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Evitcidda
Posted - 2008.01.15 11:13:00 - [151]
 

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?


This

Vlad Dakovnovich
Posted - 2008.01.15 15:31:00 - [152]
 

This is a capital ship after all (we think anyway). It deserves really to be either a similar size to a freighter with some high slots for tractor beams etc. (no turrets or launcher slots). The skills needed to fly this will far exceed that of a freighter. Or to have some form of compression and a more modest cargo bay still several times larger than an industrial. This way it allows it to remain on station collecting ore / ice from the miners giving bonuses without the need to dock every few minutes or have another dedicated hauler. Personally i prefer the large ship size instead of compression. If need be make industrial 5 a prequisite as well as mining barge 5 so that it doesn't replace the freighter as a hauling ship of choice, double the skill requirements should be enough.

Also i would not be unhappy if it had some form of uber mining drones or the ability to fit a couple of strip miners / ice harvesters. Not so that it out mines a hulk but just something to do while waiting for cans to fill up. In my eyes this should be a mining support ship for small groups of say 4-6 any more people and you might as well go the whole hog and get a rorqual and mine in low-sec.

Matthew
Caldari
BloodStar Technologies
Posted - 2008.01.15 15:42:00 - [153]
 

Originally by: Vlad Dakovnovich
Also i would not be unhappy if it had some form of uber mining drones or the ability to fit a couple of strip miners / ice harvesters. Not so that it out mines a hulk but just something to do while waiting for cans to fill up.


If you want to give it something to do, I would suggest giving it a nice range bonus to survey scanners, and add general tools to the fleet system to broadcast mining instructions to the rest of the gang e.g. select pilot/squad/wing/fleet in the gang window, select roid in the survey scanner window and press the "mine this roid" button sends a gang broadcast to that pilot/whatever to mine this roid. You could have other commands like "stop this roid after current cycle", "stop this roid now" etc. Or other similar functionality that allows the Orca to efficiently manage the mining of it's fleet.

Pwett
QUANT Corp.
QUANT Hegemony
Posted - 2008.01.15 16:22:00 - [154]
 

cluttering up the already uselessly cluttered gang broadcast window is not my idea of a good idea.

If anyone uses a Rorqual, they're gonna be on voice chat, because they're going to want to know what their scouts are seeing as it happens. Granted not so important in high-sec - but again, any fleet that can afford and field a gang that is going to utilize something of this cost will be on voice-comms as it is and the fleet broadcasts, outside of calling cynos, is largely done better outside the game.

Arron S
Gallente
Soviet Directorate of Eve
Posted - 2008.01.15 16:29:00 - [155]
 

I smell another high sec hualer. Will it be able to tank Suicide gankers? If it can't its useless to me.

Matthew
Caldari
BloodStar Technologies
Posted - 2008.01.15 16:36:00 - [156]
 

Originally by: Pwett
cluttering up the already uselessly cluttered gang broadcast window is not my idea of a good idea.

If anyone uses a Rorqual, they're gonna be on voice chat, because they're going to want to know what their scouts are seeing as it happens. Granted not so important in high-sec - but again, any fleet that can afford and field a gang that is going to utilize something of this cost will be on voice-comms as it is and the fleet broadcasts, outside of calling cynos, is largely done better outside the game.


And how exactly are you going to point people to specific roids via voice chat? I can see that going well: "Yeah, it's that veldspar roid to your right. No, not that one, the next one over. No, the next one over the other way. Oh FFS, I'll tag it for you in-game."

Tagging roids is one of the times the in-game fleet comms can excel, simply because the targets do not have unique public names that you can call out over voice.

Yes, it may need some more UI thought than just tagging a pile of extra buttons onto the broadcast bar, but there are ways to do it elegantly.

Pwett
QUANT Corp.
QUANT Hegemony
Posted - 2008.01.15 19:08:00 - [157]
 

I don't know about you, but our guys just spread out in groups of two or three, 22 kms apart. That way there is no overlap and every ark is covered. Don't even bother telling them which roids to mine. They're smart, they can figure it out.

Matthew
Caldari
BloodStar Technologies
Posted - 2008.01.16 09:42:00 - [158]
 

Originally by: Pwett
I don't know about you, but our guys just spread out in groups of two or three, 22 kms apart. That way there is no overlap and every ark is covered. Don't even bother telling them which roids to mine. They're smart, they can figure it out.


That's fine up to a certain group size, it's easy to call general rules that avoid overlap. But if you go beyond that, it becomes very hard to co-ordinate for no overlap unless there's someone with an overview of the belt status calling the shots.

At the moment larger mining groups tend to compensate for this by spreading out into more than one belt at a time. However, use of my orca proposal, or any compressing ship when used in a belt as intended, would be optimal when all your mining capacity is in a single belt, assuming you had a way of avoiding excessive cycle wastage due to the high density of miners present. Some form of centralised target management is the only feasible way of doing this.

For the orca as I envisage it, the optimal group would have 1 orca, and as many miners and haulers as it takes to clear the belt within one deployment cycle (as getting it done faster than this is pointless because the orca couldn't keep up with the rest of the group as it moved to other belts). For the rorqual it would be as many miners as can keep all it's compression lines running at capacity.

Admittedly at this sort of group-size, the single orca pilot is unlikely to be able to keep up with the target broadcasts required. Some way of delegating this to squad commanders while still keeping the orca pilot in overall command would be needed. Which really boils down to the ability to share survey scan results down the fleet heirarchy, and have some way of telling which are assigned and which are free.

Of course, broadcasting the full survey scan results to every member of the fleet is likely to be a load nightmare. So we take the principle of segregation seen in other aspects of fleet management to do it. The fleet commander would be able to see the full scan results, and could assign roids to a wing, squad or individual (assigning directly to a lower level automatically assigns it to the squad/wing that individual is under). The wing commander could see the scan results for everything assigned to their wing, squad commanders everything assigned to their squad, and squad members just what they have been personally assigned. Yes, this would be more load than the one survey scan, but it would be a lot less load than every miner running his own independant survey scan (which is the alternative).

The fleet commander would also be able to "unlock" the roid states, allowing the specified tier of command to self-claim unclaimed roids, or roids assigned to their next level up, via the overview (already claimed roids would be indicated as such via the existing "Tag" column on the overview).

In this way a fleet can place each squad (or wing if necessary) 22km apart, the squad/wing commanders claim everything within their range bubble and farm the targets out to their squad/wing members, or have the members just claim from the unclaimed pool for their squad/wing directly. Each individual squad member gets the survey results for the roids they're assigned to so they can manage their cycles individually to avoid roid-popping losses. Wing and fleet commanders then have an overview of the situation and can pick up on any leftovers, and manage other inter-squad/wing issues as they arise.

Admittedly, this would be a far more complex change than just adding in a new ship, and personally I doubt we'll see something like this in-game anytime soon. But if we're trying to encourage group mining with these ships, then the tools available to manage the group need to be up to scratch, or the groups will be limited by the management, regardless of how the ship is balanced.

gordon861
Minmatar
PROGENITOR CORPORATION
Intrepid Crossing
Posted - 2008.01.16 11:55:00 - [159]
 

With a full bonus Command Ship pilot on a mining op you need to actually stay 44km apart not 22km to avoid overlap as the lasers will cover anything within 22km.

The way we've found best to do corp mining ops(in highsec) is for the Hulks all to pick a belt each to mine and then solo the belt(a Hulk with Strip 2s and crystals can clear a belt in about 4-5 hrs normally). The miners that can't defend themselves against rats solo either gang up or work in the same belt as the Command Ship. All the miners let the haulers know when they have a full load for them and they come and do a pickup.

The way I'd envisaged the Orca working would be to be able to anchor/seige mode in a spot in a system and act like a temporary station/hanger. Whilst anchored it could operate the ganglinks and tractor beams(same bonuses as a Marauder), it would also allow a freighter to dock with it to transfer ore back to a station. The ops would run similar to above but the haulers could either transfer the ore to the Orca hanger or just jetison it within 40km head back for the next load. This would allow corps to make use of systems where there is no station to mine from.

Give the ship a 2-4k m3 cargo hold for carrying spare crystals, and make the deployable hanger 1mil m3 in space(once deployed the ship become immobile). You'd need 3 highs for the mining ganglinks, 3/4 for tractor beams and maybe a couple of weapon slots(or it could just deploy drones for self defense). Also 3-4 mids/lows to allow you to fit some sort of tank.

Pwett
QUANT Corp.
QUANT Hegemony
Posted - 2008.01.16 15:56:00 - [160]
 

You know what I meant about the overlap,

Now Matthew, I admit I kinda like what you're saying, but lets get rid of the broadcast paradigm for a sec. Something that would really benefit, not only miners, but all Fleets, would be to take that broadcast system and convert it into a overview filtering system that the FC designates and gets propagated down the wing / squad hierarchy. Because, again, when you get substantial groups of miners going, you're popping roids every cycle or two, and I highly doubt the orca pilot is going to want to be in a mad dash to outclick his miners. :)

But if they can take a survey scanned filter of the overview and transmit that to their miners, I think that would still give them a useful intelligence bonus, while not turning their miners into mindless automatons. We have to remember not to let our miners know they're slaves!

Aarin Wrath
Caldari
East Khanid Trading
Khanid Trade Syndicate
Posted - 2008.01.16 19:17:00 - [161]
 

Originally by: gordon861

Give the ship a 2-4k m3 cargo hold for carrying spare crystals



Very good idea. It sounds silly but mining crystals are actually pretty large in m3 terms, especially if you have a few extras for each ore type. So having a bay to hold spares for all the miners would be an excellent feature. Especially if the miners use T2 crystals as they seem to break fairly often.

I would like to bring back up a point I mentioned earlier in this thread (Page 2) for those who are against high sec ore compression:

Originally by: Aarin Wrath

Notes:
1. Why allow ore compression? it would allow large gangs of barges to be supported by one hauler, instead of a fleet of them. As it stands, 3 hulks can make a single haulers life pretty tiring. With compression one hauler could handle the incoming ore of several hulks. It could be a limited form of compression, perhaps a much slower compression rate than a Roqual (50%) but it still would be very helpful. This will also facilitate mining in high sec systems where no stations exists, and also make lowsec mining abit more ... reasonable.



If the orca has no ore compression, it will be no more useful than a command ship. Ore compression is important, useful, and needed even in high sec. A large hulk gang needs a significant amount of logistics to bring the ore to a station, even an in system station. Reducing the amount of required haulers would be a huge feature.

Marcus TheMartin
Gallente
Tuxedo.
Posted - 2008.01.16 22:06:00 - [162]
 

I'll only agree to this Orca if it can't be used by npc corps

Matthew
Caldari
BloodStar Technologies
Posted - 2008.01.17 09:06:00 - [163]
 

Originally by: Pwett
Now Matthew, I admit I kinda like what you're saying, but lets get rid of the broadcast paradigm for a sec. Something that would really benefit, not only miners, but all Fleets, would be to take that broadcast system and convert it into a overview filtering system that the FC designates and gets propagated down the wing / squad hierarchy.


Agreed, better integration of the fleet and overview systems would be good for all fleet users. It would also be good if you could select multiple items on the overview, and apply a gang status to all of them at once.

Originally by: Pwett
Because, again, when you get substantial groups of miners going, you're popping roids every cycle or two, and I highly doubt the orca pilot is going to want to be in a mad dash to outclick his miners. :)


True, hence my suggestion in my second post on this issue that squad members could be allowed to claim unassigned roids independantly of the commanders (though commanders would be able to override or lock this out if they wished). As you say, the miners can think for themselves, all that's really needed is some way to consolidate what all of them are thinking into one simple overview to avoid overlap.

Originally by: Aarin Wrath
If the orca has no ore compression, it will be no more useful than a command ship. Ore compression is important, useful, and needed even in high sec. A large hulk gang needs a significant amount of logistics to bring the ore to a station, even an in system station. Reducing the amount of required haulers would be a huge feature.


Well, replacing half a dozen industrials with one freighter reduces the amount of required haulers as well.

The problem with improving hauling via compression is that compression gives advantage beyond the belt->station segment you're aiming at improving - as can be seen by how keen 0.0 residents are on any form of compression, even if that means having to refine the stuff out in 0.0. Therefore, the time and cost of any compression needs to be balanced with this expanded advantage, which is likely to result in it being either too slow, or too expensive, to be desirable for the typical high-sec situation where the refinery is in the same system.

Actually, lets throw that question out to the people who can currently act out that situation: Are there any 0.0 residents that bother to compress using the rorqual when mining in the same system as they intend to refine the ore in?

The only reason to want ore compression in high-sec would be to enhance other parts of the pathway. And I've already argued why mineral, rather than ore compression is more appropriate for that, and why there is no need for mineral compression ability to be ship-based.

Aarin Wrath
Caldari
East Khanid Trading
Khanid Trade Syndicate
Posted - 2008.01.17 15:26:00 - [164]
 

Edited by: Aarin Wrath on 17/01/2008 15:27:30
Originally by: Marcus TheMartin
I'll only agree to this Orca if it can't be used by npc corps


I see what you are worried about, and are trying to accomplish, but restricting the Orca to only NPC corps will in all honesty accomplish nothing. It will only create a heck of alot of grief for CCP in the form of petitions and unnecessary coding woes, and marginalize legitimate NPC corp members.

1. It would be very difficult to code "only for non NPC use" into EVE. It's not the restriction that makes it problematic, its the whole can of worms that such code would open.
eg. if a legitimate player is flying one and gets kicked from a PC corp ... what happens then???

2. Macro miners would just form small PC corps and use it. Now your thinking, "well yeah thats what I want so I can wardec them duh!", well sorry but macro miners are not stupid. They will just collapse and form a new corp.

Some extremism to exemplify why ccp should not do this:
I would also point out that if you were to go along this line of thinking, why stop at the orca. Why not freighters? why not Industrials, heck ... might as well restrict NPC corp members to noob ships only! That will fix those macro miners!
It's a slippry slope.

Pwett
QUANT Corp.
QUANT Hegemony
Posted - 2008.01.17 16:21:00 - [165]
 

Originally by: Matthew
Actually, lets throw that question out to the people who can currently act out that situation: Are there any 0.0 residents that bother to compress using the rorqual when mining in the same system as they intend to refine the ore in?


No, because refining Arkonor provides better compression than ... compressing it. for station mining ops the Rorqual simply replaces the POS-docked Eos we used to use.

Not the case with low-ends.

Aarin Wrath
Caldari
East Khanid Trading
Khanid Trade Syndicate
Posted - 2008.01.17 18:38:00 - [166]
 

Originally by: Matthew

Well, replacing half a dozen industrials with one freighter reduces the amount of required haulers as well.



Very true. Unfortunately current game mechanics do not allow freighters to do that so I would say that point is rather moot.

Originally by: Matthew

The problem with improving hauling via compression is that compression gives advantage beyond the belt->station segment you're aiming at improving



Could you elaborate on what advantage that is? I don't see what you are getting at.

Originally by: Matthew

Therefore, the time and cost of any compression needs to be balanced with this expanded advantage, which is likely to result in it being either too slow, or too expensive, to be desirable for the typical high-sec situation where the refinery is in the same system.



I did state that the compression of the Orca could be a lesser form of that for the Roqual. Maybe 1/2 as fast perhaps some other form of limitation.

Originally by: Matthew

The only reason to want ore compression in high-sec would be to enhance other parts of the pathway. And I've already argued why mineral, rather than ore compression is more appropriate for that, and why there is no need for mineral compression ability to be ship-based.


Hmmm a very interesting point. Mineral compression would alleviate a lot of the logistical problems of moving trit (for example) out to 0.0 for capital construction. I am not certain why CCP went with the ORE compression route instead of mineral compression.

gordon861
Minmatar
PROGENITOR CORPORATION
Intrepid Crossing
Posted - 2008.01.18 11:51:00 - [167]
 

Originally by: Aarin Wrath
Originally by: Matthew

Well, replacing half a dozen industrials with one freighter reduces the amount of required haulers as well.



Very true. Unfortunately current game mechanics do not allow freighters to do that so I would say that point is rather moot.



The solution to the freighter issue is to give the Orca a Ship Hanger that can only be accessed when in industrial mode.

Matthew
Caldari
BloodStar Technologies
Posted - 2008.01.18 12:59:00 - [168]
 

Originally by: Aarin Wrath
Originally by: Matthew

Well, replacing half a dozen industrials with one freighter reduces the amount of required haulers as well.



Very true. Unfortunately current game mechanics do not allow freighters to do that so I would say that point is rather moot.


Read my suggestion near the start of the thread. It specifically allows for the Orca to have a "deployed" mode where it gets cargo the size of a freighter, and the ability to enable freighter transactions within a short range of it. This freighter-enabling mechanism is already used around POS control towers, so it should be able to be applied here too.

Originally by: Aarin Wrath
Originally by: Matthew

The problem with improving hauling via compression is that compression gives advantage beyond the belt->station segment you're aiming at improving



Could you elaborate on what advantage that is? I don't see what you are getting at.


Low-end ores are shrunk a lot more by compression than by refining them. For example, Compressed Veldspar Once you have, for example, Compressed Veldspar has a volume of 417m3, and refines into 500k veldspar, resulting in 0.000834m3 per unit of trit, compared to trit's volume of 0.01m3. It's more efficient to keep it as Compressed Veldspar until you get it to where you want to finally use it. So compressing it doesn't just improve belt->station, it improves station->market, market->final use as well. This is why a lot of the 0.0 people are so keen on high-sec compression, because it would be more efficient to haul the compressed ores out to 0.0 space than it would be to haul the refined minerals.


Originally by: Aarin Wrath
I did state that the compression of the Orca could be a lesser form of that for the Roqual. Maybe 1/2 as fast perhaps some other form of limitation.


The trouble is that the effectiveness of compression in the belt->station segment is directly proportional to the distance from the belt to the station. This distance will typically be much, much shorter in high-sec space compared to low-sec or 0.0. Consequently, high-sec compression would actually have to be better in order to be a viable option. Which would then need the Rorqual to be lifted to the same level to avoid the Orca replacing it.

Originally by: Aarin Wrath
Hmmm a very interesting point. Mineral compression would alleviate a lot of the logistical problems of moving trit (for example) out to 0.0 for capital construction. I am not certain why CCP went with the ORE compression route instead of mineral compression.


Probably because they didn't intend the compression to be used for the other parts of the pathway. Ore compression is specifically useful in enhancing the belt->station segment because at that stage, you only have ore to work with. I've described earlier in the thread why refining in-belt would be overpowered compared to the other refining options, so that really only leaves ore compression as a viable option for that stage.

My suspicion is that they didn't put mineral compression in straight away because the existence of truly ridiculous compression ratios in some of the old modules had distorted things too much to gauge what the true need for it was, and what would be a balanced compression ratio. There was also the effects of the carrier nerf and the introduction of jump freighters to consider. Making too many changes at once is a recipe for an imbalanced system. I'm hopeful that as the consequences of those changes play themselves out, we'll get a balanced mineral compression system coming through.

Tokuji Hayakawa
Posted - 2008.01.18 13:27:00 - [169]
 

Please make this more readable, pyramid quoting and answering within it is difficult to take in - Mitnal

Tokuji Hayakawa
Posted - 2008.01.18 16:43:00 - [170]
 

cont.
personally I wouldn't want to see a freighter bouncing around hauling like an Indy.
I would expect a Ferighter to be docking evey few hours not 30-40 mins for large ops.

Pwett
QUANT Corp.
QUANT Hegemony
Posted - 2008.01.18 19:16:00 - [171]
 

Hauling with a freighter is all well and good, until you manage to warp that freighter into the orca, and the freighter zooms off at 80 km/s. Having done that at a low-sec gate, would anyone else hazard a guess on how long it would take that freighter to stop?

Laughing

Deathtrain
Posted - 2008.01.19 01:46:00 - [172]
 

I would like to see:
compression
hard points for command mod's
and a point for regular traking beam and salvage(no weapons)

cargo dont make it as big as a freighter but still big. none of the bays like the Roq has.

or have no cargo hold and compress the ore and poop out a high compressed ore that a hauler can take back to station.

Tokuji Hayakawa
Posted - 2008.01.19 09:06:00 - [173]
 

Originally by: Pwett
Hauling with a freighter is all well and good, until you manage to warp that freighter into the orca, and the freighter zooms off at 80 km/s. Having done that at a low-sec gate, would anyone else hazard a guess on how long it would take that freighter to stop?

Laughing

Right Click Warp to Within tab in overview "Set Default Warp to distance" to 7500m and your good to go.

shady trader
Posted - 2008.01.20 20:00:00 - [174]
 

I have been doing a few mining missions as well as a lot of mining in general in high sec. The big problem with doing a mining mission /mining op is moving ships and minerals to your target system quickly and easliy. In mining missions you need to move 2 ships, the mining vessels and a hauler.

As a result I think the Orca needs the following items to meet the needs of my small corps mining ops:

1) Mining related gang links, of cause.

2) The ability to transport a couple of assembed hulks and other small ships (scouts/light defence), via possibly percentage size reducition on barges so its no replacement for carriers transporting ships. This way relocating to another system from base station.

3) reasonable cargo hold say 20K and a second hanger for the ore with a bonus (say give it big % reduction in ore size while in the hold) to make it only useful for ore. The main cargo hold will be for crystals and any loot. This way its usefull for mining but not a replacement for a freighter.

4) A reasonable size (400m3) sized drone bay for defence. With the bandwith for say 5 heavy drones.

Give it bonuses like its big brother, on tracker beam and scanning range.

Matthew
Caldari
BloodStar Technologies
Posted - 2008.01.21 08:52:00 - [175]
 

Originally by: Pwett
Hauling with a freighter is all well and good, until you manage to warp that freighter into the orca, and the freighter zooms off at 80 km/s. Having done that at a low-sec gate, would anyone else hazard a guess on how long it would take that freighter to stop?

Laughing


Laughing

That would indeed be unfortunate. Though a slight bonus to cargo transfer range on the Orca, and use of a more conservative warp-to option should fix that easily. With the bonus-ed tractor beams, you should be able to put the Orca far enough out that the roids and your barges are not a navigational hazard.

Nekrininja
Posted - 2008.01.21 21:15:00 - [176]
 

i just want to comment. those of you questioning the need for empire based mining command ship. i have a rorqual but i have corp mates not yet suited for 0.0 and it is nice to have to help them on small ops once in awhile especially when ive just clone jumped to do some learning for a couple days.

Seimor Jeneet
Amarr
Posted - 2008.01.21 22:00:00 - [177]
 

I think the "Orca" should be able to deploy a Templar, an amarrian fighter drone, used by carriers

Rolling Eyes

Ford Hakata
Hakata Group
Blade.
Posted - 2008.01.21 22:39:00 - [178]
 

Edited by: Ford Hakata on 21/01/2008 22:43:51
The only way an Orca (or the Rorqual for that matter) could be made really interesting, is if they in their deployed mode actually functioned like a POS, with the ability to anchor a few POS modules nearby, and with a bubble to protect friendly pilots and property. It's fine if "anchoring" that ship is only possible at moons or at the center of asteroid belts, and that the anchoring is only possible for a few hours max (eg. because of fuel constraints, or whatever.)

Just making a "Mining capital ship" like this in order to get people to "mine together in gangs", isn't very creative. Neither is "ore compression" or making clone bays more "accessible" while they are broken anyway. And more mining bonuses? Meh. A small gang of hulks plus a mining director w/implant can already strip a belt clean in a few hours. Rolling Eyes

CCP, make the Rorqual and Orca into movable POSes! That would actually add new aspects to the game, instead of just "inflate" existing game mechanics. Haven't we had enough inflation when it comes to mining? Only new thing lately there is the gas harvesting, but that's hardly something a captital industrial ship should be useful for. Neutral

No more tweaking, please. Let's have a revolution. Twisted Evil

Balcura
Posted - 2008.01.22 02:12:00 - [179]
 

I like the idea about having a 1mil m3 cargo hold while deployed, gang mods and tractor beams are also great.

As far as the NPC corps using anything like this I have to say that is a bad idea. Easiest way to avoid that problem is to make the deployed orca a corp hangar of 1mil m3. As members in an NPC corp they do not have access to corp hangars or other "corp" only aspects of the game. That should solve that issue.

Other then that I would love to see a capital with a 6/4/4 slot layout, bonuses to shield transfer, capital tractors and mining gang modules. 300m3 drone bay for defense with enough grid/cpu for minimal capital tanking.

There are 2 main concerns that people have:
1) we need a way to get stuff (low ends) to 0.0
2) we need a mining utility ship that allows more miners and requires less haulers.

As long as it fills those basic needs it would be a great advance in ships... the Rorqual should also be looked at to see if it fills the role as it was intended. CCP may also want to make the compressions BPO's able to function in std manufacturing slots taking 2-5 times as long as in the Rorqual.

Roth
Posted - 2008.01.22 08:08:00 - [180]
 

Orca? Ok, my 2 cents...

Command link bonuses x 1.5 (all command links, not just mining related)
500pct armor and shield transfer range per level
50pct reduction in armor/shield transfer capacitor use
75pct reduction in Remote shield repair pg usage per lvl
99pct reduction in ore compression module cpu usage.
10pct reduction in compression module cycle time per ore compression skill level.
10pct per level drone hip and dmg 50 megabytes bandwith, 675m3 drone bay, can launch and assign drones to gang members for 98 pct reduction in bandwidth per assigned drone.
Jump capable, 2 ly range

200pct tractorbeam speed and range.

No innate compression.... (but see below)

60k m3 cargohold.
t2 resistances w/ bonuses per exhumer skill levels
8k shield
6k armor
22k hull

2 riggings slots.

4 highslots (2 launcher hardpoints)
3 med slots
4 low slots

500capacitor/500 second recharge

*new module*

Ore compressor I
Fitting, Low
Powergrid, 1
CPU 16000
Activation Cost 30
Duration 60/sec

Note: this module was designed by Creodron INC. to simulate the compression of minerals that have been finding there way into empire space.
Penalty : 100pct reduction in speed and 100pct reduction in agility while active

there, can either compress ores or haul, can't do both like the rorqual, requires new skills, so ccp can keep ya all playing for another month, is decent for small or large support in hostile areas, but doesn't have the powergrid to fit capital sized modules and seriously unbalance gang warfare if misused. Would be bout like a battleship sized industrial ship


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