enter high sec as well as 0.0 and nul sec. Mainly due to the fact that you never know where the wormhole will lead. But if they are in high sec after a 24 hour period they will be billed by the controlling goverment per day for their staying in the system either through the starbase charters or through a isk payment. This will stop systems like Jita and Rens getting over populated with these stations. The higher the security rating of the high sec system the more isk or charters they would have to pay. Also it should not be allowed to online in high sec.

You could call it a flotilla or Atoll.

The station could only produce ammo, drones, and other basic tech 1 or 2 equipment no ships should be able to be made in this station. It can refine much in the same way as an intensive refine array but can be upgraded. But no labs.

But one benifit could be that once everything is online after the 24 hour period it sets up its own local beacon much like what we now have in normal space.


Dusty Meg
Posted - 2011.04.18 17:24:00 - [311]
 

This idea cannot be left to rest on page 33.
Great idea

Fournone
Posted - 2011.04.21 01:50:00 - [312]
 

Bump for great justice. Still love the idea after all this time.

Gogela
Freeport Exploration
Posted - 2011.05.10 02:09:00 - [313]
 

BUMP to keep the dream alive


YARRRR!!


Spartis Reave
Gallente
Applied Creations
Posted - 2011.05.10 23:19:00 - [314]
 

Okay if you want a ship capable of supporting a nomadic fleet, could the following suffice:

A Hive ship that when you enter within 20km of it and you are a fleet/corp/alliance member of the Hive ship pilot automatically sends you an invite that will allow you to "join a convoy".

Whilst in the convoy your ship will essentially remain in autopilot and will follow the Hive ship through Jumps ect. If you logout without leaving the convoy your ship will continue to follow the Hiveship.

The Hive ship will remain in game along with all the ships in the convoy 23/7 regardless of your online status.

Ships within 5km of the Hive ship have access to a reproccessing plant, manufacturing and research facilities. Quality dependant on the Hiveship pilots skill's.

The cons; the Hiveship and everyone in the convoy would essentially be a massive target, especially while offline.

So give The Hiveship very high EHP, and make it and everything within 50km unprobabable. This would mean that the only time the Hiveship is actually vulnerable to attack is when the Cyno is up, if it's within the overview of a warpable object, a spy gives away its position, or some newb leaves 50km of the Hiveship and gets probed down.

I think this should be doable in terms of code, and would provide a mobile POS like ship for nomad corporations that wouldn't be too easy to kill or allow too for much of an advantage.

Chevalleis
The Legendary Conquest
Posted - 2011.07.03 20:39:00 - [315]
 

The dream is still alive.

Toxic Raioin
Posted - 2011.07.04 00:26:00 - [316]
 

Originally by: CCP Incognito
Originally by: Kazuo Ishiguro


I was thinking about this and nomads would buy this from someone else. I think the parts needed should be built in CSAA then each part is anchored withing 20km of each other, when all parts are built you could select any of them and select build. At this point all the object would come together and a hive ship would appear. Tada unfortunately it would be in a 'reinforced mode' and undockable for (insert time to next down time). We still need downtime to make new stations :(




so it would basically be a player owned station that can be torn down and rebuilt? Hell yea sounds awesome. Perhaps with 4 sizes Very small, small, medium, and large?

Very Small- Player owned. Can be attacked and anchored in .7 and lower. Player gets kill rights to any one who shoots it. Destroyers can only attack it with out being concorded in high sec. Make up some excuse. Dessies need some love.
Small- For small corps. Anchorable in .6 and lower.
Medium- For medium sized corps.Anchorable in .5 and lower
Large- For large sized corps. Anchorable in any sec.

All attack able. Bottom line if you dont want to defend if then make a NPC station your home.

Doctor Invictus
Gallente
Industry and Investments
Posted - 2011.07.04 01:13:00 - [317]
 

Not quite the same as a 'hive ship', but one of the updates in my nullsec reform package basically creates a class of ships that are nominally self-sufficient and meant to operate nomadically on a new frontier while bringing normal ships along with it.

Callic Veratar
Posted - 2011.07.04 20:49:00 - [318]
 

I like the idea a lot.

There are a few important things I see that some people aren't addressing with a nomadic base. It needs to be mobile, so it can't take 24 hours to set up and tear down. Yes, glaciers move, but nobody would call them mobile.

As well, to prevent abuse by large nullsec corps, if an alliance/corp holds sov, their bases should not be allowed to enter highsec. At the same time, they should have fuel requirements in highsec, nullsec, and possibly w-space as well. Potentially fuel that can only be harvested by the base itself. This means that the ship is not nomadic by choice, but by it's very nature. It may require the standard POS fuel to be online, but new gas clouds/comets/planet rings to operate a refinery and manufacturing line.

Savage Breed
Posted - 2011.07.05 22:51:00 - [319]
 

Super idea:

Step one: Flog the Dead Horse

Step two: Implement Mobile Outpost Jump Drive

Step three: Enjoy

Gogela
Freeport Exploration
Posted - 2011.07.06 20:35:00 - [320]
 

...tbh I wouldn't mind it loading an Incarna environment when you docked. It would be sweet for locals to be able to sell odd wares to passers by. Might even encourage local isolated markets... add diversity to the market side of the game. Hive ship expansion ftw!

Herzog Wolfhammer
Gallente
Sigma Special Tactics Group
Posted - 2011.07.21 00:53:00 - [321]
 

Necro bump. Cool


Still a darned good idea.

With a coming nerf to Supercarriers, and possible changes to local, changes in the ability to keep control of a system or region might spur corporations on to becoming more nomadic. A hive ship would better facilitate that.

Nomadic corporations in the game would add a new angle to it. But right now, to do so, would be more like a "Battlestar Galactica" convoy. and still you have to anchor somewhere eventually even for a short time. The arguments for and against in this thread are well put.

So bump for the idea.

Cosmo Raata
T-Cells
Moar Tears
Posted - 2011.07.21 06:44:00 - [322]
 

Stupid Idea.

Nemesha
Minmatar
BETA Industries
Anti-Social Outcast
Posted - 2011.07.21 12:14:00 - [323]
 

Originally by: Cosmo Raata
Stupid Idea.



And your reasoning behind this comment is what exactly?

Commander IceQ
Caldari
Spit and Ductape Maintenance
Trade Wind Commodities
Posted - 2011.07.21 12:26:00 - [324]
 

Edited by: Commander IceQ on 21/07/2011 12:29:51
Being quite nomadic myself I would not mind a "Mobile POS".

What I would like is a ship that can you can anchor and then put on-line. Once on-line it serves as a POS, uses fuel like one too. So basically it is a Control Tower that has built in ship maintenance array (same capacity as the POS version) and corporate hanger array (same capacity as the POS version). You can add labs & assembly arrays etc to it (just like a normal POS), but you have to take them down before it can move again.

You can only access the ship or hanger arrays when it is anchored and on-line. If you dock this ship (yes it is dock-able), you still can not access the arrays. This is to prevent people using this ship as a Freighter. I live in HS, so I would like it to follow the same rules as Jump Freighters; can use Star gates to move around or can lock on to a cyno and jump to low/null sec.

Anchoring restrictions on POS's also apply to this ship.

The CPU & PG of this ship should be about the same as that of a Small Control Tower (maybe even a bit less). Don't want to devalue Medium or Large Towers.

Maybe have a Racial versions, like towers, to determine the fuel type needed (Fuel bay will double for "POS Mode" and for the Jump Drive). Consumption is the same as a normal POS with a ship and a hanger array.

Well you get the basic idea.
1) Fly to a free moon in target system, anchor.
2) Do your thing in the system.
3) If you get bored with that system, un-anchor, fly to new system, go to step 1

The Hive Ship idea might work for large corps, but mine is too small for that. I think mine is maybe a good solution for small (+/- 10 members) corps.

Anyway. Fly Safe. o7

Fermi Tesla
Posted - 2011.07.21 13:52:00 - [325]
 

Originally by: Raw Yard
I think this could be a good idea implemented into the game, however i do not think they should be that powerful or cost as much, most nomad corporations are small and probably don't want to waste the time and the resources for a titan sized vessel. They could be a twice the size of a mom but cost half that to build, and have a docking port in it so it actually looks realistic. I still think its sad that Hyperion's are as big as a carrier...

Also it could have its own core to essentially anchor it in a location and it could have a beacon only visible to corp members.

For defense it could have its own version of a deploy-able sentry gun, say 10 max LVL 5 skill.

Bonuses could range from:

10% (per hive ship level) faster manufacturing job while core is active
10% (per hive ship level) faster research job while core is active
500% capacity bonus to ship maintenance hanger bay while core is active
90% faster core deactivation per level(to pick up and go)

Ship Role bonuses:
99% reduction in command link modules
Can have 8 links running while core is active

Core can only be activated at a star, planet, moon, astriod/ice belt

I love the idea!



This sounds a bit better than the ops suggestion, it would be nice to have better ways of running nomadic corps.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2011.07.21 15:46:00 - [326]
 

Still support the idea and continued further development, Im currently finishing off a pocket carrier and ill get to work on these ships.

Wu Phat
Posted - 2011.07.21 20:15:00 - [327]
 

A wormhole moving Hive ship sounds great. This will make even more people want to occupy Wormhole space and even drive down the price of t3's. More people means more Pew. Two or more hive ships that end up in the same wormhole sounds like a epic fun day.

I also agree with others that posted before me. Only Basic things should be allowed to be done on a hive ship. Dock, Repair, fitting service, cloning bay. Corp hangers are associated with offices and I am sure a hive ship will not have no offices.

Limiting movement of the hive to only where the wormhole it previously passed through is brilliant. To move it you just anchor a beacon that it locks onto and after downtime the ship travels through the wormhole the beacon was anchored on.

But yes this should be really a wormhole focused type of ship. Jumping the hive into normal null/low sec will just opens it up to danger. The wormhole mass limitations keeps the hordes of supers from killing it in minutes.

Gogela
Freeport Exploration
Posted - 2011.07.22 20:59:00 - [328]
 

Originally by: Wu Phat
A wormhole moving Hive ship sounds great. This will make even more people want to occupy Wormhole space and even drive down the price of t3's. More people means more Pew. Two or more hive ships that end up in the same wormhole sounds like a epic fun day.

I also agree with others that posted before me. Only Basic things should be allowed to be done on a hive ship. Dock, Repair, fitting service, cloning bay. Corp hangers are associated with offices and I am sure a hive ship will not have no offices.

Limiting movement of the hive to only where the wormhole it previously passed through is brilliant. To move it you just anchor a beacon that it locks onto and after downtime the ship travels through the wormhole the beacon was anchored on.

But yes this should be really a wormhole focused type of ship. Jumping the hive into normal null/low sec will just opens it up to danger. The wormhole mass limitations keeps the hordes of supers from killing it in minutes.


I agree with this. Extra "cool" points for a WiS environment... perhaps as a gateway to boarding parties... but lets walk before we run.

Maybe a Hive Ship is restricted to WH movement only? Do you think, if an empire WH were available, they should be allowed into empire space too, but could only leave through another WH?

Spr09
Posted - 2011.07.23 00:06:00 - [329]
 

i like it, but it should have some of these (some of these are probably only me hoping & dreaming):
a. it's destroyable, except it's hard like a station
b. can only jump systems every 24 hours (like jump clones)
c. no cloning, if it gets destroyed where does the clone go?
d. no warp or movement, it pretty much stays where the cyno is
e. no docking, make it like a pos except each player has a private storage
f. off the market, i think this would be really weird to see sell/buy orders moving every day
g. corp hangars & offices are still inside
h. dont need sov to build. but if inside of a wormhole it has to be a c5-c6 to build
i. no high slots, no drones, no ship cargo (so you cant deploy pos modules),
j. players can deploy pos modules, but must be removed to jump out, plus no jumpbridges
k. no forcefields
l. shows up on the overview and can be warped to

Wu Phat
Posted - 2011.07.23 02:26:00 - [330]
 

What we have so far.

A Movable Station that uses Wormholes to travel through space which has a 24 hour cool Down. (Moves to new location after Downtime)

Limited but basic services Repair, fitting, cloning.

Should we have Docking rights ( be able to dock)? I say yes but on the corp level.How else are the sleeping people in pods to move over night.

Should be built in a wormhole c3 or higher. Reasoning have some connection to empire. Most to all c3's are in low sec so there is some danger.

No Pilot for the hive, anyone with the roles and skill should be able to go anchor the Wormhole beacon which lets the server know that you want to use the adjacent wormhole to jump the hive. The anchoring should take 3 hours and appear next to the hive after a successful jump after downtown. Un-anchoring takes 30 minutes if you wish to abort the jump.

Hives controlled bye corporations in the same alliance should be able to use the same beacon. Like how Cyno Gens work sorta ...

Now how would you go about killing this thing?

It's a station so 3 reinforced modes just only 20 hours max per reinforce cycle to move it along quicker.

The hive should be able to jump after a shield reinforce as long as the beacon is up. so the attacker has to make sure there are no beacons anchored before the defenders hive is past armor reinforce. Once there down to the structure the Hive can not jump or connect to it's or friendly beacons. The defender only hope is to repair the hives armor to 100% and hold the attackers off till the next downtime.







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