pre-edit: this post has been dragging on now for more than a month. Geez! Sorry for the delay it is just that stuff has been happening to me in real life (you know the one without a clone and no ‘save game’ feature) that has sucked up all my time and all my energy, so there was none left when I wanted to do something for this blog.

This post was written before the release of the patch. But I think is still relevant as I am not content with this ‘role’ stuff that is just happening right now in the game. As much as I would like to see ship roles, I’d like to see progressive advance as I move from one ship to another – you can clearly see that at my Tech2 miners.

So here it is, unedited, and raw (just refine it in your neural cortex and you’ll be fine)!

Given that another patch is in the doorstep I really wanted to revisit the DEV Blog (http://community.eveonline.com/devblog.asp?a=blog&nbid=72890 – written by CCP Ytterbium) made.

As it turns out some prayers are heard by CCP. It is just not all of them are considered even worthy of considering… 😛

Figures.

But since this blog came out I wondered whether or not to continue on the whole Industrial rebalance thing. Seeing how CCP toys with the ships on SISI I just lost my temper, so here it is!

The current layout is this:

ORE Starships

Mining Barges T1 • Procurer • Retriever • Covetor
Exhumers T2 • Skiff • Mackinaw • Hulk
Capitals Capital Industrial • Orca • Rorqual
Salvaging T1 • Noctis

So Let us re-consider the whole would-be ORE ship tree:

[INSERT NEW ORE TREE HERE]

A couple of notes to all this (before you write a rage post):
  • First of all, what you are about to read will assume that the Rebalancing EVE one ship at the time (http://community.eveonline.com/devblog.asp?a=blog&nbid=9129) is already over and that the skill requirements are set in a way as to encourage leveling while lowering the barrier of entry significantly. Read: Mining barge I requirement should be Industry level 4, not the current level 5 similarly for Tech II ships Mining Barge level 4 is required  instead of level 5, etc.
  • like whole numbers. That is why I buffed the Shield/Armor/Hull HPs accordingly. Also I cannot make up any honest excuse as to why come up with arbitrary not even numbers, like 2531 for the original hull of the Hulk – we are not balancing one ship against another here in a way we would balance Amarr vs. Minmatar comparisons. So sorry guys, anyone who begins to argue about that just misses the whole point.
  • CPU and PG buffs are there as to allow a ship to finally fit a full flight of Tech 2 modules with a decent balance between tank and mining performance.
  • On this last note, if you think about it this way, it will help: you just bought a custom Brabus modified Mercedes SL  for 10x the money – which is in fact pretty much like a Tech II or Faction equivalent of the original SL – but when you want a sunroof you have to go with that pile of plastic 70’s meta 3 LADA NIVA’s because of fitting restraints… seriously?? – you will go WTF?! Am I rite? And with all the right reason.
  • The boosts I propose here are a little bit different than in my original post but times change and so does one’s opinion about some things. Deal with it.
  • Note that CCP’s mantra of ‘what you could fly before, you can fly after‘ is not applied here because it is useless. It needlessly binds the design opportunities without adding any real benefits. For one: people will be compensated; second: note that the changes I installed skill-wise can be re-trained within 1-3 days.
  • Not to mention that anyone REALLY interested in mining and its related professions WILL go for level 4-5 from the get go – so he/she will probably not be affected by these changes in any ways.

ORE FRIGATE (SMALL)

First there will be (hopefully) the ORE Frigate. Tech level 1 I assume. What would this frigate look like?

ORE Frigate

The ship layout should look something like this:
 High slots  2  CPU  200 TF
 Med slots  1  PG  25 MW
 Low slots  1  Shield HP  250
 Rig slots  3  Armor HP  250
 Rig Bandwidth  400  Structure HP  500
 Drone Bandwidth  25 Mbit / s
 Drone hold  25 m^3  Turret Slots  2
 Cargohold  400 m^3  Missile Slots  2
Basic requirement should be:
Mining BargeMining Barge I (added)
And the additional skill boosts:
  • +20% mining yield bonus per level
  • +10% drone damage and mining yield bonus per level
  • +10% cargohold bonus per level
While these are not significant boosts the package as a whole should be something worthy of considering as it outperforms the mining frigates currently in the game. What does this enable? The removal of the Tormentor’s, Bantam’s, Navitas”s and the Burst’s role as a tech 1 entry mining frigate!  Honestly I see no point in even keeping those ships in the game any more.
The ship comes with default Tech 1 resists so it’s tank is not enough to say the least.
ORE MINERS (MEDIUM)
This is the ‘Old Guard’ of the ORE ship line. Some tweaking here and there can help a lot, so let us take a look:
PROCURER (Tech I)

Procurer

This is the entry-level into the world of the _real_ mining barges. It should be noted that in order for the frigate to fit in (and I really don’t think CCP will introduce a new skill, just to make that boat – the frigate – float) the basic skill requirement is now raised a level (level 1 -> level 2). The tweaking is introduced to amp up the capabilities of this ship (also to make room for the frigate). The cargo hold retracts to 300m^3 while it receives an additional Ore hold of a not insignificant 2.000m^3.
 High slots  1  CPU  170 TF (up from 120)
 Med slots  2 (up from 1)  PG  50 MW
 Low slots  2  Shield HP  1,000 (up from 195)
 Rig slots  3  Armor HP  500 (up from 313)
 Rig Bandwidth  300 (down from 400)  Structure HP  1,000 (up from 469)
 Drone Bandwidth  25 Mbit / s
 Drone hold  25 m^3  Turret Slots  1 (up from 0)
 Ore cargohold  2,000 m^3 (up from 1,000)  Missile Slots  0
Basic requirement should be:
Mining BargeMining Barge II (increased from level 1)
And the additional skill boosts:
  • +5% mining yield bonus per level (up from +3%) for Strip Miners and Mining Lasers
Role bonus:
  • Able to equip Strip Miners and Ice Harvesters
RETRIEVER (Tech I)

RetrieverThis ship a step up from the Procurer. It receives some small boosts but as a whole it should still be the ‘man in the middle’ between the two sister ships in regards to mining.

As for the tank, the boosts and tweaks help the tank a lot. You won’t have trouble fitting tank on this one! The cargo hold retracts to 400m^3 while it receives an additional Ore hold of a not insignificant 4.000m^3.
 High slots  2  CPU  235 TF (up from 125)
 Med slots  2 (up from 1)  PG  55 MW (up from 35)
 Low slots  2  Shield HP  3,000 (up from 489)
 Rig slots  3  Armor HP  500 (down from 625)
 Rig Bandwidth  300 (down from 400)  Structure HP  2,000 (up from 938)
 Drone Bandwidth  50 Mbit / s (up from 25)
 Drone hold  50 m^3 (up from 25)  Turret Slots  0
 Ore cargohold  4,000 m^3 (up from 2,000)  Missile Slots  0
Basic requirement should be:
Mining BargeMining Barge III
And the additional skill boosts:
  • +5% mining yield bonus per level for Strip Miners and Ice Harvesters  (up from +3%)
Role bonus:
  • Able to equip Strip Miners and Ice Harvesters
COVETOR (Tech I)

Covetor

The Covetor represents the best of Tech I Mining barges. Boasting an impressive cargo hold and good mining performance. It really is the best that (cheap) money can buy at a Tech I level. The cargo hold retracts to 500m^3 while it receives an additional Ore hold of a gigantic 8.000m^3.
 High slots  3  CPU  290 TF (up from 200)
 Med slots  2 (up from 1)  PG  65 MW (up from 35)
 Low slots  2  Shield HP  5,000 (up from 781)
 Rig slots  3  Armor HP  500 (down from 911)
 Rig Bandwidth  300 (down from 400)  Structure HP  3,000 (up from 1,875)
 Drone Bandwidth  50 Mbit / s
 Drone hold  50 m^3  Turret Slots  0
 Ore cargohold  8,000 m^3 (up from 4,000)  Missile Slots  0
Basic requirement should be:
Mining BargeMining Barge IV (decreased from level 5)

And the additional skill boosts:

  • +5% mining yield bonus per level for Strip Miners (up from +3%)
  • +5% drone damage and mining yield bonus per level
Role bonus:
  • Able to equip Strip Miners and Ice Harvesters
Tech II
Now onto the upgraded versions: basic guideline on the Tech II line is that each ship specialises in something different while inheriting much of the design and benefits of its Tech I ancestor. These ships are designed to operate in low and zero security space so they field added resists and some bonuses that are related to their speciality.
SKIFF (Tech II)

Skiff

This ship specialises in Mercoxit mining. The base added +2 warp strength remains. As for the rest, I’ll just quote my old blog post:
“Increase in drone bay might encourage people to use [also] drones for mining mercoxit and therefore the chance of gas cloud forming bonus would finally be put to great use – right now Skiffs just park outside of gas cloud range and therefore the bonus is not really used.”
The cargohold retracts to 200 m^3, while receiving an added cargohold specially designed for ores. Especially to handle that nasty explosive-happy material, called Mercoxit.
 High slots  1  CPU  270 TF (up from 188)
 Med slots  4  PG  65 MW (up from 35)
 Low slots  3 (up from 2)  Shield HP  7,000 (up from 675)
 Rig slots  2  Armor HP  1,000 (up from 450)
 Rig Bandwidth  300  Structure HP  4,000 (up from 633)
 Drone Bandwidth  25 Mbit / s
 Drone hold  50 m^3 (up from 25)  Turret Slots  0
 Ore cargohold  16,000 m^3 (up from 4,500)  Missile Slots  0
Basic requirement should be:
Mining BargeMining Barge IV (reduced)
Exhumers
Exhumers II (increased from level 1)

And the additional skill boosts (Mining Barge skill):

  • +5% mining yield bonus per level for Strip Miners (up from +3%)
  • +7,5% bonus to all shield resistances per level
Role bonus:
  • Able to equip Strip Miners and Ice Harvesters
  • +2 warp strength
The additional skill boosts tied to Exhumers skill:
  • +50% bonus to Mercoxit Mining Crystal yield multiplier per level (down from 60%)
  • -15% reduced chance of Mercoxit gas cloud forming per level (down from 20%)
Note: while a the reductions may come off as a nerf, the Skiff will still be the best Mercoxit miner out there.
MACKINAW (Tech II)

Mackinaw

This ship is the best for mining Ice, period. As such it will receive the best bonuses for that. It also receives an added warp strength so nasty situations can be handled (after a fashion). Its cargohold diminishes to 400 m^3 but this creates room for the added cargohold (for all those big ice blocks to fit in).
 High slots  2  CPU  330 TF (up from 198)
 Med slots  4  PG  70 MW (up from 35)
 Low slots  3 (up from 2)  Shield HP  9,000 (up from 1,181)
 Rig slots  2  Armor HP  1,000 (up from 788)
 Rig Bandwidth  300  Structure HP  5,000 (up from 1,266)
 Drone Bandwidth  50 Mbit / s
 Drone hold  50 m^3  Turret Slots  0
 Ore cargohold  18,000 m^3 (up from 6,000)  Missile Slots  0
Basic requirement should be:
Mining BargeMining Barge IV (reduced)
ExhumersExhumers III (increased from level 2)

And the additional skill boosts (Mining Barge skill):

  • +5% mining yield per level for Strip Miners (up from +3%)
  • +7,5% bonus to all shield resistances per level
Role bonus:
  • Able to equip Ice Harvesters and Strip Miners
  • +1 warp strength
  • +100% bonus to ice mining yield
The additional skill boosts tied to Exhumers skill:
  • -5% reduction of Ice Harvesters cycle duration per level.
Note: Ice Harvesters receive the bonus from the Exhumer skill only! Also note that the penalty regarding Ice Harvesters cycle is now replaced by a bonus for basic cycle reduction.
HULK (Tech II)

Hulk

This is the final instalment of the mining line for the ORE. As such it boast a large shield HP able to withstand most NPCs in null sec. For this the engineers had to forgo the added warp strength of its smaller siblings.
 High slots  3  CPU  385 TF (up from 300)
 Med slots  4  PG  80 MW (up from 35)
 Low slots  3 (up from 2)  Shield HP  11,000 (up from 1519)
 Rig slots  2  Armor HP  1,000 (up from 1013)
 Rig Bandwidth  300  Structure HP  6,000 (up from 2531)
 Drone Bandwidth  50 Mbit / s
 Drone hold  50 m^3  Turret Slots  0
 Ore cargohold  20,000 m^3 (up from 8,000)  Missile Slots  0
Basic requirement should be:
Mining BargeMining Barge IV (reduced)
ExhumersExhumers IV (increased from level 3)

And the additional skill boosts (Mining Barge skill):

  • +5% mining yield per level for Strip Miners (up from +3%)
  • +7,5% bonus to all shield resistances per level
Role bonus:
  • Able to equip Strip Miners and Ice Harvesters
  • -50% reduction of Mercoxit mining yield
The additional skill boosts tied to Exhumers skill:
  • +5% mining yield per level for Strip Miners (up from +3%, Ice Harvesters excluded)
  • +5% drone damage and mining yield bonus per level
Note: this is the only ship receiving a double-boost for strip miners, and an added drone yield. As such it will be the most effective – although the most easily caught – Exhumer out there.
ORE HAULERS (LARGE)
Now this is where the tricky parts come in. This is a group that was none-existent but if you look at them from a different angle, the question arises: why not?
PRIMAE (Tech I) 
Primae
While this was a limited issue ship I think it would really deserve it’s place in the ORE line as the de facto (almost) best PI hauler out there. For this to happen, CCP would have to modify the ship accordingly (adding blueprints, etc). With added slots and a boosted cargo hold it could be a viable option and could finally reclaim the throne as the first choice of PI ship out there (note: Blockade runners will still be a viable option – warp while cloaked and other extra features the Primae doesn’t have). Also note that in order for this ship to fit into EVE cannon it is now re-classified as a large vessel and uses large modules!
 High slots  2 (added)  CPU  300 TF (up form 100)
 Med slots  5 (added)  PG  3,000 MW (up from 175)
 Low slots  4 (no modification)  Shield HP  2,000 (up from 1,000)
 Rig slots  3 (added)  Armor HP  2,000 (up from 1,000)
 Rig Bandwidth  400 (added)  Structure HP  2,000 (up from 1,000)
 Cargohold  400 m^3 (up from 100)
 PI commodities hold  10,000 m^3 (up from 1,600)  Turret Slots  0
 Command Centre hold  2,000 m^3 (up from 1,000)  Missile Slots  0

Basic requirement should be:
ORE Industrial

ORE Industrial I (added)
NOCTIS (Tech II)
Noctis
This ship will be moved to the Tech 2 branch. As a direct descendant of the Primae (hell! it even shares the same ship form!) it would inherit Tech 2 resists while at the same time retain the original fitting and layout. With a little tweak here and there (losing the third rig slot like all Tech II ships – but gaining access difficulty bonus by the skill level) it should be even more formidable than before. Note that in order for this ship to fit into EVE cannon it is now re-classified as a large vessel and uses large modules!
 High slots  8 (no modification)  CPU  330 TF (up from 300)
 Med slots  2 (no modification)  PG  3,000 MW (up from 250)
 Low slots  3 (no modification)  Shield HP  1,000 (down from 1,700)
 Rig slots  2 (down from 3)  Armor HP  2,500 (up from 2,200)
 Rig Bandwidth  300  Structure HP  3,500 (up from 3,200)
 Cargohold  4,000 m^3 (up from 1,460)
 Turret Slots  8
 Missile Slots  0
Basic requirement should be:
ORE IndustrialORE Industrial IV (up from level 1)

And the additional skill boosts:

  • 5% reduction of tractor beam and salvager cycle per level
  • +50% bonus to tractor beam range and velocity per level
  • +3% added salvaging access difficulty bonus per level
Note: This means that with the training to level 4 you will get a +12% access difficulty bonus (better than a Tech I salvage tackle rig). And at level 5 you will be on par with the Tech II Salvage tackle rig – for free! This will fully compensate for the loss of one rig slot. The greatly increased Cargohold would enable for 0.0 dwellers to salvage more sanctums at a time – although with those minimal defences this ship is a giant target practice.
ORE CAPITALS (CAPITAL)
ORCA (Tech I)

Orca

The  Orca serves as a ‘small Rorqual’. Providing bonuses in high sec or in areas where fielding a Rorqual might be too risky. Note: in order to fit in with canon this ship is now classified as Capital. Therefore appropriate modules should be used! Power Grid and CPU are adjusted accordingly. The skill requirement remains  the same though.
 High slots  4 (up from 3)  CPU  550 TF (up from 430)
 Med slots  6 (up from 4)  PG  155,000 MW (up from 960)
 Low slots  4 (up from 2)  Shield HP  22,000 (up from 17,500)
 Rig slots  3 (no modification)  Armor HP  4,000 (down from 6,900)
 Rig Bandwidth  400  Structure HP  50,000 (up from 46,000)
 Cargohold  30,000 m^3 (no change)  Corporate cargo hold  40,000 (no modification)
 Ore Hold  60,000 m^3 (up from 50,000)  Drone hold  100 m^3 (up from 75)
 Ship maintenance bay  800,000 m^3 (up from 400,000)  Drone bandwidth  50 Mbit / s (no change)
Basic requirement should be:
Industrial Command ShipsIndustrial Command Ships I

And the additional skill boosts:

  • +5% bonus to cargo and ore hold capacity per level
  • +5% bonus to the effectiveness of mining foreman Gang Links per level
  • +10% bonus to drone damage, hit points and mining amount per level (new)
Role bonus:
  • +500% bonus to range of Survey Scanners
  • Can use 3 Gang Links simultaneously
  • -99% reduction for CPU need of Gang Link modules
 Note: it will lose its tractor beam bonuses because it will use the capital version. Ore hold receives a per level  bonus is cargohold too! Also the doubled ship maintenance bay will help to accommodate more than two fully fitted hulks at a time.
RORQUAL (Tech I)

Rorqual

The very pinnacle of ORE’s ship line. This ship is a home away from home. The changes I suggest for this ship are minuscule and really only tweaks here and there. One big change is the buffed ship maintenance bay and the boost from 3 to 5 on fielding Gang Links (also, boosts now apply not just for Mining Gang Links when in deployed mode).
 High slots  6 (no change)  CPU  1,000 TF (up from 920)
 Med slots  7 (no change)  PG  350,000 MW (up from 305,000)
 Low slots  2 (down from 3)  Shield HP  100,000 (up from 90,000)
 Rig slots  3 (no modification)  Armor HP  20,000 (down from 30,000)
 Rig Bandwidth  400  Structure HP  200,000 (up from 160,000)
 Cargohold  50,000 m^3 (up from 50,000)  Corporate Hangar  40,000 m^3 (up from 30,000)
 Ore Hold  250,000 m^3 (no change)  Drone hold  500 m^3 (up from 300)
 Ship maintenance bay  1,600,000 (up from 1,000,000)  Drone bandwidth  125 Mbit / s (no change)
Basic requirement should be:
Industrial Command ShipsIndustrial Command Ships IV (added)
Capital Industrial ShipsCapital Industrial Ships I

And the additional skill boosts:

  • +5% bonus to cargo and ore hold capacity per level
  • -5% reduction in fuel consumption for Industrial Cores per level
  • +10% bonus to Gang Links effectiveness per level (not just for Mining Links) when in deployed mode
  • +50% bonus to range of Capital Shield Transporters per level
  • +20% bonus to drone damage hit points and mining amount per level
Role bonus:
  • +900% bonus to the range of Survey Scanners
  • +200% bonus to the range of Cargo Scanners
  • -99% reduction of CPU need for Gang Links
  • Can use 5 Gang Link modules simultaneously (up from 3)
  • Can fit Clone Vat Bay
That’s it!
Links to look at:

My rumbling about ORE ships: https://lifeofzenith.wordpress.com/2012/04/25/ore-ships-rebalance/
DEV Blog about the rebalance: http://community.eveonline.com/devblog.asp?a=blog&nbid=9129
DEV blog about ORE’s rebalance: http://community.eveonline.com/devblog.asp?a=blog&nbid=72890

Mine safe!

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