Forums » Suggestions

Behemoth XC

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Feb 02, 2014 Death Fluffy link
Now that the premier nation ships are limited to people of that nation, I think the Behemoth XC needs to be restricted to UIT.
Feb 02, 2014 DeathSpores link
heu XC is TPG not uit :p
Feb 02, 2014 Death Fluffy link
Remember that when the Dev's finally make UIT and Corvus exclusive and I tank my UIT.
Feb 02, 2014 greenwall link
I think there should be one faction for every ship in the game!
Feb 03, 2014 Dr. Lecter link
As an RP matter, TPG has a station outside UIT space that sells the XC. No UIT standing would be required there, but perhaps it should be inside UIT space. The Devs already shat all over the whole idea of UIT being a less secure space when they made docking at subfaction stations in UIT capital systems dependent on UIT standing, so who cares if we smear the feces around some.

As a practical matter, there needs to be a 200cu ship available somewhere so long as capship crafting requires moving 200cu items.
Feb 03, 2014 Death Fluffy link
There are mining behemoths that can do most of the work for the truly committed. Or players could work up a UIT alt, or have a UIT person move the goods for them.

The long awaited and much needed faction changes have effectively negated any reason for a player to be UIT, and in effect changed the incentive for players to choose Serco or Itani. While this is a positve direction for the game, the changes have not only restricted nation ships to the nations, but also made Serco and Itani fairly dangerous for UIT since at best a UIT might get minimal protection at +600.

At this point, there is no reason for me to remain UIT. I can get the Valk I prefer to fly, the Rev C and all but the Serco Vult by changing over to Itani. Not only that, but I can also get the ship I most often fly for manufacturing, the Behemoth XC.

And when the Devs finally grant Corvus / UIT conflict, as I said above, I'll tank my UIT in a heartbeat unless I have some kind of disincentive.
Feb 03, 2014 Dr. Lecter link
Fair enough. At this point capships are unimportant except as something to do/dick measuring, and there will be a capture method available in the future...so I could see a basis for locking out the XC.

+1
Feb 03, 2014 abortretryfail link
-1 I like killing Serco in XCs and I'd like to continue to enjoy this quality form of entertainment.
Feb 03, 2014 Pizzasgood link
Alternative 1: Leave the XC alone, but introduce a new UIT-only cargo ship with 220 cu storage. One forward L-port, one rear-facing turret-port, and a weak shield (10,000 points capacity, 1700/second recharge, 30-second cooldown after being dropped). It would have slightly worse acceleration and rotation than an XC, and 8,000 points of armor.

A turboing corvult with a fast-charge and two neutron mkIIs would have difficulty cracking the shield with those numbers. When not turboing, even a single neutron mkII would be able to overcome it (with several seconds of sustained fire, that is). A mega-posi greyhound would be able to pull it off while turboing without much difficulty, but it would still be harder than killing a moth.

Alternative 2: Give the Maud the modular cargo capacity it was intended to have, and double it's mass, thrusts, and torque (to make it better at pulling more cargo without significantly altering its unencumbered combat performance). The Cormaud would also be granted the modular ability, but would not receive the stat change, making it less handy for bulk transport.
Feb 03, 2014 draugath link
How about we leave it how it is and get Incarnate to adjust mission rewards so they are more sane and then remove the hard-cap on other major nations. One of the big problems plaguing the faction system including the previous lack of mutual exclusion has been the ludicrous mission rewards that completely trivialize the process of flip-flopping allegiances.
Feb 03, 2014 vIsitor link
Leave the XC alone, but introduce a new UIT-only cargo ship with 220 cu storage.

Hey guys, remember when the devs added this band new trading ship called the Behemoth, and its 120cu cargo hold was a really big deal?
Feb 04, 2014 wolfman40 link
traders we need more cargo, lol
Feb 04, 2014 Faceof link
I think yes ....a manufacturable 400cu armored XC is a very good idea...:)

Something need to exist between 200cu XC and 800cu of Tridents....the best is an manufacturable cargo ship .....anyway...

Cheers...
Feb 04, 2014 abortretryfail link
So some kind of heavy freighter between a Behemoth and Trident with turrets and shields but no docking bay?

Sure +1
Feb 04, 2014 Death Fluffy link
I'm open to an alternative along the linse of what Rin suggests. I would argue though that such a ship should be at least a moderate challenge for a turboing Greyhound for the simple reason that nature is a perpetual arms race. The Greyhound is a step forward for the predator. An new trade ship should be a step forward for the prey.

I'm also open to draugath's advice.
Feb 04, 2014 Inevitable link
You traders are something else.
Feb 04, 2014 csgno1 link
New moth with shields and turrets? Sure but take away turbo completely.
Feb 04, 2014 UncleDave link
Hold on, let me get into my UIT mindset.

...

...

Right.

Firstly you need to add 3 S ports so it has equivalent firepower to a Valkyrie, but without being maneuverable enough to use them, you need to give it some agility- not too much, around the same as a Prom. Only it can't really fight a Prom head on because of the AGT, so it needs an L port to return fire. None of this is of any help against pirates, however, and that's a real problem when you just want to trade in peace and not fight, so it should have good turbo thrust and low drain because the ship gets really heavy and sluggish when it's carrying cargo, so it's only fair to give it a chance to escape.

I don't know about adding shields though because they don't help AI Tridents too much, so double it in strength then try it out to see if it works to stop pirates griefing everyone.

PS: Does anyone else think the Greyhound is too difficult to escape?
Feb 04, 2014 DeathSpores link
Feb 04, 2014 Keller link
Frankly, I'm not sure I'd argue for a new Moth; the XC is kind of an extreme version of the ship. With a 200cu hold, it probably should be sluggish when full. My preference has always been the HM2 for trading in more hazardous areas, although I have always wished it had more armor.

However none of this detracts from the possibility of a player manufactured trade ship somewhere in between an XC and a Trident. It wouldn't have to have a dock. Something like a large Mk 1 Moth perhaps, as has been alluded to in multiple posts in this thread. It could be argued the ship would be too big to dock normally at a station (requiring transfers of some sort), but be faster and more maneuverable than a Trident, offsetting this inability. I realize this would require actually adding a brand new model to the game (wouldn't make sense to reuse the Moth model again), but it could work.