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[Proposal] Racing Ships.

Author
Rich Ra
OmniGamers United
#1 - 2012-12-11 01:53:10 UTC
Racing ships. An idea I had to give players some more ships. Ships that are more for fun rather then used to reach a goal. Players already hold frigate races for fun. Why not make a class of ships for it as well as some modules for it. There are some modules for low slots and rigs for speed but how about some for mid and high slots. Maybe a high slot module being something like Nitrous that uses a charge or something. This could having classes of race ships from cheap and slower to expensive and extremely fast. Maybe bordering on 1Km/s. The high class being something for more end game players. The only other good application for these race ships out side of racing would maybe be setting up safe spots in low and null sec. This could also maybe be a collection of ships that has more player infuence in the design since they don't influence the overall game play of EVE that much. Just a thought. What does everybody think?
Gizznitt Malikite
Agony Unleashed
Agony Empire
#2 - 2012-12-11 02:24:27 UTC
Rich Ra wrote:
Racing ships. An idea I had to give players some more ships. Ships that are more for fun rather then used to reach a goal. Players already hold frigate races for fun. Why not make a class of ships for it as well as some modules for it. There are some modules for low slots and rigs for speed but how about some for mid and high slots. Maybe a high slot module being something like Nitrous that uses a charge or something. This could having classes of race ships from cheap and slower to expensive and extremely fast. Maybe bordering on 1Km/s. The high class being something for more end game players. The only other good application for these race ships out side of racing would maybe be setting up safe spots in low and null sec. This could also maybe be a collection of ships that has more player infuence in the design since they don't influence the overall game play of EVE that much. Just a thought. What does everybody think?


If they have more than 1 midslot, they will be used in PvP.... and even with only 1 midslot (for a prop mod), the will still be useful for setting up fleet TAM's, etc...

Furthermore, speed is kind of a basic stat in EvE.... there is a "perfect setup" with rigs and implants and modules and kills and fleet boosters that will create the "fastest" ship possible.. and anyone with less than perfect of the above will be slower...

So what exactly is the point of a racing ship? There is going to be one and only one Fastest Ship Model in Eve....
Ragnar STS
Arcane Odyssey
Electus Matari
#3 - 2012-12-11 07:56:12 UTC
I've seen stabbers that easily get over 7k/s. Anything over 4k/s is very nice for making tacticals off gates...but I don't think a specific limited fittings ship is required. We've all found ways to get there from here quite quickly.
Mikaila Penshar
SISTAHs of EVE
#4 - 2012-12-11 22:20:10 UTC
This is one of those concepts that could be implemented inside a station - as a game within a game sort of thing... you slap a bet down, climb inside a 'flight simulator' and race.

There are a ton of ideas for things to do in this game that wont actually work in the game as it is set up... these things should be worked into gameplay for station-dwellers. Simple as that.

WIS concept, i'd give it a +1... but for real eve gameplay it just wont work.
Che Biko
Alexylva Paradox
#5 - 2012-12-12 00:47:27 UTC
As a succesful veteran sub-warp racer (yes, sub-warp racing is possible in New Eden), I think I should give my 0.02 ISK on this topic.

In sub-warp trackracing, having the highest top speed isn't an automatic win. On most tracks, flying at 7 km/s will actually make you fly around rather sloppy, and your lap times will be worse, unless you are really good at thrust control management while maintaining spacial awareness.
Inertia is an important factor, but most important is the pilot skill and experience with manual piloting.

While I personally don't use the highslots on my racing ships, I can't think of any modules that I would want there that are not just copies of existing rigs or modules, so it would not really add anything new for me, like an extra row of pawns on a chessboard. Of course, some creative person might make me change my mind by coming up with an amazing new module, but I've not seen any good ideas on that front yet.

I also don't feel the need for a specific racing hull. Interceptors are quite suitable for sub-warp racing, and seeing as racing within New Eden is kind of a tiny niche (if anyone is still hosting sub-warp races, please inform me), I would not want to waste devtime on developing racing ships.
Danica Kaliinen
Kronos TEchnologies
#6 - 2013-01-29 04:12:37 UTC
Che Biko wrote:
As a succesful veteran sub-warp racer (yes, sub-warp racing is possible in New Eden), I think I should give my 0.02 ISK on this topic.

In sub-warp trackracing, having the highest top speed isn't an automatic win. On most tracks, flying at 7 km/s will actually make you fly around rather sloppy, and your lap times will be worse, unless you are really good at thrust control management while maintaining spacial awareness.
Inertia is an important factor, but most important is the pilot skill and experience with manual piloting.

While I personally don't use the highslots on my racing ships, I can't think of any modules that I would want there that are not just copies of existing rigs or modules, so it would not really add anything new for me, like an extra row of pawns on a chessboard. Of course, some creative person might make me change my mind by coming up with an amazing new module, but I've not seen any good ideas on that front yet.

I also don't feel the need for a specific racing hull. Interceptors are quite suitable for sub-warp racing, and seeing as racing within New Eden is kind of a tiny niche (if anyone is still hosting sub-warp races, please inform me), I would not want to waste devtime on developing racing ships.

This ^

Instead of new ships, I'd rather see player deployable racing gates that dim when passed going the correct direction. Let the gates be linked and have a timer that times first gate to last. This would be an actual improvement over the current anchored sets of cans to make gates. Further iterations would add course designers and touch sensors on the gates. Different size gates could allow multiple racers to race at once. And... everything would be destructible, and manufacturable by players.
Cantankerous Carl
Doomheim
#7 - 2013-02-03 00:09:25 UTC
Bunch of hotshot kids zooming around in souped-up rocket ships, hollerin' and hootin' at all hours of the night? No thank you.
Roisin Connor
Sebiestor Tribe
Minmatar Republic
#8 - 2013-02-04 21:08:47 UTC
What game are you lot playing? Manually piloting ships in Eve? This is a point and click game with very little control over actually piloting your ship unfortunately.

A better suggestion might be for the player to be able to fully control the ship with "wasdx" style controls, the system we have now is from a time when the internet could not cope with that many inputs, time has passed and servers can cope with things like thousands of players piloting ships.