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In order to remain competitive with the changing times. Ore is looking to reach out to the higher risk takers in industry. The "Prospect" proposal is to seek investors to make an industry ship focused entirely to the small industrial corps whom would prefer to gather the materials themselves rather than outsource their rare ore supplies.
The design is centered around survivability. While they may rival tech 2 counterparts, the overall yields will not exceed, but instead offer additional functionality in dangerous space. unfortunately, all this state of the art technology does come at additional costs.
Turrets would be side mounted instead of traditional ore top mounts to match the dual process line design.
Skill requirements for usage will be the similar to that of the Strategic cruisers. Difference will be barge instead of cruiser skill and the skill itself will be strategic industrial.
Strategic Industrial I
Astrogeology V
Spaceship Command III
Mining Barge V
Spaceship Command I
Strategic Industrial Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
Strategic Industrial Electronic Systems I
Electronics V
Strategic Industrial Engineering Systems I
Engineering V
Strategic Industrial Mining Systems I
Mining V
Drones III
Strategic Industrial Propulsion Systems I
Navigation V
I would like to have had some slight changes for the fitting slots. Unfortunately gas miners do not require a hardpoint. To keep it from being overpowered, I had to limit possible high slot combination maximums to 4. Exception is the locus setup which would not receive the gas mining bonus.
Edit: in game, had never used gas harvesters, and didn't realize that the info window for them doesn't say that they use turret hardpoint. Thanks to a friend for pointing that out, with that knowledge, the foreman subsystem could be tweaked to add a high slot instead.
Other issue would be that gathered resources would have to go straight to the resource bays, or the hull resource bay would need to become a regular cargo bay.
Primary focus was on getting a general function. Due to time, and the fact of having to make the assortment of subsystems, planning and testing different ways to assemble to prevent an overpower event, texture mapping was not possible, instead focusing on an appearance. This also includes exact calculations for areas such as mass, powergrid, etc. Attribute points.
Notes: The folder for this project, not including blender or outside used images is 583 mb. If the .bmp file format is included, 514 mb can be added to that. For you eve players in the know, must be a sign XD
Also note the little mark on the front of the scaling bar. Is a person for case of reference.
The design is centered around survivability. While they may rival tech 2 counterparts, the overall yields will not exceed, but instead offer additional functionality in dangerous space. unfortunately, all this state of the art technology does come at additional costs.
Turrets would be side mounted instead of traditional ore top mounts to match the dual process line design.
Skill requirements for usage will be the similar to that of the Strategic cruisers. Difference will be barge instead of cruiser skill and the skill itself will be strategic industrial.
Strategic Industrial I
Astrogeology V
Spaceship Command III
Mining Barge V
Spaceship Command I
Strategic Industrial Defensive Systems I
Mechanic V
Shield Operation III
Engineering I
Strategic Industrial Electronic Systems I
Electronics V
Strategic Industrial Engineering Systems I
Engineering V
Strategic Industrial Mining Systems I
Mining V
Drones III
Strategic Industrial Propulsion Systems I
Navigation V
I would like to have had some slight changes for the fitting slots. Unfortunately gas miners do not require a hardpoint. To keep it from being overpowered, I had to limit possible high slot combination maximums to 4. Exception is the locus setup which would not receive the gas mining bonus.
Edit: in game, had never used gas harvesters, and didn't realize that the info window for them doesn't say that they use turret hardpoint. Thanks to a friend for pointing that out, with that knowledge, the foreman subsystem could be tweaked to add a high slot instead.
Other issue would be that gathered resources would have to go straight to the resource bays, or the hull resource bay would need to become a regular cargo bay.
Primary focus was on getting a general function. Due to time, and the fact of having to make the assortment of subsystems, planning and testing different ways to assemble to prevent an overpower event, texture mapping was not possible, instead focusing on an appearance. This also includes exact calculations for areas such as mass, powergrid, etc. Attribute points.
Notes: The folder for this project, not including blender or outside used images is 583 mb. If the .bmp file format is included, 514 mb can be added to that. For you eve players in the know, must be a sign XD
Also note the little mark on the front of the scaling bar. Is a person for case of reference.
Image size
9000x15000px 30.04 MB
Comments11
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Such talent should not be wasted.
Set your course to Relic.com or Homeworld:Complex to put your talents to work in a Homeworld Mod.
Set your course to Relic.com or Homeworld:Complex to put your talents to work in a Homeworld Mod.























