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The question before us is how to “tiercide” Tier 1 industrial ships.  It is important to understand the philosphy behind Tiercide in order for us to do that as well as to understand how it has been used in the past.

Industrials, for example, while having different sizes and shapes, pretty much were the same ship.  Having higher skills in those industrials allowed you to only get more cargo capacity and more speed.  What eventually happened was that people would exclusively use the heavy haulers or the small, quick ships.. and forget anything in between because there wasn’t really a use for it.  That thought process wasn’t all that original and the game suffers for it.

Available options:

  • Cargo Capacity
  • Speed
  • Agility
  • Warp Speed
  • Resists
  • CPU
  • PG
  • etc.

The line is endless for what option industrial ships can have.  Which means that industrials can BE the flavor of each race without penalizing players.  This opens up the way to be “UNFAIR!”, or more accurately, “Diverse!”   This works because with Tiercide, every industrial can be accessed so long as you have the Racial Industrial skill at level 1.  With Odyssey, the racial frigate requirement was also removed making it possible for anyone to train any industrial no matter what the race right from the start.

My proposal?  Follow Tiercide’s intent: to make every ship in Eve Online worth flying, while making every race’s ships unique according to their lore and flavor.  Please note, these are just “draft” versions.

Minmatar – Race having to deal with difficulties in getting war material to the right people.  Their ships thus are faster and use more of their available power for speed and manuverability.

Wreathe (The Smuggler):  The Wreathe is the classic “Millenium Falcon” of Eve.  Designed to outrun and out manuver its opponents in order to get its limited amount goods to market.
Slot layout: 2H(+1), 5M(+3), 2L; 2 turrets , 0 launchers
Fittings: 230 PWG, 700 CPU
Base Cargo Capacity: 3000
Defense (shields / armor / hull) : 1140(+1061) / 1080(+337) / 2250(+1469)
Mobility (max velocity / agility / mass / align time/AU): 200 / .81(-.19) / 11000000(-200000) / 12.35(-1.5)/3.0 AU
Signature radius: 100
+5% Cargo Capacity per Level, +15% Warp Speed per level, +5% Agility per level

Hoarder (The Thief):  The Hoarder now takes on the role of “Firefly”, able to hide its signature when discovered, though not very graceful when it has to do so.
Slot layout: 3H, 5M, 4L; 2 turrets , 0 launchers
Fittings: 240 PWG, 800 CPU
Base Cargo Capacity: 4500
Defense (shields / armor / hull) : 1500 / 800 / 1700
Mobility (max velocity / agility / mass / align time/AU): 130(+10) / .91(-.1) / 11375000(-375000) / 14.3(-2)/3.0 AU
Signature radius: 190(+10)
+5% Cargo Capacity per level, +4% Shield resist bonus per level, +15% increase in speed while cloaked (cannot use Cov Ops Cloak).

Mammoth (The Mule): Stays the workhorse of the Minmatar Republic
Slot layout: 1H, 5M(+2), 5L(+2); 1 turrets , 0 launchers
Fittings: 80 PWG(+20), 750 CPU(+100)
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 5700(+600) / 36511m3
Defense (shields / armor / hull) : 310(+36) / 825(-191) / 935(-81)
Mobility (max velocity / agility / mass / align time): 120 / .91(-.09) / 11500000 / 14.5(-1.4)
Signature radius: 200(+20)
+10% Cargo Capacity per level, +5% Speed per level, +2.5% Powergrid per level, +2.5% CPU per level.

Amarr – A race that dominates and puts for every effort to control its territory and the people within.

Sigil (The Overlord):  The Sigil regains its historical lore as a slave capturing ship.  Strong enough to put boots on the ground while ably fending off attackers or capturing enemies.
Slot layout: 5H, 3M, 6L; 5 turrets , 0 launchers
Fittings: 850 PWG, 250 CPU
Base Cargo Capacity: 4000
Defense (shields / armor / hull) : 780(+624) / 1320(+304) / 2400(+1540)
Mobility (max velocity / agility / mass / align time): 160 / .88(-.12) / 10500000(-500000) / 12.8(-2.4)
Signature radius: 175(-35)
+5% Cargo Capacity per level, +4% Armor Resists per level, +5% to Medium Laser ROF per level.

Bestower (The Slave): A basic workhorse of the Amarr
Slot layout: 1H(-1), 4M, 6L(+2); 1 turrets , 0 launchers
Fittings: 90 PWG(+20), 750 CPU
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 4800 / 39201m3
Defense (shields / armor / hull) : 160(-35) / 935(-238) / 900(-273)
Mobility (max velocity / agility / mass / align time): 110(-15) / 1 / 13500000 / 18.7
Signature radius: 215(+5)
– +10% Cargo Capacity per level, +5% Speed per Level, +5% Powergrid per level

Caldari – A race of tremendous industrial prowess, sparing neither doctrine nor people in order to achieve their ends.

Badger (The Common Man):  The basic workhorse of the Caldari
Slot layout: 1H(-1), 6M, 4L(+1); 1 turrets , 1 launchers
Fittings: 80 PWG, 1000 CPU
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 7000(+1750) / 35167m3
Defense (shields / armor / hull) : 680(+132) / 760(-256) / 810(-206)
Mobility (max velocity / agility / mass / align time/AU): 115 / .93 / 13000000(-500000) / 16.8(-.6)/3.0 AU
Signature radius: 230(-20)
+10% Cargo Capacity per Level, +5% Speed per level, +5% CPU per level

Badger Mark II(The Tug):  Caldari advancements in Carriers and Fighter technology and transport gave them an advantage in developing hauler ships.  Aware that transporting necessary combat ships to hot areas didn’t always require a combat pilot, the Badger Mrk II was the benchmark technology stolen by ORE engineers for the Orca.
Slot layout: 1H, 4M, 2L; 1 turrets , 0 launchers
Fittings: 90 PWG, 750 CPU
Base Cargo Capacity: 3000m3
Defense (shields / armor / hull) : 1000 / 935 / 900
Mobility (max velocity / agility / mass / align time): 110(-15) / 1 / 13500000 / 18.7
Signature radius: 215(+5)
+110,000m3 Ship Maintenance bay per level, +5% speed per level, +10% Warp speed per level.

Gallente – A race that glorifies individual freedom and capitalism.  As such, their ideas reach far and wide, deep into all the regions and realms.

Iteron Mark V (The Poor):  The standard workhorse of the Gallente
Slot layout: 1H(-1), 5M, 5L; 1 turrets , 0 launchers
Fittings: 85 PWG, 850 CPU
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 6000 / 38433m3
Defense (shields / armor / hull) : 375(-94) / 850(-518) / 970(-515)
Mobility (max velocity / agility / mass / align time): 110 / .87(-.13) / 12500000(+750000) / 15.1(-1.2)
Signature radius: 220
+10% Cargo Capacity per level, +5% speed per level, +5% Powergrid per level

Iteron Mark IV (Entreupenur):  Seeing the need to work with smaller mining operations, the Iteron Mark IV was developed to maximize ore carrying capacity, allowing smaller corps to find be more efficient at finding better refining options.
Slot layout: 2H(+1), 4M, 3L; 1 turrets , 0 launchers
Fittings: 120 PWG(+50), 825 CPU(+75)
Base Cargo Capacity: 500m3
Defense (shields / armor / hull) : 525(+290) / 940(-76) / 1370(+197)
Mobility (max velocity / agility / mass / align time/AU): 115(-5) / .9(-.1) / 11975000(+725000) / 15(-.7)/3.0 AU
Signature radius: 205
+20000m3 Ore/Ice (not minerals or refined ice products) Bay Per Level, +5% agility per level, +5% Warp Speed Per level

Iteron Mark III (The Pharmacuticals): This ship was developed to be more efficient at finding and harvesting gas for drugs
Slot layout: 4H(+1), 4M, 2L; 1 turrets , 0 launchers
Fittings: 120 PWG(+50), 825 CPU(+75)
Base Cargo Capacity: 500m3
Defense (shields / armor / hull) : 525(+290) / 940(-76) / 1370(+197)
Mobility (max velocity / agility / mass / align time): 115(-5) / .9(-.1) / 11975000(+725000) / 15(-.7)
Signature radius: 205
+20000m3 Gas Container Per Level, +5% Probing Strength per level, +5% CPU per level

Iteron Mark II (The Fed-Ex Deliveries):  This ship was developed to make sure that small deliveries were done on time, every time.
Slot layout: 2H, 4M, 3L; 2 turrets , 0 launchers
Fittings: 300 PWG(+50), 825 CPU(+75)
Base Cargo Capacity: 4000m3
Defense (shields / armor / hull) : 525 / 400 / 500
Mobility (max velocity / agility / mass / align time/AU): 220 / .9(-.1) / 11975000(+725000) / 15(-.7)/3.0 AU
Signature radius: 145
+20% Warp Speed per level, +5% Speed per level, -15% Microwarp Drive Penalty per level.

Iteron Mark I (The Coffin):  The Revamped Iteron has been outfitted with a jump drive.  However, because of the tremendous stress that each jump takes, the ship will lose most of its hit points on a single jump. Jump Drive Calibration, Jump Drive Operation, and Jump Fuel Conservation do not apply.
Slot layout: 0H, 1M, 1L; 0 Turrets/launchers
Fittings: 220 PWG, 200 CPU
Base Cargo Capacity: 4000 / Fuel Bay: 500m3 (enough for three jumps)
Defense (shields / armor / hull) : 1000 / 1000 / 1000
Mobility (max velocity / agility / mass / align time/AU Range): 100 / .9(-.1) / 11975000(+725000) / 15(-.7)
Signature radius: 260
+2 AU Jump Range per level, +500m3 Cargo Capacity per level, -3% Cap Usage of Jump Drive per level.  Cannot use Microwarp Drives.  Each Jump removes does 2500 pts of damage to ship.

I’m sure you’ll find something that won’t be to your liking.. but, at least you’ll want to own them.  Each of them.

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