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Player Features and Ideas Discussion

 
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Rookie Frigate Changes

First post First post
Author
Bubanni
Primal Instinct Inc.
The Initiative.
#61 - 2012-07-24 14:42:42 UTC
Nevigrofnu Mrots wrote:
about noob frigs...

I live in 0.0 in a remote station and I have other ships in my hangar, so if I dock up CCP will never give me a noob ship, I have to travel to a nearby station were I have no ships to get one.

Can CCP put a "give one noob ship" button in each station?

to avoid abuse and accumulation, just give one if there is none in your inventory.

Also can you give us other racial noob ships if we have trained other frig racials, making our choice what frig we want to get?

Thanks


That's already possible at your own station... you simply have to make a contract with all your ships to yourself... and not accept the contract, your hangar is now empty, simply undock and redock, free rookieship is now in your hangar

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Nova Fox
Novafox Shipyards
#62 - 2012-07-24 14:42:55 UTC
How about rookie frigate bpos that are like the shuttles? uses trit only.

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Valeo Galaem
Deep Core Mining Inc.
Caldari State
#63 - 2012-07-24 15:20:09 UTC
Aren't rookie ships on the market on Sisi - I thought I saw that recently.

I think it would be interesting for new players if they could easily obtain another race's rookie ship.

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https://github.com/Nu11u5/dae-to-red/releases

Harvey James
The Sengoku Legacy
#64 - 2012-07-24 15:24:55 UTC
they are on market on tranq

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Tanaka Aiko
Ministry of War
Amarr Empire
#65 - 2012-07-24 15:40:29 UTC
Bubanni wrote:

That's already possible at your own station... you simply have to make a contract with all your ships to yourself... and not accept the contract, your hangar is now empty, simply undock and redock, free rookieship is now in your hangar

it would remove all insurance on these ships, that's not really usable...
Fidelium Mortis
Minor Major Miners LLC
#66 - 2012-07-24 15:41:28 UTC
CCP Fozzie wrote:
A few tweaks:

IMPAIROR:
+4 PWG, -5 CPU, +5 Cargohold

IBIS:
+2 PWG, +10 CPU, -5 Cargohold

VELATOR:
+3 PWG, -5 Cargohold

REAPER:
+1 PWG, +5 CPU

We're also dropping one launcher from the Imp and Vel. There are potential future plans to expand missile options for Gallente and Amarr but those who brought up the lack of direction given to new players by even hardpoints make an excellent point.



Awww I was actually going to comment that it's refreshing to see the flexibility of even turret/launcher hard points being included in these ships.

I foresee many lol-noob ship fleets following this change.

ICRS - Intergalactic Certified Rocket Surgeon

Pipa Porto
#67 - 2012-07-24 16:25:04 UTC
Nova Fox wrote:
How about rookie frigate bpos that are like the shuttles? uses trit only.


There's an idea. Would be a niche use, but I imagine a lot of players would grab them (I still prefer the button though).

Otherwise Rookie ships will be the only ship that can't really be used cross-racially (having to roll up an appropriate racial alt to provide ships that conform to the new LasorBisCat doctrine is kind of a weird mechanic).

EvE: Everyone vs Everyone

-RubyPorto

DrysonBennington
Eagle's Talon's
#68 - 2012-07-24 19:24:13 UTC
I do like the idea of T2 and even T3 Pirate Ships.

Such mission ships would add a new level of mission running to the game as well as adding danger and excitement with a substantial reward increase.

For T2 missions the pilot could use a T1 but it would be extremely hard because of the NPC's employing T2 ships. T3 Missions would neccesitate the use of T3 Battle Cruisers and T3 Cruisers as the NPC would employ all T2 and a mix of T3 Ships where such T3 configurations would match the configurations of the pilot flown T3 Cruisers.

CCP must evolve its game or fear becoming like the dinosaur, just a bunch of parched bones that used to be scary.
Kelsar Hemah
Viziam
Amarr Empire
#69 - 2012-07-24 19:51:33 UTC
Okay after looking at the ships again i realise that the cap on these are very low, and with low skills this could make level missions pretty hard when your damage isnt high enough to remove ships quick, from what I could calculate a Impairor would properly only be able to run its armor repper 5-6 times before being capped out which is about 30-36 sec combat, if this is enough fine. if not consider bumping up cap.
Fidelium Mortis
Minor Major Miners LLC
#70 - 2012-07-24 20:31:23 UTC
Kelsar Hemah wrote:
Okay after looking at the ships again i realise that the cap on these are very low, and with low skills this could make level missions pretty hard when your damage isnt high enough to remove ships quick, from what I could calculate a Impairor would properly only be able to run its armor repper 5-6 times before being capped out which is about 30-36 sec combat, if this is enough fine. if not consider bumping up cap.


L1 missions don't have many sustained fights so a basic noobship setup will do fine except for some of the tougher missions like Worlds Collide. Even then, there's nothing preventing players from fitting up a normal combat frigate or destroyer. These ships provide a not-so-crappy baseline to work from.

ICRS - Intergalactic Certified Rocket Surgeon

CCP Fozzie
C C P
C C P Alliance
#71 - 2012-07-24 20:36:40 UTC
Kelsar Hemah wrote:
Okay after looking at the ships again i realise that the cap on these are very low, and with low skills this could make level missions pretty hard when your damage isnt high enough to remove ships quick, from what I could calculate a Impairor would properly only be able to run its armor repper 5-6 times before being capped out which is about 30-36 sec combat, if this is enough fine. if not consider bumping up cap.


Low cap but very fast cap regen.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Bloodpetal
Tir Capital Management Group
#72 - 2012-07-24 20:42:38 UTC
CCP Fozzie wrote:

IBIS:

Role bonuses:
20% bonus to Small Hybrid Turret optimal range
10% bonus to missile kinetic damage
30% bonus to ECM Target Jammer strength
10% bonus to shield resistances



No.

Seriously, 30% ECM strength?

GRIFFIN : 15% bonus to ECM Target Jammer strength and 10% bonus to ECM Target Jammers' capacitor need per level.

So L5 frigate gives you 150% jam strength? So an IBIS can almost perma jam a rifter with a racial jammer and outperforms a GRIFFIN??

Look, ECM is already an issue, we don't need swarms of ECM IBIS' out there. These frigates should be viable as nooby training and most nooby training is going to happen against NPC ships not as ECM platforms use in PVP.

I think the whole EWAR element of these should be totally turned away. A noob doesn't need EWAR to learn to play the game with 2 mid slots.


Where I am.

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#73 - 2012-07-24 20:44:31 UTC
Bloodpetal wrote:
CCP Fozzie wrote:

IBIS:

Role bonuses:
20% bonus to Small Hybrid Turret optimal range
10% bonus to missile kinetic damage
30% bonus to ECM Target Jammer strength
10% bonus to shield resistances



No.

Seriously, 30% ECM strength?

GRIFFIN : 15% bonus to ECM Target Jammer strength and 10% bonus to ECM Target Jammers' capacitor need per level.

So L5 frigate gives you 150% jam strength? So an IBIS can almost perma jam a rifter with a racial jammer and outperforms a GRIFFIN??

Look, ECM is already an issue, we don't need swarms of ECM IBIS' out there. These frigates should be viable as nooby training and most nooby training is going to happen against NPC ships not as ECM platforms use in PVP.

I think the whole EWAR element of these should be totally turned away. A noob doesn't need EWAR to learn to play the game with 2 mid slots.




The ECM is not effected by your skill level it is locked at 30%

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See you around the universe.

MeBiatch
GRR GOONS
#74 - 2012-07-24 21:10:37 UTC
CCP Fozzie wrote:
Kelsar Hemah wrote:
Okay after looking at the ships again i realise that the cap on these are very low, and with low skills this could make level missions pretty hard when your damage isnt high enough to remove ships quick, from what I could calculate a Impairor would properly only be able to run its armor repper 5-6 times before being capped out which is about 30-36 sec combat, if this is enough fine. if not consider bumping up cap.


Low cap but very fast cap regen.


perhaps a reason to use a cap battery?

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

MotherMoon
Tribal Liberation Force
Minmatar Republic
#75 - 2012-07-25 00:18:36 UTC  |  Edited by: MotherMoon
Bloodpetal wrote:
CCP Fozzie wrote:

IBIS:

Role bonuses:
20% bonus to Small Hybrid Turret optimal range
10% bonus to missile kinetic damage
30% bonus to ECM Target Jammer strength
10% bonus to shield resistances



No.

Seriously, 30% ECM strength?

GRIFFIN : 15% bonus to ECM Target Jammer strength and 10% bonus to ECM Target Jammers' capacitor need per level.

So L5 frigate gives you 150% jam strength? So an IBIS can almost perma jam a rifter with a racial jammer and outperforms a GRIFFIN??

Look, ECM is already an issue, we don't need swarms of ECM IBIS' out there. These frigates should be viable as nooby training and most nooby training is going to happen against NPC ships not as ECM platforms use in PVP.

I think the whole EWAR element of these should be totally turned away. A noob doesn't need EWAR to learn to play the game with 2 mid slots.




fail post, feel free to edit away your shame, I'll re edit this post when you do, so no one has to know.

http://dl.eve-files.com/media/1206/scimi.jpg

MotherMoon
Tribal Liberation Force
Minmatar Republic
#76 - 2012-07-25 00:26:16 UTC
oh, serious suggestion!

ok, one goal you could have for these noob ships could be a way for newer players to check out every faction type ship in the game when just starting out. Give 1 of each of them to new players. just for fun.

THEN, make civilian versions of each weapon type. Kinda like dust is >.> <.< which i hear at fanfest *no break NDA*

Right now there is no civ autoconnon, or civ atries. I think giving people some more civ options would be great change at some point. Help players pick which race path to move down. IT's confusing honestly to start and there is no ammo. So do that to, make the cheap almost free gear use civ ammo.

Right now players moving up to real turrets sometimes gets confused by ammo. can't blame them.

http://dl.eve-files.com/media/1206/scimi.jpg

Harvey James
The Sengoku Legacy
#77 - 2012-07-25 09:44:25 UTC
CCP Fozzie here is an important question for you are the ewar bonus's merely for show or do you want them to be useful in pvp?

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

CCP Fozzie
C C P
C C P Alliance
#78 - 2012-07-25 09:59:56 UTC
MotherMoon wrote:
oh, serious suggestion!

ok, one goal you could have for these noob ships could be a way for newer players to check out every faction type ship in the game when just starting out. Give 1 of each of them to new players. just for fun.

THEN, make civilian versions of each weapon type. Kinda like dust is >.> <.< which i hear at fanfest *no break NDA*

Right now there is no civ autoconnon, or civ atries. I think giving people some more civ options would be great change at some point. Help players pick which race path to move down. IT's confusing honestly to start and there is no ammo. So do that to, make the cheap almost free gear use civ ammo.

Right now players moving up to real turrets sometimes gets confused by ammo. can't blame them.


The tutorial actually gives you a normal tech one turret nowadays and teaches you about ammo. The only source of civilian guns is when you unpackage a rookie ship. If anything I would like to phase out as many civilian modules as possible and just get new players the skillbooks to use tech one right away.

Harvey James wrote:
CCP Fozzie here is an important question for you are the ewar bonus's merely for show or do you want them to be useful in pvp?


Primary purpose is for show, but I'm really interested to see if people find fun ways to use them in pvp. I think some of the community confusion I'm seeing (mostly on other forums) stems from people incorrectly thinking those bonuses are per level.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Harvey James
The Sengoku Legacy
#79 - 2012-07-25 10:05:24 UTC  |  Edited by: Harvey James
mm... well with 2 slots it will be hard for anyone to use the ewar at all along with their chronic lack of ehp and rather large sig for a tiny ship

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

CCP Fozzie
C C P
C C P Alliance
#80 - 2012-07-25 10:48:53 UTC
Harvey James wrote:
mm... well with 2 slots it will be hard for anyone to use the ewar at all along with their chronic lack of ehp and rather large sig for a tiny ship


The huge sig was part of my attempt to prevent them from eclipsing other frigates. Zero cost can be somewhat difficult to balance for. Ugh

We're currently looking at lowering the sig a bit, but I think the highest priories are making a ship that helps new players learn the game and doing so without replacing other frigates for older players. Allowing creative uses in pvp would be fun but I'm considering that to be of tertiary importance.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie