open All Channels
seplocked Science and Industry
blankseplocked Rorqual's little brother, the Orca
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: first : previous : 1 2 [3] 4 5 6 7 8 9 ... : last (19)

Author Topic

Chomapuraku
Caldari
Carinae's Workshop
Posted - 2007.12.14 05:34:00 - [61]
 

i think if you want a ship that facilitates people mining low-ends, give it a huge bonus to yield for low-end mining crystals and up the compression ratio on low-ends.

yeah, i know, if you boost yield or flood the market with trit and pye, you cause a price crash for them, but maybe a price crash in trit and pye would cause a (badly needed) price-spike for the mid-range ores (iso and nocx down from 150 and 600 to 50 and 115)

Adunh Slavy
Ammatar Trade Syndicate
Posted - 2007.12.14 09:21:00 - [62]
 

Edited by: Adunh Slavy on 14/12/2007 09:21:39
If, as has been suggested price caps are removed, and today's live Dev Blog did indicate that unnamed T1 modules were going away as part of loot drops, then the demand for low ends is going to go up. So it follows that mining yields will need to increase to meet demand, be it from better ships and modules to just more people mining.

Sadly the second option means the viability of mining farmers is increased since they can throw people at the situation and profit from any labor intensive demand more than regular paying customers can. To that, I'd suggest whatever this ship is, that it have some kind of limitation on how it can be used by players with regards to NPC corp status. Not popular with some, but let's not give the farmers any thing if it can be avoided. Not looking to start an argument on that point, so will leave it there.

To the compression question - I'll ask, why do T1 industrials have so much CPU? Maybe get that involved with this ship, like a reactor silo, link up the indy to the Orca and leach the indy's cargo space and CPU to do some sort of symbiotic compression that loads up the indy so it can haul the compressed ore or dump it in a can for yet another indy to haul it off. Forces players to not have the hauling advantages of the Rorq, but still allows for some compression.

Tractor bonuses would certainly be helpful, long range if nothing else, say 40 km, or whatever the ranges may need to be should belts ever move to anomalies as was once suggested by CCP, so the ship can be parked and used as a mining platform.

Decent drone space and bandwidth would be good, I can see arguments for five heavy drones, specially for use in low sec. Or if it can be parked, then perhaps a bonus to sentry drones, since the thing won't be moving around a lot.

I would not put mining lasers on it, unless the the "no NPC corp use" thing were put in place. If that were the case, then ability to use strip 2s would be reasonable, though would not want to outclass the Veldnaught, as it has its place.

Should perhaps get some bonus to armour and/or shield transfers, but only when it is parked, "siege mode" I suppose. Range would be more useful than HP boosting.

A small maintenance bay would be nice, maybe hold a handful of frigs, allow players to switch out some modules, nothing too big, but a nice convenience.

Won't need much cargo space if the indy link idea is used, if not, whatever is needed to do reasonable compression, at least more than a jet can worth anyway.

Mining link modules of course, not going to debate that one, makes too much sense.

For skills, looks like just sticking to the primary skills for the Rorq would be sufficient.


Marcus Tedric
Gallente
Tedric Enterprises
Crimson Steel Empire
Posted - 2007.12.14 09:46:00 - [63]
 

How about a really simple change?

Make the Eos Info Warfare bonus (considered fairly useless) also apply to the Mining Foreman links?

Then, if an Orca comes along - make it 5% instead.

And having a Ship Maint Bay on an Orca would allow it to bring mining barges and haulers along.

Drone bonus like Rorqual.

A nice and friendly High-Sec Capital ship that the Empires have no objection to, with a goodly-sized Cargo Bay.

But, most importantly, can only be flown by a CONCORD-sanctioned pilot who must therefore be in a Player Corp/Alliance!

Matthew
Caldari
BloodStar Technologies
Posted - 2007.12.14 10:00:00 - [64]
 

Originally by: Riley Craven
The primary reason is that it would allow you to compress all minerals and that would allow you to easily transport things anywhere no matter what the sec rating is. So in reality if you gave the orca that ability there would be no reason to soley keep the orca in high sec as it could compress refined minerals in an 0.0 refinery station and then bring the compressed minerals to an 0.0 manufacturing station. That puts it more in direct competition with the rorq than you realize mate. (of course this assumes that you could actually used compressed minerals in manufacturing jobs)


Well, I don't see any reason why the Orca shouldn't have a use in 0.0, provided that use does not obsolete the Rorqual. Though at the same time I don't think it's essential that it has an explicit role in 0.0, given that the Rorqual is available.

Compressed minerals being used in manufacturing jobs directly was not what I had in mind. I was intending that they would need converting back to their normal variants via a refinery before they could be used. In that way the refinery->factory infrastructure needs remain the same regardless of which source the minerals come from.

Also, I was not proposing that the Orca itself would be able to do mineral compression jobs, just that it would be possible to do this in a normal manufacturing production line, which would be perfectly adequate for high-sec compression. For low-sec and 0.0 space, you could allow the jobs in one of the POS manufacturing arrays (or make a new array for it), and/or letting the rorqual run mineral as well as ore compression jobs.

Originally by: Riley Craven
The equation needs to be compress low end ore in high sec and compress high end ore in 0.0 and trade the two. The only way to achieve this is if you give the orca a compression bay, because its not likely that people are going to be stupid enough to bring in low sec ore to compress in high sec.


The problem with restricting compression to the ore level is that once you refine something, those minerals effectively become "stranded" where they are, due to being irreversably harder to transport. This would effectively cut the mineral market in two, adding an unnecessary barrier to trade.

High-sec miners would mine into an Orca, haul back to their refinery station (which in 99% of cases will be in the same system) in a freighter, refine the ore, compress the minerals in the NPC production lines (which in many cases will be in the same station as the refinery), and ship the compressed minerals to the high-sec markets, and from there out to 0.0

Low-sec/0.0 miners would mine into the Rorqual. The Rorqual then compresses the ore and jumps it back to the refinery station (or for whatever other hauling method you desire). This ore can then be shipped to empire directly, or refined immediately. Once refined, it is shipped to the factories as normal, where it is used in production, and any excess accumulated at this stage can again be compressed and shipped out to empire.

Originally by: Adunh Slavy
If, as has been suggested price caps are removed, and today's live Dev Blog did indicate that unnamed T1 modules were going away as part of loot drops, then the demand for low ends is going to go up. So it follows that mining yields will need to increase to meet demand, be it from better ships and modules to just more people mining.


Yeay for no more unnamed T1 loot.

Bear in mind that overall mining yields can be increased without necessarily increasing the m3/sec yielded by the mining lasers. Many people forget hauling times when calculating their mining output, and in a group yield per member is more important than the output of any individual ship. By making the hauling side of the group require fewer players, you are increasing the yield of the whole group, as those players can be put into barges instead.

Matthew
Caldari
BloodStar Technologies
Posted - 2007.12.14 10:13:00 - [65]
 

Originally by: Adunh Slavy
Sadly the second option means the viability of mining farmers is increased since they can throw people at the situation and profit from any labor intensive demand more than regular paying customers can. To that, I'd suggest whatever this ship is, that it have some kind of limitation on how it can be used by players with regards to NPC corp status. Not popular with some, but let's not give the farmers any thing if it can be avoided. Not looking to start an argument on that point, so will leave it there.


Well, firstly, I don't think we should let farmers dictate game design. Yes, they are a factor that should be taken into consideration, but it should not be an overriding veto on something. After all, the only real difference between a dedicated group of mining players, and a group of farmers, is what happens to the revenue of the work.

Personally, I don't think NPC corp restrictions are the way to go. Yes, forcing them into a PC corp allows them to be wardecced. But the constant complains of raven farmers in 0.0 space, where no wardecs are necessary, suggests to me that the farmers would be more than capable of handling this inconvenience.

One thing that does act against the farmers is by making the efficiency gain in what is currently the least skill-intensive area of mining - the hauling. Currently farming haulers are throwaway characters, with minimum skill and isk investments, because there's no point them being anything else. Having one be banned doesn't hurt that much, as you can cook up another one in a couple of days and about 1mill isk.

Tying up the more efficient hauling model as an Orca+Freighter team allows more efficient player mining, but the much larger isk and skill requirements would make it a much riskier option for farmers, as getting one of those accounts banned would really hurt.

Artmedis Valben
Gallente
Posted - 2007.12.14 13:18:00 - [66]
 

I like where this is going.

Dedicated Foreman Command Ship, that incorporates many of the qualities of the Rorqual, especially facilitating logistics/hauling, without going all the way to the small mothership-like 0.0 mobile base that the Rorqual is.

This could be a great addition to the game for small/medium sized indy corps.

Lab Technician071548
Astro-Support Services
East India Company
Posted - 2007.12.14 18:38:00 - [67]
 

This could be an ORE modified freighter.

No jump capability
.5 penalty to cargo space
4 high slots, no hard points
1 mid slot (see below)
Cap adjusted accordingly
Able to use 2x command modules
Shield buffed to withstand all non-battleship NPC encounters above 0.0.
Able to interact with objects normally (no freighter restrictions) when it's mid-slot "stabilization" module is activated. The module prevents movement. Alternatively, other players can stuff things into the ship but the pilot cannot except with normal freighter restrictions.

  • Freighter bonuses apply as to freighter

  • Mini-rorq skill bonus: 1% increased effectiveness of command modules per level

  • Role bonus 50% increase to tractor beam range and 25% bonus to tractor beam speed per level


grimda
Caldari
Serenity Engineering and Transport Company
deadspace society
Posted - 2007.12.14 20:16:00 - [68]
 


Previous poster said:
"But, most importantly, can only be flown by a CONCORD-sanctioned pilot who must therefore be in a Player Corp/Alliance!"

/signed, anything to keep it useless to macro-miners
Also, in that vein:

Allow the ORCA to only tractor JETCANS, not secure cans, so macroers cant use that feature either.

Defense: Either give it good resists and a few slots to tank or a combo of a few slots, poor resists and a drone bay for combat drones. ALTERNATIVELY, give it a siege mode with higher resists when its 'deployed' in a field.

Give it a huge cargo bay. WHY? because you can restrict it to carrying ORE only, not refined minerals. Why? Say its an open to space/vacuum bay and dropping other modules in there would destroy them.

NO REFINERY on the ORCA. Hi-Sec has plenty of them.

An ORCA needs Compression. WHY? 0.0 will need the trit, has always needed the low ends.

Make it big like the Rorqual. Miners need some love and a hi sec cap ship would be sweet.

Clone Bays. THIS is a great idea. WHY? If half your corp is forty jumps away, or even 20, and you have your orca positioned on a sweet belt you want to mine they could use the break of being able to quickly deploy to the ORCA and use the ships it carries to mine like crazy. if you dont want this abused make the clone bays accessible to 'ORE' sanctioned personnel only - people with mining barge V sills.





Aarin Wrath
Caldari
East Khanid Trading
Khanid Trade Syndicate
Posted - 2007.12.14 20:40:00 - [69]
 

Originally by: Riley Craven

Not only that but think about this: would it really make sense to move a slow moving cap ship through jumpgates (ala freighter moving speed) through low sec and 0.0 just to compress ore when there is already a ship that has a jump drive to get you there in almost absolute safety? That reason alone is why it wont really be direct compeition to the rorq. Sure some people are going to be stupid enough to do it maybe because of it beinger cheaper... but it also has the disadvantage of being a big fat target to gankers... and you know how they love popping things.


That's a very good point. Why would you bother with a "slow as freighter" Orca in lowsec if the Roq can jump around. It would be too much of a liability.

Aarin Wrath
Caldari
East Khanid Trading
Khanid Trade Syndicate
Posted - 2007.12.14 20:45:00 - [70]
 

Originally by: Adunh Slavy

To the compression question - I'll ask, why do T1 industrials have so much CPU? Maybe get that involved with this ship, like a reactor silo, link up the indy to the Orca and leach the indy's cargo space and CPU to do some sort of symbiotic compression that loads up the indy so it can haul the compressed ore or dump it in a can for yet another indy to haul it off. Forces players to not have the hauling advantages of the Rorq, but still allows for some compression.



Sorry to derail, but I believe T1 industrials have such high CPU because they were meant to equip mobile refineries back in the day. This module/ feature was never introduced however.

Adunh Slavy
Ammatar Trade Syndicate
Posted - 2007.12.14 20:53:00 - [71]
 

Edited by: Adunh Slavy on 14/12/2007 21:21:21
Originally by: Matthew
Tying up the more efficient hauling model as an Orca+Freighter team allows more efficient player mining, but the much larger isk and skill requirements would make it a much riskier option for farmers, as getting one of those accounts banned would really hurt.


Good points about the hauling opportunity cost of mining and I do have to agree with the sentiment of having farmers dictate game play, it's a nice little knot that has never been solved. Your idea above though might just do it in regards to the Orca, if I understand what you're proposing. Are you proposing that a freighter be required to haul from the Orca by some means? Perhaps there is a post I didn't read that describes this? I'll go look.

edit: Found it, that's not a bad idea, would certainly add risk to farmers as you say, could also be achived by transport ships, or maybe that small freighter idea that has been in features and ideas for almost two years now :) .

Adunh Slavy
Ammatar Trade Syndicate
Posted - 2007.12.14 20:58:00 - [72]
 

Originally by: Aarin Wrath
Originally by: Adunh Slavy

To the compression question - I'll ask, why do T1 industrials have so much CPU?



Sorry to derail, but I believe T1 industrials have such high CPU because they were meant to equip mobile refineries back in the day. This module/ feature was never introduced however.


Not a derail, and you are correct about the mobile refinery. My question was rhetorical to point to this very thing, though didn't state it. Maybe it's an opportunity to put the industry back into the industrial.

Fulbert
Gallente
Posted - 2007.12.14 21:20:00 - [73]
 

High-sec mining is incredibly boring and repetitive.
It's a matter of secure cont placing (with all those no-risk ore thieves), surveying, targeting, transfering, hauling, etc.

Make hisec mining more fun!
- we NEED a despawn timer for all anchored containers. I think some of them are there for YEARS!
- reduce the number of public belts, add a LOT of explorable ones we can discover with probes

we dont need macromining stuff, we're just asking for action ^^

Riley Craven
Caldari
Raata Invicti
Reckoning.
Posted - 2007.12.15 17:32:00 - [74]
 

Originally by: Fulbert
High-sec mining is incredibly boring and repetitive.
It's a matter of secure cont placing (with all those no-risk ore thieves), surveying, targeting, transfering, hauling, etc.

Make hisec mining more fun!
- we NEED a despawn timer for all anchored containers. I think some of them are there for YEARS!
- reduce the number of public belts, add a LOT of explorable ones we can discover with probes

we dont need macromining stuff, we're just asking for action ^^


What we need is some kind of mini game like in Gears of war when you went to reload. Helps active miners out and makes it less boring, however there needs to be different mini games so they dont get boring

Adunh Slavy
Ammatar Trade Syndicate
Posted - 2007.12.16 01:46:00 - [75]
 

Matt,

After giving some more thought to the idea of a freighter being the hauler for the Orca, I have to reconsider it being a good idea. It would be a very nice option however. I think the problem is that it makes the barrier to entry too high, and although I must agree this hurts farmers, it also hurts the small to mid sized empire corps to whom the Orca seems to be targeted.

Verite Rendition
Caldari
F.R.E.E. Explorer
EVE Animal Control
Posted - 2007.12.16 02:47:00 - [76]
 

Originally by: Riley Craven
Originally by: Fulbert
High-sec mining is incredibly boring and repetitive.
It's a matter of secure cont placing (with all those no-risk ore thieves), surveying, targeting, transfering, hauling, etc.

Make hisec mining more fun!
- we NEED a despawn timer for all anchored containers. I think some of them are there for YEARS!
- reduce the number of public belts, add a LOT of explorable ones we can discover with probes

we dont need macromining stuff, we're just asking for action ^^


What we need is some kind of mini game like in Gears of war when you went to reload. Helps active miners out and makes it less boring, however there needs to be different mini games so they dont get boring
Most of us don't want minigames. Watching local like a hawk for hours on end is the minigame.Neutral

Riley Craven
Caldari
Raata Invicti
Reckoning.
Posted - 2007.12.16 17:07:00 - [77]
 

Originally by: Verite Rendition
Originally by: Riley Craven
Originally by: Fulbert
High-sec mining is incredibly boring and repetitive.
It's a matter of secure cont placing (with all those no-risk ore thieves), surveying, targeting, transfering, hauling, etc.

Make hisec mining more fun!
- we NEED a despawn timer for all anchored containers. I think some of them are there for YEARS!
- reduce the number of public belts, add a LOT of explorable ones we can discover with probes

we dont need macromining stuff, we're just asking for action ^^


What we need is some kind of mini game like in Gears of war when you went to reload. Helps active miners out and makes it less boring, however there needs to be different mini games so they dont get boring
Most of us don't want minigames. Watching local like a hawk for hours on end is the minigame.Neutral


This discussion is mainly targetted at Empire miners.... whose lives are considerably more boring than low sec or 0.0 miners.

Xaildaine
Posted - 2007.12.16 19:11:00 - [78]
 

Seriously...
An empire mining cap ship seams a bit extreem.

All we want is Larger anchorable cans and somewhere we can anchor them..


Is that so hard?

Adunh Slavy
Ammatar Trade Syndicate
Posted - 2007.12.16 21:37:00 - [79]
 

Originally by: Xaildaine
Seriously...
An empire mining cap ship seams a bit extreem.
All we want is Larger anchorable cans and somewhere we can anchor them..
Is that so hard?


Though your point is agreeable, it misses something. CCP needs to find ways to entice six and seventh month old characters to stay with the game. A ship like this can fit right into that market segment providing the skill point and cost attributes are properly balanced to that segment.

I'm all for a big mining can, but it does not address this hidden element.

Matthew
Caldari
BloodStar Technologies
Posted - 2007.12.16 22:37:00 - [80]
 

Originally by: Adunh Slavy
Matt,

After giving some more thought to the idea of a freighter being the hauler for the Orca, I have to reconsider it being a good idea. It would be a very nice option however. I think the problem is that it makes the barrier to entry too high, and although I must agree this hurts farmers, it also hurts the small to mid sized empire corps to whom the Orca seems to be targeted.



Well, I would say even a small to mid sized empire corp should be able to pull together a couple of billion for an Orca/Freighter pairing, if they really wanted it. The Orca is the high-end of group mining. Small, experienced mining corps should be able to afford the Orca/Freighter pairing, if they're really working together (and if they aren't, why do they want a group-based ship?).

Of course, there would be nothing stopping them from hauling from the Orca in a normal hauler, you'd just lose a chunk of the benefit of having the Orca in the first place.

Adunh Slavy
Ammatar Trade Syndicate
Posted - 2007.12.17 00:47:00 - [81]
 

Originally by: Matthew

Of course, there would be nothing stopping them from hauling from the Orca in a normal hauler, you'd just lose a chunk of the benefit of having the Orca in the first place.


That's agreeable, just so long as it is not required.

Mabari
The Red Dragoons
Dragoon Federation
Posted - 2007.12.17 10:07:00 - [82]
 

i only have one requirement for a ship like this. And that would be: Not allowed to use by annyone in npc corp.

This is imo allowed because this ship should be used in gangs/groups of miners, wich wil hardly be seen in npc corperations. And this way you either force the macro miners into a war decable corperation or exclude them from using this ship.

greets Mabari

Xaildaine
Posted - 2007.12.17 10:18:00 - [83]
 

Originally by: Adunh Slavy
Originally by: Xaildaine
Seriously...
An empire mining cap ship seams a bit extreem.
All we want is Larger anchorable cans and somewhere we can anchor them..
Is that so hard?


Though your point is agreeable, it misses something. CCP needs to find ways to entice six and seventh month old characters to stay with the game. A ship like this can fit right into that market segment providing the skill point and cost attributes are properly balanced to that segment.

I'm all for a big mining can, but it does not address this hidden element.



OK so how about this.

Empire mining cap ship:

Skills required: Anchoring 5 and 4 months of other random stuff

Role bonus : Alows the deployment and anchoring of the Super big cans already in the data base
Ship bonus : %1 faster anchoring per lvl

there .. done.. everyone is happy

gordon861
Minmatar
PROGENITOR CORPORATION
Intrepid Crossing
Posted - 2007.12.17 15:04:00 - [84]
 

Allow it to deploy like the Rorqual, when it deploys it becomes stationary in space and can't move but it's cargo bay expands to allow all the haulers to bring the ore to it or for it to tractor the cans to it. Whilst deployed it should allow a freighter to dock/transfer from its enlarged cargo bay.

It doesn't need compression as you have plenty of stations in empire space to refine the ore into minerals.

I'm not sure the long range tractors are so useful in empire belts as they all seem so small. Most of the empire mining ops I'm involved in just send a hulk to each belt to start stripping and then the haulers warp to each miner as required and collect the ore and return it to a station. With implants and the ganglinks a hulk can almost kill a whole belt without moving at all.

If the orca cold provide that temporary station in a system for the hauler to dump their ore until it's collected by a freighter I think it would solve most of the issues with larger empire mining ops.

Vlad Dakovnovich
Posted - 2007.12.21 09:11:00 - [85]
 

I think what i would like to see is a copy of the rorqual maybe a little smaller, but still much larger than a industrial ship.
No clone bay or jump capability. Not fussed about the maintenance bay this is high sec after all. But i think it should have compression capability and some nice bonuses to mining yield / speed etc. and maybe some ability to field big mining drones so that the pilot isn't just sat there would also increase the skill set needed as without the low sec stuff the skills look a little sparse. Maybe require industrial ship 5 as well ? Include the same or slightly reduced scanner and tractor beam bonuses, job done Smile

Moon Dogg
Gallente
All For One
Posted - 2007.12.21 15:53:00 - [86]
 

Well, having moved from Empire to null-sec, the Orca is less of a priority for me personally than it was just a few months ago. Still, I like the idea, because Empire high-sec miners need the love. There have been some great ideas in here as well.

That being said, I have to address the concept of not allowing an Orca to be piloted by anyone in a NPC corporation. I thought that was a great idea, until I began to wonder how it might affect moving my Orca from Point A to Point B in certan situations.

Example 1: I decide to leave corp for another outfit, and move my mining operations to their system. To do so, I would have to make sure that I do not leave my present corp until at least the Orca is moved, or move it once I joined their corp. Sometimes moving ships while you are in between player corps is desireable!

Example 2: I get involved in a corp argument, resulting in my roles being stripped and my butt getting kicked out of corp. All of this could conceivably happen before I had an opportunity to move my Orca. Once again, I have to find a new player corp home before I can move my stuff.

Example 3: My corp is war-decced. Common practice in this case (at least for my old corp) would have been to move pilots out of corp and into an NPC corp to ensure that ore production didn't stop. In this case, the Orca is unavailable to corp mining ops unless a pilot stays in the corp to fly it while the rest stay in NPCs and mine.

These are probably nit-picking scenarios, but I just wanted to point them out. The concept makes moving the Orca an event that you need to plan for if you are expecting to change corps.


Pwett
QUANT Corp.
QUANT Hegemony
Posted - 2007.12.21 16:43:00 - [87]
 

Originally by: Moon Dogg

Example 3: My corp is war-decced. Common practice in this case (at least for my old corp) would have been to move pilots out of corp and into an NPC corp to ensure that ore production didn't stop. In this case, the Orca is unavailable to corp mining ops unless a pilot stays in the corp to fly it while the rest stay in NPCs and mine.



omg hate those people! YARRRR!!

But, piloting in NPC corp should be fine, using it to compress, however, should require a corp.


Moon Dogg
Gallente
All For One
Posted - 2007.12.21 19:17:00 - [88]
 

You know Pwett, I was thinking about that as an option too. Not knowing programming and the inner mechanics of the game, can just that option be grayed out? Because if CCP were to code it so none of the modules could be activated if the pilot was in a NPC corp, then conceivably no defensive modules could be used either!

That would make me not want to undock Very Happy

shady trader
Posted - 2007.12.21 19:19:00 - [89]
 

Originally by: Moon Dogg
Well, having moved from Empire to null-sec, the Orca is less of a priority for me personally than it was just a few months ago. Still, I like the idea, because Empire high-sec miners need the love. There have been some great ideas in here as well.

That being said, I have to address the concept of not allowing an Orca to be piloted by anyone in a NPC corporation. I thought that was a great idea, until I began to wonder how it might affect moving my Orca from Point A to Point B in certan situations.

Example 1: I decide to leave corp for another outfit, and move my mining operations to their system. To do so, I would have to make sure that I do not leave my present corp until at least the Orca is moved, or move it once I joined their corp. Sometimes moving ships while you are in between player corps is desireable!

Example 2: I get involved in a corp argument, resulting in my roles being stripped and my butt getting kicked out of corp. All of this could conceivably happen before I had an opportunity to move my Orca. Once again, I have to find a new player corp home before I can move my stuff.

Example 3: My corp is war-decced. Common practice in this case (at least for my old corp) would have been to move pilots out of corp and into an NPC corp to ensure that ore production didn't stop. In this case, the Orca is unavailable to corp mining ops unless a pilot stays in the corp to fly it while the rest stay in NPCs and mine.

These are probably nit-picking scenarios, but I just wanted to point them out. The concept makes moving the Orca an event that you need to plan for if you are expecting to change corps.




That about if all the special features (gang bonus, tracters etc) other then movement + offence and defence with out bonuses (assumung the core gives addition bonus to one or both) was tried to the core being active, to bring the core on line you needed a corp role ?

This way you cannot get stuck in a station but it would be useless for ops if the pilot was in a NPC corp. This way atleast the Orca's pilot could be war dec'ed if they support a macro/isk farming group.

Adunh Slavy
Ammatar Trade Syndicate
Posted - 2007.12.21 19:22:00 - [90]
 

Edited by: Adunh Slavy on 21/12/2007 19:23:21
Moon and Pwett,

What about any benefits the "siege mode" would provide are not provided unless in an NPC corp. Modules would still activate, but let's suppose "Seige Mode" gave a 200% boost to tractor range, and not in siege the tractors behaved as normal. Then the ship is no worse off for flying around regardless of corp status.

So perhaps, ship can only go into Siege, if the pilot is in a player corp. If the player is in an NPC corp, then no siege mode available. Link all the extra benefits, compression, freighter loading, tractor range, etc to the siege mode.

Or what Shady said above :)


Pages: first : previous : 1 2 [3] 4 5 6 7 8 9 ... : last (19)

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


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only