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 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.12 19:22:00 - [ 1] - Quote
Edited by: Nova Fox on 31/01/2010 10:09:17Sisterhood of ≡v≡ ==================== Rise of the ScientistsObjective To expand ≡v≡-online's diverse career field with a new full size profession, Field Scientist.Summary- Create, Engineer and Present: 3 Tech1 Sisters Explorer Ships, 3 Tech2 Sisters Voyager Ships, 1 Sisters Gate-capable Capitol Ship, 1 Sisters Jump Capable Support Capitol Ship.
- Add new Racial Scientific Resources to asteroid belts, encounters, exploration, moons, and regions.
- To recreate Archeologist as a FULL Profession to rival Miners.
- Revise currently existing tools available and to implement new ones as necessary, and the skills required to operate them in the new profession.
- To create a new scientific demand which can escalate with the population within New Eden.
- To create a market for which scientific products or results can be sold
Difficulty of Implementation Difficult From new ship models, QA balance of said ships, implementation of new skills and a scientific products which may or may not have any conceivable demands and most extensivly market balancing. Impact Massive The ability for scientist and explorers to enjoy work outside the station and get paid for thier efforts is enough. Then making them take a more active role into thier jobs with varied degrees of skill, luck, and knowledge to result in providing more targets, new industrial products and the prospect of developing thier own models is a galaxy changing effect. ReminderHacking and Salvaging are potentially full professions of their own worthy of the attention of the last two empires that do not have a subfaction civilian ships yet such as a Thukker Reclimation Ships which fits perfectly with their nature as they are nomadic, everything they use should be recycled. And the Mordus Legion who would deviously use a networking ship to carry out nefarious cyber attacks while under the guise of an entertainment networking ship spreading their propaganda. UPDATE LOG 31.01.117-Issued the Muse its blueprint, you can now guesstimate costs and efforts to build one. -Rechristianed the Spirit as the Wisp, the Wisp is a fitting name for the fleeting tier 1 tech 2 ship. -Plans are being considered for a tech 3 ship with variable modules, more details in the blog. -Added Tools of the Trade Topic, which will be a full indepth look at the new toys to be used can be found when completed. -Added Peicing it all Together Topic, which a full indepth look at new type of artifact, mission artifacts can be found. UPDATE LOG 27.01.117-Reissued the Siren's blueprint after discovering a fatal miscaluation for the need of armor. Also the workers at the moon reactors complained that thier hours where not accounted for and this has also been corrected. UPDATE LOG 17.01.117-Completed "Why Sisters, why not?" Section |
 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.12 19:24:00 - [ 2] - Quote
Edited by: Nova Fox on 31/01/2010 10:03:49Table of ContentsNEW!Why Sisters, Why not?Sow the Seeds, and It Will Grow. Creating NeedRotten to the Core, Kicking the Nerds out of the StationsIts Personal, Personal LabsFeeding the Needy Supplying the DemandBuilding a Better Tomorrow, Going where no Scientist has gone before!NEW!I've Created a monster! Lets sell It!Peicing it all together, Mission ArtifactsServant Sisterhood of Eve Ships, Sifting through the StarsSOE Traveler, T1R1 SOE Wanderer, T1R2 SOE Surveyor, T1R3 SOE Wisp, T2R1 SOE Muse, T2R3 SOE Siren, T2R3Myshella Drake's SOE OutriderSOE Titiania, Subcapitol SOE Oberon, Capitol Treasure Hunting!, Ahem I meant Scientific Preservation!Moon Beams, Eye in the SkyTools of the Trade, Not your Granfathers Analyzer |
 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.12 19:24:00 - [ 3] - Quote
Edited by: Nova Fox on 17/01/2010 09:48:38Why Sisters?Why Not?There are twenty factions containing dozens of corporations each. The four factions we are all members of which is entirely out of the question. The fifth empire, Jovians, well they havent given us thier combat ships yet why explroation ships? CONCORD which have uber pwn ships well never see probably. Interbus which is nothing more than a tour guide and ferry service. Our rival ORE who dont need any more ships unrelated to what they do. Five pirate factions which are and should remain like the empires combat ships mostly. The two Amarr houses which are more interested in keeping thier turf though force. One Gallente offshoot, Intaki, who are very shady business sort of folks. Thukker Tribe which is more of a Salvage Professionals than exploration. Mordus who have strong ties with the Intaki and Caldari, a more preferable hacking subset can find a home there. and SOCT, the closest runner up for the exploration ships, however they're more concerned with getting their grubby hands everywhere and playing illuminati of New Eden. All of these mentioned factions do not have any desire in exploring anything purely, most of them are more content with doing business, usually at the end of a howitzer. Yet out of all of these faction I felt very strong that only one faction was qualified for Exploration and CCP agrees here, none other than The Servant Sisters of Eve. From their recent additions to having faction variations of probe launchers, implants, and probes, and might I mention that they are the only faction that does so today. If that's not proof enough then take a gander at this background for the sisters. Sisters of Eve.The sisters make a perfect candidate for this on many levels from metaphorically to practicality. From the given background above its also far easier and sensible to explain why the sisters commissioned such ships than mostly any other faction. So my points on elevating the sisters to this status. The Sister's desire to discover mysteries of the eve gate can easily take them far into the past via archaeology. The Sister's passion to provide sanctuary to all who seek their help can take a toll on their funds. Those seeking sanctuary are in high numbers now considering the all out war between the four empires. Donations during war tend to dry up as governments invest more into protection and the war efforts. So the Sisters strapped for cash turned to capsuleers as an opportunity to barter services with. So the Sisters provide a noncombat set of ships. In turn we use that ship to help them, and the rest of New Eden, bring a greater universal understanding of the past saving the sisters time and money that they don't have. With these reasoning's I have selected the SOE faction as the host of Exploration Ships and I have yet heard a decent enough counter argument about somone else taking that spot. |
 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.12 19:25:00 - [ 4] - Quote
Edited by: Nova Fox on 10/01/2010 09:27:09
Sow the seeds, and it will grow Creating Need
The ultimate objective of this porposal is not the SOE ships, but to reinvent the idea of being a scientist. Recreating the job with more field work would make the job far more interesting than watching the hydroponics at the station they're docked in.
Introducing a new idea without need is bound for failure so we must ask, how to create a need in the diverse multiplayer game of ≡v≡ to tailor for to a career in science?
As we know science in ≡v≡ has always involved around the aspect of blueprints and invention and improving them. When we look at the shortcomings of either of these we can see problems with them. Where there are problems there could be need to fill in those shortcomings.
Along with that we also see great potential for many new oppertunities however we must cautiously tread here or risk destroying everything as well, luckily people like new shiney things and new ways to do their business thus it can easily be tailored to be a widely welcomed additional feature.
In the end we must find a way to make the new mechanics rewarding, fun, varied in challenge, and ripe with all sorts of opportunity to express human nature.
The first problem is lab availability, everywhere you look in empire labs are nearly filling up, this will only get worse as ≡v≡ grows and labs the dont expand as fast, and many consider taking their multiple months of work into dangerous parts of space not worthy of the risk.
The second problem arising from blueprints lately, is the fact you cannot research copies at all, especially invented ones. Oddly allowing copies to be researched would be double edged as it would contribute to problem one and in itself not worth the effort.
The third problem is not related to bpo's or invention but one of the reasons why scientist afford to stay docked, Data Cores. This entirely risk free researching for reward is absurd and against the rules of Eve, however most scientist arent the combat variety either, so a careful balance must be struck to gently force them out of their stations instead of kicking them out of the door and middle of a turkey shoot in 0.0.
The fourth problem is that most science related products are not disposable wares, wares that constantly need a renewed demand for. Closest related item would be blue print copies. This area would carefully treaded in to not overstep into ORE industrial territory, so creating objects that have long term value isnt on the agenda, so additional services and possible products could be generated to flourish in eve and require no mining from ore's end to uphold or feel bad about not being able to.
Solving these problems with new mechanics may open new doors but they really fly open when you 'create' solutions instead of fixing them. However creating content has always jeopardized everything in Eve, even the most miniscule of introduction can have a massive ripple effect on entirely unrelated systems.
Overall the worst case effect on the market would be massive enough to drive tech 2 or 3 below reasonable. So careful market balance, and material availability and distribution and proper escalation with skills and returns must be heavily emphasized and if possible introduced the means in a pre-nerfed state. Net results would leave a slight reduction in costs of tech 2 or 3 production and hopefully increase in those interested in making said ships.
As for future aspects we could tailor it so that a research junkie can actually make great use of their skills and provide a unique service that can compete with any other scientist doing the same exact thing more details in a later post. |
 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.12 19:25:00 - [ 5] - Quote
Edited by: Nova Fox on 10/01/2010 09:26:38
Rotten to the Core Kicking the Nerds out of the Stations
In order to increase player interaction and need for them to actually go out and do things is to reward effort.
Which brings us to our next topic the Research Points Store.
This new system will allow players to go and actually do something to contribute to new resources they can find out in the field and get them turned into cold hard earned research points, who is to say that Loyalty points should be the only thing modeled in this manner? Research points would greatly benefit if players can easily increase the amount of points they get just by simply working for the company directly instead of waiting some obscure npc to get stuck at a problem and he's lazier than the player is to go out and get it done himself.
In order to get new research points players can go out into the field and 'harvest' artifacts they find hidden away on asteroids or dead space pockets. We have to entice players to get more research points than what is currently offered. Certain artifacts will net more research points for a particular field over the other and being tradable items they will find their market somewhere one way or another. Rarer and more valuable artifacts can be found in the mostly undisturbed Wormhole space and 0.0 where as empire you'll be lucky to find anything of worth these days. Field researching along with the daily mission players can easily gain multitudes of RP though their efforts or wallets whichever is deeper.
So now that we have a lot of research points we need to add plenty of new items we can purchase in this new research store.
One such items, to help curb players lack of ability to multitask in every field, as we saw with eve's most skilled player takes over 4 YEARS to learn every science skill to 5. We are going to allow players to purchase research findings with RP. Research Findings can be turned in to any other science division that is friendly to the player and be rewarded research points in that particular field. Further unrelated that Research Finding is the less its worth. For example it takes more points to buy a Research Finding in the field of Mechanics if your main field of research is Electronics where it's cheaper for a Drone scientist to purchase a research finding for computer sciences.
Another item we can add is BPO/BPCs for the new item to be used in researching copies and originals in the personal lab. Matrix BPs will only be purchasable though the Research Store and not npc provided market (players can still sell un-researched BPOs on the market and researched ones at escrow). The BPO will be the high end value item in the store similar to the mission runners Navy Issued Cruisers and Battleships though they shouldn't take anywhere nearly as many points to obtain.
But the research store has so much room for a lot more than just this, any currently existing science related product should be offered though the store if they're not commonly available including invention instructions, data cores, descriptors BPCs, books, implants, and in the future hacking related items and Data core BPOs if that ever becomes a full profession.
So why are you still spinning your ship in your hanger? Get out there and start getting your research points.
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 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.12 19:26:00 - [ 6] - Quote
Edited by: Nova Fox on 10/01/2010 09:26:02
Its Personal Personal Labs
The Personal Lab was introduced as a means to counter most of the aforementioned problems. Personal Labs are 'small', 'portable' labs with some unique abilities to run highly advanced programs reducing the number of people needing to operating it. It has a container like appearance to it and operates in a similar manner.
When a compatible blueprint is put inside the lab, the lab will then ask for an invoice of the advanced research programs it needs to run to bring up the blueprint up another levels of desired research.
If the player fails to have the available materials in the selected hanger the job is refused and the blueprint is returned to the hanger bay. When finished the researched blueprint will be put into the hanger bay it resides in.
Personal Labs are effected by skills including ones that reduce the time to do research, lowering material requirements for research, and possibly max lab use.
Few other things can be done to make them appealing and not 'overpowered,' to existing labs would be anything from annoyance factors to simply not fit for the job sort of deals. Remember this is for scientists of all varieties including the under loved hobbyist.
Limiting their research to one level at a time combined with having it count against your max lab usage would be one example to prefer the other types of labs. Due to its nature having to feed the lab materials rather than isk will probably make it more expensive than normal labs if they choose to buy the materials instead of harvesting it themselves.
Luckily researching copies is a cheap disposable factor that can probably compete with the amount of materials saved. That is up to a certain point where the materials needed increases with every level of research done thus for example tech 2 blue print copy research starts to sky rocket after going past lvl 0 to eventually price spent on research isn't worth the materials saved, at least BPOs can go further before degrading to this state.
Programs for the tech 2&3 blueprint copies will be harder to come by due to their distribution of resources being in the same places they normally are gained at. So Tech 2 materials are found in low to null, while tech 3 materials are only found in wormhole space.
We can also make it possible to break down the labs so they can only do certain types of research. Possible groupings is BPO types, racial, and technology levels. We don't want to make too many types of Personal Labs however. However we would like to get enough variety to make it very expensive for industrial scientist to taking advantage of having a lab anywhere they desire.
Even though the labs are stated to be 'small', they are still relatively large to most other products out there and many non industrial ships cannot carry a full complement of the said labs. Operating while in space may be possible but the limit of 1 run time and requiring materials makes it impractical in anything less than an unarmed freighter also there is the eve software issue of that being possible or not.
Some limitations of a personal lab is that cannot do invention jobs, copy jobs, or reverse engineering jobs.
The bottom line is that these personal labs are more available and far less of a hassle to individual hobbyist who despise waiting in line for months on end and would rather take a more active approach of researching in the short term.
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 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.12 19:26:00 - [ 7] - Quote
Edited by: Nova Fox on 10/01/2010 09:25:25
Feed the Needy Supplying the Demand
With new professions comes new values. Things that were once useless shall be found in a new light and worthy of effort to seek and procure them. With a wealth of possibilities Sisters Of Eve have made sure that they'll be the first to find discover and recover these valuables. Their ships shall premier in this ability but it won't be just limited to them as any ship can easily take up the task thought not as efficiently.
Personal Labs shall the instrument of exploration the depths of these possibilities and unlike their counterparts they are unmanned and require no payment due for their operation. Instead they'll decipher techniques of the those in the past to further potential in development of technology. This information gained from analyzing Data Matrixes and combined to work with current technologies are called Algorithms.
The process of gathering Data Matrixes involves finding templates in the first place.
These templates can be found anywhere, from ancient sites to abandoned colonies.
Most commonly scattered templates can be found on asteroids, these miniature sites, old shuttle wrecks, habitats are stuck or even imbedded into the asteroids that miners often pay no heed too and destroy it without regard as they mine it.
It's now possible to save the secretes these sites have before they fade away by activating them and analyzing them while picking up artifacts of significance along with the matrixes.
Any player wanting to seek these sites out in an asteroid field must arm themselves with a midslot high burst beacon which sends out a challenge signal to any site on fate selected few asteroids. Larger the asteroid larger the site might be. Once the site answers the challenge players will have a short time to harvest the information and any critical artifacts before the power core of the site heaves its last ounce of energy before failing causing a chain reaction which destroys the asteroid in the end. Empire however is quite empty of said treasure troves where as the mostly untouched low and null sec parts of space may have sites that are more pristine in comparison. Because analyzing is very disruptive on the sites computers and grid, any draw of data that completes a matrix further degrades the remaining power in the site. This is where unspecialized ships begin to falter as they draw power more ravenously than the sisters ships do.
Of course this isn't the only way, more profitable means of gathering information exist. Such as finding installations though via exploration and activating those sites. Even better finding an abandoned colony on a moon and setting up an Lunar Observatory in a nearby star base. Unfortunately the dust from the orbital mining laser proves to cause too much interference to allow their coexistence between the observatory and orbital mining laser so one must carefully choose which one to operate.
Once matrixes are gathered players can then use then possibly use the personal lab to manufacture the final Algorithms to be used for researching.
But a simple breakdown to what to expect in rarity ranking from least to most.
High Sec Space Belts T1 BPC PE T1 BPC ME T1 BPO PE
High Sec Dead Space T1 BPO ME T1 BPC ML
Null Sec Belts and Dead Space T2 BPC PE* T2 BPC ME* T1 BPO ML
Wormhole Space T3 BPC PE* T3 BPC ME* T2 BPC ML*
*Note - BPOs are not subject to Personal Lab Researching also due to their expected costs to level any research field combined with rising costs factors the amount of materials needed would be astronomical if any sensible T2 BPO owner has made research on their product already using traditional means.
ML and what it stands for will be explained in the next topic.
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 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.12 19:27:00 - [ 8] - Quote
Edited by: Nova Fox on 10/01/2010 09:24:42
Building a Better Tomorrow Going where no scientist has gone before!
Many must wonder why we stop at our expansion of knowledge and wisdom of what's out there to be discovered.
We will let those continue to wonder as we ourselves will aggressively seek out the answers.
With the use of personal labs, some long extensive trials and tinkering of sweat blood tears and isk we can finally without a doubt begin to create our own modified equipment.
Currently items only have one series we shall dub the A series. The way they mostly improve most modular functions is to increase a single trait or two. Though A series is mostly established and existing why stop there with the same boring stats? Why not apply some knowledge learned in another field to benefit the module? Like further CPU reduction or Increased Range. We shall dub these series B and forth on as many as we see fit to have or logically to create, this will vary from item to item but the possibilities are endless!
As Metalevels are researched the item will gain a prefix, suffix and a junction word. The prefix annotates the primary series metaleveled will the suffix, if any, will annotate the second series researched. This will limit metalevel items to only two traits at a time, though this cuts down on variety this makes things easier to balance and help clear confusion between manufacturers and buyers.
To research metalevels of possible choice and further progression you must gather rarer data bits, materials, salvage, and the completed items combined with specific science skills can result into the metaleveled item. However failure is possibility and the destruction of all resources used almost guaranteed. So this will make researching metalevels for BPOs a very expensive procedure, only the most hard headed will continue to do so until successful. BPCs fortunately will have it easier on chances and materials cost.
Upon any item reaching meta level 5 it becomes a tech 2 item. Requiring tech 2 materials, salvage, and data to continue to research and build. CCP willing this may be the only way to obtain a tech 2 BPO again but remember the odds are stacked against you getting five successful metalevings in a row and combined with the BPO modifier for difficulty any item that even metalevels once will be a feat and reward in itself for all the effort put into making it possible.
Unlike the tech 1 metaleveling all tech 2 metaleveling will have a drawback from another state become more blatantly obvious as well. However this will begin the introduction of metaleveled Tech 2 weapon systems and items that have been long desired for.
And similar to other researches done in the personal lab the scale of the materials needed increases drastically between each level making it more and more expensive to research for.
Finally one more additional costs to allow competition and slow players down, all metalevel successfully researched will eat ME and PE levels significantly to the point it may be prudent to research them.
As excited we all can be about designing our own parts there will be issues. The most obvious is marketability. Selling highly customized parts and pieces is almost going to be escrow only, this is a highly bothersome factor as that market could get flooded with these items. However current market cannot handle the this system either. So what's a mad scientist to do?
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 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.12 19:27:00 - [ 9] - Quote
Edited by: Nova Fox on 10/01/2010 09:23:26I've Created a Monster!Lets sell It!As we slammed into our problem in our last topic well hammer though this wall like it was nothing. In order to sell our new highly customized part we will have to make a few additions to our market and come up with a means of a way of making parts known. First up is item identification. All equipment will retain thier basic tech 1 name. IE Small Ion Blaster. For every level of metalevel intergrated into our customized part will create our 'junction word.' This set recycles when the technology levels up to 2 and starts all over. Recommended set levels 1 though 5 Custom, Modified, Improved, Augmented, Intergrated. So with our example well have a metalevel 3 item, an Improved Small Ion Blaster The next up is our prefix word and suffix word Prefix is for the primary attribute modifed while the suffix word is for the second most dominate modification. This will limit the number of 'paths' choosable by every modifcation to only two choices even if more are possible. So taking our example well attribute of increased rate of fire primary and additional damage secondary. The name would result in "Frictionless Improved Small Ion Blaster Shredder" The purpose of creating the prefix suffix and junction words will become more apperant in our next paragraph. To avoid using escrow for these highly custom items and getting scammed out of them. The Secure Commerce Commission has set up a special section for all modified equipment. To get to this modified equipment listing the browser of fine goods would open the catagory of the item. As normal a list will appear with one new addition, the 'Custom' item which will always be listed last in each catagory. When the browser selects this item instead of being presented with our normal browse buy/sell orders he will be brought to a specialized buy/sell orders tab which will allow him to sort by 'prefix' and 'suffix' and filter the metalevels. The browser can then setup a buy order from here as well using the prefix, suffix, and junction of his desire. So in our example the listing would look like this, and this.This allows listing of any customized part for that base item, quick sorting and purchasing. The filters that are available to each item are reset after leaving however but they'll allow you to see items of a specific prefix suffix or metalevel. Placing a buy order will bring up a similar interface where you drag drop menu select your desires in the word combination. Why list the base item? It may be possible or nessecary to merge entire groups of custom parts, for example instead of custom ion small blasters, custom neutron small blaster, and custom electron small blasters, these three can all become one custom catagory called Custom Small Blasters. This is peferrable to the examples given as it will cut down redundancy and help fill market lists. |
 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.12 19:28:00 - [ 10] - Quote
Edited by: Nova Fox on 10/01/2010 09:22:48
Servant Sisterhood of Eve Ships Sifting through the Stars
The Sisters have been hard at work providing an enjoyable and safer experience while researching in the field.
Like their ORE industrialist counterparts Sisters of Eve ships mine resources. However for the SOE, it's not an all you can eat buffet for them. SOE ships have to actively hunt, track, and find their targets and once they find it to preserve it as long as possible in order to get the most out of it before it dies.
Similar to ORE, SOE will oppositely tank from their parent faction the Amarr, so they will be shield tanking. Survivability was built into SOE ships as some encounters they will face will demand it. So the thicker tougher shields combined with higher agility and low mass makes for an excellent means of getting away when situations are not looking good. Does this mean they're uncatchable? No it doesn't but certainly makes them a harder target as a civilian ship, only the shuttle can claim better mileage though agility as far as civilian ships are concerned though interceptors will beg to differ if you include all ships.
As to not rival the covert ops the scan bonus only applies to exploration probes only. However in the post apothyrican age this means little to nothing. So to further segregate the two ships SOE ships are extremely slow warping ships using most of their CPU to calculate astrometric not space tunneling. Also the covert Ops can cloak where trying to shove said device onto a SOE ship will be a very difficult process.
As for the bonus of power drain. Unlike ORE ships which focus on getting as much stuff as possible, the analyzers amount of pull is rather static. Instead the amount of power Analyzer drain out of the target however is what varies from metalevel to metalevel. Bigger the power pull faster the site dies. So the bonus is designed to do the exact opposite, pull lesser power and in theory keep the site alive longer and in theory be able to gather more information before the site dies. So the ships bonuses are designed around that couple with analyzer upgrades and skills and its possible to get the most out of a site that is quickly losing power. Other ships do not get this bonus and miss out on two, three even five pulls of data from a site because they killed it off too quickly this will probably highly discouraged the dreaded analyzer Rokh.
SOE ships also get a nice feature to option a probe launcher or an additional analyzer in their high slots so that SOE ships working as a group can designate one ship to scan probe while all others go full analyzer duty.
SOE ships are very lightweight in terms of mass, this makes them ideal wormhole ships as well as they can travel with a group accompanied and not waste so much of the wormhole stability that could have been better used for another combat ship.
Tiers where implemented in order to allow reward for skilling, and well as the feeling of progression for players as its is considerably important to do this giving players something to look forward to and back from.
Tech 2 Ships of the SOE are specialized like their ORE rivals. Each one has its own 'perk' that makes it viable in its own right and not just better usage.
In the era of Dominion, scanning down sites of interest is now extremely high demand. SOE capital ships have unfortunately been pulled into exploration assistance during wartime funding efforts. The subcapitol ship will be an excellent wormhole coordinator with the ability to harvest information of the system wide effects so other military ships can reproduce the effect for their own. While the prime capital ship can deploy to reveal all of a system's secretes. Both are able to carry spare ships at lower mass values but suffer from regular cargo space.
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 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.12 19:29:00 - [ 11] - Quote
Edited by: Nova Fox on 10/01/2010 09:22:00TravelerSOE TravelerTechnology Level Tech 1 Teir 1Hull Class Exploration ShipMissione Role Intermediate Science Vessel
DescriptionThe Traveler has served the Sisterhood for the longest time as a ferry for its members. With modern upgrades, the Traveler has gained a new role to serve the Sisterhood further. With astrometric abilities, it's able to provide the means of locating spots of interest or refuge. Along with advanced onboard computers, analyzing sites of interest with excessive detail is no hassle. This is when the sisterhood learned more ancient cultures as they waited for threats to pass over. Data gathered during these times soon proved quite valuable in filling the coffers of the Sisterhood as the donations evaporated during the Emperyan Wars and scientist were willing to have that data at high prices. Exploration Ship Bonus 1 2% Reduction in Target's Power Drain from Analyzer and Data Streaming Analyzer per level(0.9 - 1.8) Exploratoin Ship Bonus 2 10% Increase in Signature Strength to Beacon and Core Probe scanning strength per ship level Fitting Bonus Fitting Ability with Data Streaming Analyzer FittingCPU 245 Power Grid 30 Calibration 400 2 High 3 Medium 1 Low 3 Rigs ShieldsAmount 394 Recharge 550 Resists 00 20 50 40
ArmorAmount 514 Resists 50 35 20 25
HullAmount 567 Mass 10M kg Max Speed 120m/s Warp Speed 2.0 AU/s Agility 0.65 Cargo Bay 250m3 Drone Bay/Bandwidth 25m3/15mb EngineeringCapacitor 930 GJ Recharge 270 seconds ElectronicsSensors 10 Radar Targets 2 Target Range 25kms Sensor Resolution 300mm Signature Radius 200m BlueprintTritanium 247835 Pyerite 15607 Mexallon 6371 Isogen 540 Nocxium 52 Zydrine 31 Megacyte 13 Estimated Mineral Cost 1,085,000 isk Estimated Effort Cost 16m30s Skills Required -Industry I Build Time 100 Minutes |
 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.12 19:53:00 - [ 12] - Quote
Edited by: Nova Fox on 10/01/2010 09:21:09WandererWanderer Field TestsTechnology Level Tech 1 Teir 2Hull Class Exploration ShipMission Role: Intermediate Science VesselDescription:These old transports of the Sisterhood help established their charity efforts in the galaxy, in modern days these old transports storage abilities have been dwarfed by advanced ships of the current era almost made this ship extinct. When the need to gather precious information about the elder races arose when the charities where running dry. This ship saw the light again as its spacious room it touted was then filled with computers for astrometrics and have allowed the Sisterhood seek the refuge and knowledge they need to continue providing hope to the refugees. Exploration Ship Bonus 1: 10% Increase in Signature Strength to Beacon and Core Probe scanning strength per ship level Exploratoin Ship Bonus 2: 2.5% Reduction in Target's Power Drain from Analyzers and Data Streaming Analyzers per level(0.875 - 1.75 - 2.635) Fitting Bonus Fitting Ability with Data Streaming Analyzers FittingCPU 310 Power Grid 35 Calibration 400 3 High 3 Medium 2 Low 3 Rigs ShieldsAmount 717 Recharge 750 Resists 00 20 50 40
ArmorAmount 403 Resists 50 35 20 25
HullAmount 1032 Mass 11M kg Max Speed 105m/s Warp Speed 1.7 AU/s Agility 0.47 Cargo Bay 392 m3 Drone Bay/Bandwidth 30m3/20mb EngineeringCapacitor 1005 GJ Recharge 300 Seconds ElectronicsSensors 12 Radar Targets Locked 3 Target Range 30kms Sensor Resolution 300mm Signature Radius 250m BlueprintTritanium 544426 Pyerite 57617 Mexallon 11775 Isogen 7569 Nocxium 1670 Zydrine 435 Megacyte 108 Estimated Material Cost 4,004,750 isk Estimated Effort Cost 1h50s Required Skills -Industry I |
 SonOf X51 |
Posted - 2008.09.12 19:55:00 - [ 13] - Quote
Edited by: SonOf X51 on 12/09/2008 19:58:33 Post 13
Where-ever you have writen "10% Reduction in Duration/Activation of Scan Probe Launcher." for your ship designs on Tech 1 hulls, I feel it would be more appropriate for this to be a 7.5% bonus per level. Covert-Ops are tech 2 and get 10% per level, same should carry through here IMO
Other than that, interesting ideas so far. |
 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.12 20:06:00 - [ 14] - Quote
Edited by: Nova Fox on 10/01/2010 09:19:59SurveyorSurveyorTechnology Level Tech 1 Teir 3Hull Class Exploration ShipMissione Role Intermediate Science VesselDescriptionThis grand ship was the first attempt in creating a new ship specifically designed from the ground up to help the Sisterhood to further thier scientific curiosities especially during the war as it would pay for itself, charity and further the sister's neutrality. The recovery results of expeditions where well clamored for by the highest bidder which remained invaluable to all empires and individuals corporations, scientists and the needy of New Eden. Exploration Ship Bonus 1: 3% Reduction in Target's Power Drain from Analyzers and Data Streaming Analyzers per ship level(0.85 - 1.7 - 2.55 - 3.4) Exploratoin Ship Bonus 2: 10% Increase in Signature Strength to Beacon and Core Probe scanning strength. per ship level. Fitting Bonus Fitting Ability with Data Streaming Analyzers FittingCPU 375 Power Grid 40 Calibration 400 4 High 3 Medium 1 Low 3 Rigs ShieldsAmount 1438 Recharge 750 Resists 00 20 50 40
ArmorAmount 858 Resists 50 35 20 25
HullAmount 2063 Mass 10.5M kg Max Speed 115 m/s Warp Speed 2.2 AU/s Agility 0.52 Cargo Bay 290m3 Drone Bay/Bandwidth 35m3/25mb EngineeringCapacitor 1100 GJ Recharge 320 Seconds ElectronicsSensors 14 Radar Targets Locked 4 Target Range 35kms Sensor Resolution 300mm Signature Radius 275m BlueprintTritanium 2250422 Pyerite 684699 Mexallon 65049 Isogen 18939 Nocxium 4216 Zydrine 1110 Megacyte 371 Estimated Mineral Cost 16,573,000 isk Estimated Effort Cost 4h11m37s Skills Required -Industry I Build Time 100 Minutes |
 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.13 00:41:00 - [ 15] - Quote
Edited by: Nova Fox on 31/01/2010 10:03:14Wisp SOE Whisp at the testing grounds Technology Level Tech 2 Teir 1Hull Class Voyager ShipMission Role Advanced Science Vessel
DescriptionThe sisters thirst for enlightment though knowledge is just one of many drives to begin to understand the technology they have recovered so far and apply it as they see fit. Thier first results where modules and scanning equipment that proved more efficent to thier needs, then they began to rebuild thier aging fleet with the new funds aquired though scientific partnerships and developed one of first advanced science vessels known in the galaxy. The Wisp is, in every way concievable, better than the hull its based on. Using much of the knowledge obtained by thier numerous expidtions. Many of the aging systems and old computer systems where replaced with smaller efficent computers allowing more room for additional processors for scan analysis. The stucture of the ship also improved using mineral saving techniques to improve the power flow and phsyical stability of the entire starship. The Wisp has powerful computers able to analyze nearby signals effeciently removing asteriod noise and false returns allowing looking for interests in asteriod belts far simpler task. Exploration Ship Bonus 1 4% Reduction in Target's Power Drain from Analyzers and Data Streaming Analyzers per ship level (0.8 - 1.6) Exploratoin Ship Bonus 2 10% Increase in Signature Strength to Beacon and Probe scanning strength per level Voyager Ship Bonus 1 5% Agility and Velocity per ship level Voyager Ship Bonus 2 5% Beacon Range per level Fitting Bonus Fitting Ability with Data Streaming Analyzers and Tunable Data Streaming Analzyers FittingCPU 280 Power Grid 70 Calibration 400 2 High 3 Medium 2 Low 2 Rigs ShieldsAmount 1011 Recharge 750 Resists 70 55 35 65
ArmorAmount 342 Resists 50 35 20 25
HullAmount 701 Mass 9M kg Max Speed 135m/s Warp Speed 2.5 AU/s Agility 0.65 Cargo Bay 275 Drone Bay/Bandwidth 35m3/25mb EngineeringCapacitor 970 GJ Recharge 250 seconds ElectronicsSensors 12 Radar Targets 3 Target Range 30km Sensor Resolution 350mm Signature Radius 175m |
 Clansworth |
Posted - 2008.09.13 09:55:00 - [ 16] - Quote
Some comments:
I do like the idea of a field scientist profession. I believe scientists need to have some sort of reason to leave space dock.
I'm not sure about the container style lab though. I think we'd be better off working with deployed ship labs instead. The mechanics are there already, with the Rorqual's industrial core. When active, the factory slots (compression only) are available. This mechanic could easily be changed to work for lab slots as well, with some sort of 'Laboratory Core' on a specialized science vessel. The other problem of working with the labs in space is that, unlike the Rorqual's VERY short compression job cycle, lab jobs can take many days to complete. This, however, is already taken care of with the industrial core mechanic, in that jobs get suspended when the core is inactive, and automatically resume when activated again. The core also already has a fuel use mechanic set in.
This will lead to science alts floating in space though, which I'm not too sure about. This actually makes me want them to be limited to low/null sec. “In order to make them portable, ship based labs lack the safety protocols of installation based facilities, therefore, concord has deemed them illegal to use in 'civilized' space.” If this was the case, they would have to actually be BETTER (faster) than POS based facilities, to make them have proper risk/reward ratio.
The Science vessel certainly should have more to do than just the lab jobs, so it doesn’t get relegated to always being a fixed deployed structure. However, I don’t think we necessarily need to turn science into yet another resource gathering profession. Perhaps the focus should be on creating some sort of meta-items that can be optionally used in scientific endeavors, much like the decryptors are used in invention today. I don’t think the new items necessarily have to be restricted to use in the science vessels though. They should basically just provide a bonus to copy time, ME research, or PE research.
Not really on topic, but I would also like to see other specialized deployable science/industry ships introduced, using the same mechanic. Manufacturing slots for small scale items (ammo, drones, and modules) would be beneficial to a roaming flotilla. Of course, a mobile refinery would also be required to feed these mobile factories. The mobile refinery would work slightly different though, as it doesn't use the S&I slot mechanic. Instead, it should be a module that can be 'loaded' with ore (like ammo in a weapon), and upon completing the cycle, it puts the minerals back in the hold, and 'reloads' with more of the same ore type, if available. Mechanic is already there for this one as well.
I can imagine a mobile group of industrialists directly backing up a combat wing. A few hulks suck in some ore, and transfer it to a refinery ship. The refinery ship (a Syndicate designed capital) melts the ore down into minerals, and transfers the minerals to the factory ship. The factory ship (of Thukker origin) produces ammo/drones and packs them into a blockade runner to bring to the front lines.
The SoE ships you’ve proposed are nice, but I’m not sure that many tiers are necessary. What do your tier 2 and 3 ships do that the tier 1 doesn’t? There is a definite scale and reason for 3 tiers of barges for mining, where yield is the reason for getting the bigger ship. In the science profession, most the time would be spent on the exploration itself, and the larger ships don’t necessarily do that any better than the smaller ones.
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 Asno Malo |
Posted - 2008.09.13 17:44:00 - [ 17] - Quote
Greetings, Overall I like the ideas you have presented so far. I look forward to reading over the rest as you post it. Having said that, one key area where your ship proposals fail is; Originally by: Nova Fox
Fitting CPU 140 Power Grid 70 Calibration 400 2 High 3 Medium 1 Low 3 Rigs
Based on their purpose, none of the frigate classes can actually support a scan or recon launcher. Their CPU is far too low to actually mount the launchers. Please think about increasing the CPU output and decreasing the PG to bring these ships more in line with CovOps ships. Another issue, with the skill bonus and the extra rig slot here, this ship would outstrip the CovOps ships in scan speed. While I don't have a problem with that overall, I would recommend removing the extra rig slot and increasing the scan duration to 15%, or reducing the scan duration to 7.5% to compensate for the extra rig slot. Finally, I would recommend re-working the secondary bonuses a bit. Other than fit, your three ships only differ in their fits, I would recommend specializing these ships a bit more, for example, give the Pixie a bonus to Hacking modules, but reduce the strength bonus to 3%, while adjusting the Sprite to have a similar bonus to Archaeology modules. |
 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.13 18:17:00 - [ 18] - Quote
Edited by: Nova Fox on 31/01/2010 10:02:18
Muse
Technology Level Tech 2 Teir 2
Hull Class Voyager Ship
Mission Role Advanced Science Vessel
Description With the sucess of the Spirit, the Sisters began work on upgrading the rest of thier fleet. With so many artifacts lost to private collections, or simple ignorance the need to recover them in pristine condition rose.
The Muse proved useful in this role as it was based on the Sisters anceint transports. Its vast cargo bay that was made use for older exploration computers was replaced by smaller more effecient computers allowing the installation of special artifact storage containers. With room to spare the analyzers can afford to haul in more artifacts than usual protocol allowed as there want normally enough room to store the artifacts safely aboard in previous ships.
Exploration Ship Bonus 1 5% Reduction in Target's Power Drain from Analyzers and Data Streaming Analyzers(0.75 - 1.5 - 2.25)
Exploratoin Ship Bonus 2 10% Increase in Signature Strength to Beacon and Probe scanning strength per level
Voyager Ship Bonus 1 5% Cargo Space per level
Voyager Ship Bonus 2 5% Increased chance to recover artifacts per level
Fitting Bonus Fitting Ability with Data Streaming Analyzers and Tunable Data Streaming Analzyers
Fitting CPU 340 Power Grid 75 Calibration 400 3 High 3 Medium 2 Low 2 Rigs
Shields Amount 2008 Recharge 750 Resists 70 55 35 65
Armor Amount 564 Resists Resists 50 35 20 25
Hull Amount 1404 Mass 10M kg Max Speed 110m/s Warp Speed 2.2 AU/s Agility 0.51 Cargo Bay 425m3 Drone Bay/Bandwidth 40m3/25mb
Engineering Capacitor 1055 GJ Recharge 280 Seconds
Electronics Sensors 14 Radar Targets Locked 4 Targeting Range 45kms Sensor Resolution 350mm Signature Radius 225m
Blueprint Wanderer 1 RAM Starship Tech 8 Antimatter Reactor 17 Fusion Thrusters 22 Construction Blocks 55 Morphite 60 Radar Snesor Cluster 140 Linear Sheild Emitters 140 Nanoeletrical Microprocessors 1330 Tungsten Carbide Amor Plates 1200
Estimated Material Cost 117,660,250 isk Estimated Effort Cost 175 hrs 5 minutes 30 seconds |
 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.13 18:26:00 - [ 19] - Quote
Edited by: Nova Fox on 27/01/2010 10:25:00
Siren
Technology Level Tech 2 Teir 3
Hull Class Voyager Ship
Mission Role: Advanced Science Vessel
Description: The Siren represents the ultimate exploration and acheaology experince the sisters have to offer to the galaxy. Its stream lined design uses the entire ship as receiver making every scan extremely useful. Scans from this ship are highly accurate and the sheer amount of data it can recover is simply staggering.
Exploration Ship Bonus 1: 6% Reduction in Target's Power Drain from Analyzers and Data Streaming Analyzers(0.7 - 1.4 - 2.1 - 2.8)
Exploratoin Ship Bonus 2: 10% Increase in Signature Strength to Beacon and Probe scanning per level
Voyager Ship Bonus 1: 1% Reduction in Target's Power Drain from Analyzers and Data Streaming Analyzers(0.65 - 1.3 - 1.95 - 2.6)
Voyager Ship Bonus 2: 2.5% Increase of Data collected per ship level.
Fitting Bonus Fitting Ability with Data Streaming Analyzers and Tunable Data Streaming Analzyers
Fitting CPU 400 Power Grid 90 Calibration 400 4 High 3 Medium 2 Low 2 Rigs
Shields Amount 2588 Recharge 725 Resists 70 55 35 65
Armor Amount 1201 Resists 50 35 20 25
Hull Amount 2805 Mass 9.5M kg Max Speed 110m/s Warp Speed 2.5 AU/s Agility 0.55 Cargo Bay 300m3 Drone Bay/Bandwidth 50m3/25mb
Engineering Capacitor 1300 GJ Recharge 310 Seconds
Electronics Sensors 16 Radar Targets Locked 6 Target Range 50kms Sensor Resolution 350mm Signature Radius 260m
Blueprint Surveyor 1 RAM Starship Tech 10 Antimatter Reactor 33 Fusion Thrusters 44 Construction Blocks 55 Morphite 80 Radar Snesor Cluster 165 Linear Sheild Emitters 165 Nanoeletrical Microprocessors 2200 Tungsten Carbide Amor Plates 2200
Estimated Material Cost 143,250,000 isk Estimated Effort Cost 340 hours 1 minute |
 Asno Malo |
Posted - 2008.09.13 19:09:00 - [ 20] - Quote
Originally by: Nova Fox Fully noted about the cpu issue I should slap myself as it was the only module I didnt fit I got most of the numbers doing bare bones and adding +10%, any thoughts about power grid or is it civillian enough?
Right off the bat, based on my previous comments, I would suggest the following; - Pixie: 140 CPU, 25 PG
- Sprit: 250 CPU, 30 PG
- Fairy: 280 CPU, 25 PG
Quote: Forgot to add in the 'hidden bonus' of analyzers reduced power drain between the teirs.
Based on how often analyzers get used and how long they currently take, I would strongly recommend against adjusting their cap usage, instead go with my previous comments and make them effectiveness bonuses. These modules are generally used only a few times per day / hour and as such cap is generally not an issue. Quote: If you can give me a per level number that when combined with the three rigs (i need to double check to see if its even possible) the boost in time scanned is only like 5-10%
A CovOps ship gets 10% per level, so 50% scan duration, plus another 20% for the two rigs. So let's use that as a base. The two counter proposals that I suggested would give 37.5% plus another 30% for three rigs or 75% plus another 20% for two rigs. Hmmm, the second one is way too high, let's try 12.5%, that would give 62.5% plus another 20% for two rigs. So with that we would get; - Specialized Frigate: 25% for Frigate skill plus 30% for rigs = 55%
- CovOps: 50% for CovOps skill plus 20% for rigs = 70% reduction
- Exploration prop 1: 37.5% for Exploration skill plus 30% for rigs = 67.5% reduction
- Exploration prop 2: 62.5% for Exploration skill plus 20% for rigs = 82.5% reduction
Based on those numbers and your desire to keep the three rigs, and the fact that these are specialized T1 ships, I would go with Exploration prop 1. Then the T2 versions could use Exploration prop 2. |
 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.13 19:30:00 - [ 21] - Quote
Edited by: Nova Fox on 10/01/2010 09:15:26
Titiana
Technology Level Tech 1 Subcapitol
Hull Class Scientific Capitol Ship
Mission Role Science Capitol Vessel
Description The Titiana joins the Sisterhood capitol inventory after a joint development with Interbus fullfilling the needs for a more effecitent ship transport this ship is able to carry one fully fitted battleship inside her bay at the significant cost to the cargo bay. Combined with the improved plank bubbling system the stored ships require far less mass increasing the ships agility and reducing its fuel costs should it need to be jumped or carried though a wormhole. This ship can also able to fit a Localized Observatory Labratory allowing this ship to 'harvest' the effects of a local system effect and creates a formate to which it can be replicated from again under certain circumstances.
Science Capitol Ship Bonus 1 5% Reduction in cycle time of the Localizing Observatory Laboratory Science Capitol Ship Bonus 2 3% bonus to effectiveness of arechealogist gang links per level
Role Bonus 1 250% bonus to tractor beam range Role Bonus 2 500% bonus to onboard scanner range Role Bonus 3 100% bonus to tractor beam velocity Role Bonus 4 25% bonus to cargo mass reduction per level
Fitting Bonus 1 -99% CPU need of Gang Links
Fitting Bonus 2 Able to fit a Localized Observatory Labratory
Fitting Bonus 3 Can run 3 gang links simultaneously.
Fitting 500 CPU 1000 Power Grid 400 Calibration 6 High 6 Medium 3 Low 3 Rigs
Shields Amount 1250 Recharge 750 seconds Resists 00 20 50 40
Armor Amount 6000 Resists 50 35 20 25
Hull Amount 40000 Max Speed Capitol Medium Agility Capitol High Cargo Bay Capitol Medium Drone Bay/Bandwidth Civillian Carrier Defense
Electronics Sensors: Amarr Targets 4 Sensor Strength Capitol Low Sensor Resolution Capitol High Signature Radius Capitol Very Noisy |
 Asno Malo |
Posted - 2008.09.13 20:09:00 - [ 22] - Quote
You have now given them far too much CPU and while retaining the PG, you have made this ship capable, without skills, of fitting just about anything with CPU and PG to spare. The numbers I gave you would mean that you would at least need some more basic skills to fit these boats. I recommend looking at ships like the Cheetah, Helios, Buzzard, and Anathema to see what their CPU and PG values are. Remember these boats are specialized in scanning and they are T2 ships.
I would urge you to seriously rethink their balance before you continue. With values these high, you are basically creating a class of super ships. |
 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.13 20:12:00 - [ 23] - Quote
Edited by: Nova Fox on 10/01/2010 09:14:14
Oberon
Technology Level Tech 1 Capitol
Hull Class Scientific Capitol Ship
Mission Role Science Capitol Vessel
Description The Oberon has long stood in the Sister's fotillias for many years as a mobile base of operations to conduct relife efforts from, its expansive cargo and enhanced sensors can keep constant tabs on nearby ships making sure the efforts go flawlessly in great times of much chaos.
When the sister's mission began to further expand into the studies of ancheint cultures, the Oberon quickly adapted with may of its existing systems already tailored for communications and trackings of stellar objects its no wonder this ship is able to support the sisters field expeditions without much retrofitting of new equipment. Its highly advanced astrometrics computers can easily link multiple ship's scan information and provide higher resolution results.
Her advance astrometics and lower mass for her size puts her well beyond the jump range of other civillian captiol ships and her ability to see every object is space has proven quite valuable in rescue efforts.
Science Capitol Ship Bonus 1 5% Reduction in fuel consumed by Scientific Cores and Jump Drive per level
Science Capitol Ship Bonus 2 50% Bonus to range of Large Armor, Shield, Hull Transfers per level
Science Capitol Ship Bonus 3 5% Bonus to Scientific Gang Links per level when deployed in Observatory Mode.
Science Capitol Ship Bonus 4 20% Increase to Fuel, Science, and Maintenance Bay per level.
Role Bonus 1 500% Increased Range for Onboard Scanner
Role Bonus 2 50% reduction in all fleet member's power drain from analyzers, data streaming analyzers and tunable data streaing analyzers
Fitting Bonus 1 -99% CPU need of Gang Links Fitting Bonus 2 Can run 3 gang links simultaneously. Fitting Bonus 3 Can fit a Scientific Core
Fitting CPU 1000 Power Grid 300000 Calibration 400 3 High 4 Medium 1 Low 3 Rigs
Shields Amount 100000 Recharge 15000 Resists 00 20 50 40
Armor Amount 25000 Resists 50 35 20 25
Hull Amount 200000 Max Speed Capitol Slow Jump Range: Agility Capitol High Cargo Bay: Capitol Medium Fuel Bay: Maitenance Bay: Drone Bay/Bandwidth: Civillian Carrier Defense
Electronics Sensors: Amarr Targets 8 Sensor Strength Capitol Low Sensor Resolution Capitol High Signature Radius Capitol Very Noisy
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 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.13 21:30:00 - [ 24] - Quote
Edited by: Nova Fox on 10/01/2010 09:13:13Myshella Drake's SOE OutriderOutriderOutrider in the field Technology Level Tech 1Hull Class Exploration ShipMissione Role Science Utility VesselDescriptionThis ship is aimed to please the current customer base fulling thier needs for a sturdy dependable ship capable of meeting any challenge that awaits them in complexes and hidden corners of the galaxy. This wonderfully crafted ship from Myshella Drake own shipyards and is in bidding with novafox shipyard ships. Exploration Ship Bonus 1: 5% to Anaylzer and Codebreaker module strength. Exploratoin Ship Bonus 2: 20% Increase in Signature Strength to Beacon and Core Probe scanning strength. per ship level. FittingCPU 432 Power Grid 45 Calibration 400 2 High 6 Medium 2 Low 3 Rigs ShieldsAmount 1752 Recharge 770 Resists 00 20 50 40
ArmorAmount 963 Resists 50 35 20 25
HullAmount 2387 Mass 12M kg Max Speed 80 m/s Warp Speed 3.5 AU/s Agility 0.48 Cargo Bay 400m3 Drone Bay/Bandwidth 25m3/25mb EngineeringCapacitor 1500 GJ Recharge 300 Seconds ElectronicsSensors 16 Radar Targets Locked 6 Target Range 50kms Sensor Resolution 350mm Signature Radius 375m |
 Ragnarohk Caldari |
Posted - 2008.09.14 01:45:00 - [ 25] - Quote
I love this!
Two years ago when I started playing EvE I had the misconception that 'scientist' was a valid profession. Hell science was one of the original race profession choices, but I soon learnt that notion was complete bull and re-trained to mindlessly shoot things instead. It got a shot in the arm with invention but this trekking through the galaxy, discovering exploring and 'sciencing' for profit, often sneaking into enemy territory to gather data, that is what I wanted to do!
I do dearly hope this becomes real.
-Rag |
 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.14 08:01:00 - [ 26] - Quote
Edited by: Nova Fox on 27/08/2009 11:53:50 Inventory 2
This should be filled with the 'mined' products from analyzing. |
 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.14 23:38:00 - [ 27] - Quote
Edited by: Nova Fox on 27/08/2009 11:27:16 Gallery. |
 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.16 05:51:00 - [ 28] - Quote
|
 Manfred Rickenbocker |
Posted - 2008.09.16 21:27:00 - [ 29] - Quote
Seems interesting. Science does need to be more than a sit-and-wait profession. The ships seem good, but they lack diversity. Perhaps arrange them around what you need to do at certain exploration complexes in order to get things done: hacking ship, salvage ship, scanning ships, and the science mining ships. |
 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.16 23:45:00 - [ 30] - Quote
Edited by: Nova Fox on 27/08/2009 11:27:36 FAQ |
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