open All Channels
seplocked Features and Ideas Discussion
blankseplocked Planetary Command Ship "Argos"
This thread is older than 90 days and has been locked due to inactivity.

Author Topic

Alias 6322A
Posted - 2011.01.24 21:36:00 - [1]

The Idea: A battlecruiser or larger "ORE" ship that behaves similar to Fleet Command ships and the ORE capitals. The ship utilizes gang-links that enhance Planetary Interaction operations and will be similar to an Orca for mining.

ORE Industrial skill is obviously a must for this ship, however I think the battlecruiser skill should factor in as well. Given the power of this ship I'd recommend it be as difficult to attain as an Orca or Fleet Command Ship. I would say the skills needed should be a combination of ship skills and a moderate or high amount of Planetary Interaction skills, much like an Orca pilot can almost fly an exhumer.

Orbital Surveillance
-By utilizing orbital data such as geographical features and cross-scans from space, the Argos is able to process the information and more accurately direct extractions. 'X'% increase in extractor output per level of Orbital Foreman.

Logistic Support
-Using local contacts and reputation, the Argos Commander arranges for additional logistics to support planetary operations. 'X'% increase in Command Center Payloads and 'Y'% reduction in Expedited Transfer Wait-Time.

Interplanetary Communications Array
-Using ICA, the Argos becomes a central location for routing of information within the system enabling more efficient planning and production. 'X'% increase in processor jobs.

This is the tough part and where I need ideas. Here's what I propose initially:

3 High Slots
4 Mid Slots
2 Low Slots
3 Rig Slots - Large - 400 Calibration

-Standard Bay: 30,000m3
-Command Center Bay: 20,000m3 (20 Command Centers)
-Planetary Commodity Bay: 50,000m3
-Corporate Hangar Bay: 50,000m3

Planetary Command Ships Bonus
-5% bonus to capacity per level
-3% bonus to effectiveness of planetary foreman gang links per level

ORE Industrial Bonus
-'X'% increase in planetary scan accuracy per level
- 1 ly added to Remote Sensing per level

I have actually made a proposal in regards to a Primae Mk. II that proposes a PI dedicated ship. It then dawned on me that maybe an orca-like command ship for PI could be created. Interfacing PI with ships could prove difficult and while my primae proposal should be very easy to design and create for the devs (most of the work is already done), this idea is far more complex.

Effectively I'd like to see this Planetary Command Ship make PI much more profitable but also be useful to small corporations of a few friends all the way to gigantic alliances using PI for subsistence. The ship will require planet management skills to fly, as well as a few new ideas being:

Planetary Foreman (Basic Leadership Skill)
Planetary Director (Gang-link Skill)
Planetary Command Ships (Ship Skill)
ORE Industrial (Already exists!)

Essentially this is a PI version of an Orca...heck, you could maybe even modify the Orca skin to have the satellite dishes needed to scan planets and such. Or make an entirely new hull! Dev's call on that one of course. PG, CPU, and other stats I can't begin to guess as I'm not that savvy on balancing. As you will undoubtedly notice, I borrowed most of my numbers directly from the Orca for the sake of simplicity.

Any further ideas or modifications are more than welcome. This is from scratch but I'd like to know if any devs at least find it worth looking into. For all I know PI is too profitable as is (seeing as it isn't much of a time sink unless you use short cycles).

Alias 6322A
Posted - 2011.01.24 21:39:00 - [2]

As a side-note, a 'Rorqual' like version could also be made as the super-brother to this idea. Effectively that ship behaves similarly but it would be able to use fuel to power say, 4 processor lanes, and process PI goods into higher PI goods faster than planetary processors (the price being the fuel of course). Just an idea...that needs its own thread though.

Not a particularly original idea but I figure if ORE did so well with the Orca and Rorqual for mining, why fix what isn't broken?

Posted - 2011.01.24 21:49:00 - [3]

i believe it would be a good thing in 0.0 as is a pain to run back and forth getting the command center up and going


Red Raider
Caldari Provisions
Posted - 2011.01.24 22:06:00 - [4]

Meh, doesn't seem like either idea is really worth a ship hull. Why wouldn't you just use an orca? The only real difference between the two is the ore/commodity bay and all the bonus's you could possibly get are nullified by maxing out skill training(just as someone pointed out in your Primae thread).

Yeah the specialized bay would be nice but does it really justify an entirely new ship that doesn't offer the hardcore PI people anything?

Alias 6322A
Posted - 2011.01.24 22:17:00 - [5]

Well as I've replied in the primae thread, I would say that the bonuses are not nullified by maxing out skills.
As I said there, I didn't know the scan res was 100% at max skills but the ship still has a better hold than standard industrials.


Skills do not affect the productivity of PI right now, hence the warfare links. There is no way to increase processor speeds, extraction rates, etc. You are correct in that the ship effectively is only different in its bays but that's what a new ship is for. The new bays coupled with the new gang-links make it better than any of the existing ships for PI. While I'd personally like to see a new skin, if the devs took the short route a newly painted and slightly different Orca would suffice seeing as the ship IS an ORE ship.

Red Raider
Caldari Provisions
Posted - 2011.01.24 23:17:00 - [6]

Sorry but anything that can boost a passive income source is a bad idea. That is why there is no science ship that boosts research point production. Everyone would just sit in a station or POS in that ship all day(if needed) to boost their income without doing anything.

Also, command skills are apparently one of the leading causes of lag in the entire game. Pretty sure CCP wished they could get a do over on that one and doesn't want to make it worse by adding two more related skills.

Glyken Touchon
Independent Alchemists
Posted - 2011.01.25 00:11:00 - [7]

remember, anything that boosts the supply will also lower the price.

Ganglinks/command ships are to boost the effectiveness of the fleet. PI is personal (semi) passive income. where's the fleet come into it?

one of these boosting the PI output of 250 players' income could be seen as excessive.

Currently, PI does not need to refer to a character's skills very often. With this, there would need to be constant interaction between the PI side of things and the character/ship.


This thread is older than 90 days and has been locked due to inactivity.


The new forums are live

Please adjust your bookmarks to

These forums are archived and read-only