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[IDEA] Junkships (player built pirate like ships from wrecks)

Author
Uncle Gagarin
Caldari Provisions
Caldari State
#1 - 2012-12-29 21:35:53 UTC
How about player assembled ships made from wrecks ?

Purposes:
- bring new exciting profession to EvE
- bring a new wind to both - missioning and PvP, especially PvP - you never know what abilities has ship you are facing in combat. Actual situation when you see 3 Harbi and 3 Drakes are quiet boring. You know in 90% what will happen.
- bring thousands new ships to EvE, sometimes so unique, sometimes so great that can be called "legendary"
- flying that ships will bring a new life for old, bored pilots, there will be something new and fresh
- economy will be a bit stimulated - there will come some concurency between producing rigs or junkships, there will be increased demand for minerals
- new profitable industry
- young pilots will fly mostly T1 ships untill they get necessary skills to pilot junkships.
However this is not short process. It will require at least 2 racial ships maxed (frigs or cruisers, etc.).
- new ships will open a path for pilots skilled i.e in missiles to good armour tanked ships. Just imagine other combinations possible
- EvE world will never be the same. You will never know what your opponent can do to you.

1. New ships like Tech 3 but assembled permanently. Hulls and subsystems are recovered from wrecks and repaired on station or POS in aprioprate ship assembly unit. Repair requires some materials but just plain minerals mined in the universe.
To build a junkship one will need 1 hull, 1 of each subsystem type and some additional materials.
At the end - ship assembly is an investment without predicted result. Final result will depend on RNG - how much of subsystem bonuses will retain 0-110%, how many slots -2 - +1, how many of them are weapon mounts -2 up to all high, how big capacitior and PG 75-110% same about cap and shield recharge, speed and agility.
Total number of slots will follow rules existing in eve to not create monsters like 20 slot frigate.
One can build mega-machariel other one can build cripled, slow, untanky and with tiny PG BS.
In a result there could be built fly very, very few uberships, some good ships, a lot of average ships, some bad ships and few not worthy undocking.
There could be possible using 1 oversized subsystem (i.e. cruiser size offensive with 4 frigate sized others and hull) but it will require more materials, higher skills and success chance can be lower.

2. Assembling junkships will require apropriate skills.
I.e. if ship is a frigate assembled from 2 caldari subsystems, 1 amarr and 2 gallente then required skills are:
Frigate construction 5, Caldari Starship Engineering 3, Amarr Starship Engineering 3 and Gallente Starship Engineering 3.
for "mixing" with oversized subsystem all those skills at 5.

3. New "proffesion" like salvaging but gathering whole wrecks. Recovered ship wrecks are big.
Size depends on class. I.e. frigate is 500m3, destroyer is 1000m3, cruiser is 1500m3, BC is 2500m3 and BS is 5000m3.
This means that there will be not so many ships efficiently gathering junks from battlefield and in some cases it will be risky.
Mostly ships used for that proffesion will be T1 industrials (or T2 in low/null/WH to minimize risk).

4. On station or POS wreck can be analyzed and then pilot discovers what subsystem was salvaged.
Junk analysis can also discover hull with some basic statistics but requiring 5 subsystems. Just like Tech 3 ships.
Subsystem stats are unknown untill all 5 are assembled into hull.
Using hull and 5 subsystems from same type ship (i.e. all parts taken from 6 Merlins) should assembly exactly Merlin :).
More - if all parts are from ship produced by one race (i.e. Caldari) a standard Caldari ship will be built. To create junkship at least 1 part must be from other race.

5. Piloting junkyard built ship requires maxed to 5 skill for that type of ship in each faction which subsystems were used to built one.
I.e. if ship is a frigate assembled from 2 caldari subsystems, 1 amarr and 2 gallente then required skills are:
Caldari Frigates 5, Amarr Frigates 5 and Gallente Frigates 5.
For destroyers and BC apropriate lower racial skills are required together with destroyers or BC maxed to 5.

6. Graphical representation at first look it should be hull of the wreck hull used to built a ship and some "attachments" modyfing external look to represent subsystems. This should be easiest to implement.

What do you think ladies and gentlemen about that idea ?

Cheers,
Commander Ted
Caldari Provisions
Caldari State
#2 - 2012-12-29 22:23:51 UTC
We already have a player designed junk ship. Its the loki.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

tankus2
HeartVenom Inc.
#3 - 2012-12-29 22:57:38 UTC
I'd have to say 'no' to this idea even though it would be friggin sweet. "Why" you might ask? Because CCP has limited themselves on how big Eve will get on your hard disk and we are operating close to capacity. What you are asking is to add in megabytes of information for stuff that would only get used by well-skilled players and may even get abused to the misfortune of players who will not get the chance to fly the epic doom phillus that some 2003 pilot managed to put together.

Where the science gets done

Uncle Gagarin
Caldari Provisions
Caldari State
#4 - 2012-12-30 00:14:55 UTC
tankus2 wrote:
I'd have to say 'no' to this idea even though it would be friggin sweet. "Why" you might ask? Because CCP has limited themselves on how big Eve will get on your hard disk and we are operating close to capacity. What you are asking is to add in megabytes of information for stuff that would only get used by well-skilled players and may even get abused to the misfortune of players who will not get the chance to fly the epic doom phillus that some 2003 pilot managed to put together.


Well skilled - yes and no.

For frigate lvl 5 a player need 11.5 day (9.5 optimized) without implants from 0 to max.
So junkship class frigate from 2 races would be available for new pilot after around 20 days, ship assembled from 3 races after about a month.

Cruiser however takes a bit longer 31.5 day (25 optimized) without implants from 0 to max.
But no one wants fresh pilots to fly capitals, right ? ;)

That new ships will open another path for new pilots.
Not like for Caldari: go through "Kestrel -> Caracal -> Drake -> Raven/Tengu" or go to hell. Caldari and hybrids sucks.
New ships could bring a chance for new and old pilots to find new experiences. But without tremendous costs Tech 3 have.
Pilots will not loose their SP together with a ship.

For new pilots that would be also a new way of earning ISKs for PLEX or for new ships, skillbooks ans modules.
The skill required for wreck gathering could be something like salvaging. Reasonably quick to learn - just few hours
and a pilot would be able to scoop wrecks from a battlefiled.
They will just be unable to assemble ships from the start.
I think however this is very fair. That industry could be potentialy profitable so some skill investment is reasoned.

To get skills required to start in junkships building industry player will need to skill about 25 days (20 optimized)
as he will need frigate construction lvl5 and 2x racial starship engineering lvl3.
Skilling another 2 racial starship engineering to lvl3 is only 2 days or less if optimized.
I think this is fair time investment comparable with mining.
Ability to build a junkship frigate with one "oversized" subsystem would require just a month of skilling.

Regarding size of a client - I guess that adding couple of "subsystems external representation" models and skins for them
will not bloat a client more than 20-50MB. But that is only my humble estimation, only devs will know how much it will be in reality. Maybe only 5MB or maybe a 100MB.

So at the end all players both old and new will benefit from that idea.

Cheers,
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#5 - 2012-12-30 10:43:53 UTC
I really like this concept of spaceship alchemy...

Mashing invention and T3 production together could be interesting. There are a few things that I would want to see as part of this though.


  • Make sure these 'subsystems' work like rigs. Removal destroying them.

  • I would not restrict it just to wrecks though. Why use a burned out wreck if someone is willing to provide a fully functioning ship?

  • Make sure it has a long winded R&D process. It took years for the pirate techs to create thier own hulls, it should take a few weeks, minimum for capsuleers to create these junk-prototypes. You are trying to make different technologies to work in harmony after all.

  • Keep an element of randomness involved. Give a random mixture of all the key raw stats like CPU, cap and PG. Also, allow the creator to focus on an element, like PG or speed, while sacrificing others, like shield regen and cap. That said, allow for unexpected freak bonuses with a very low random chance of working. The same goes for slot layout.

  • If your combining multiple ships, dont give full bonuses for all the hulls. With more ships involved, allow diminishing returns to reduce the over all effectiveness of the blending. Combining two ships, each with two 5% bonuses could give say three 4% bonuses or maybe two 6% ones. Mashing five hulls togther could give you maybe seven bonuses, but they would all be around the 0.5% mark, maybe lower.

  • Allow work to be done all through the ships life. By definition, these ships are not finished products but constant works in progress. Allow for attempts to improve, but there should also be a chance that the process will fail and make the ship worse. Maybe even a chance to really cripple the ship.



As I said, I like the concept, but I am not under the impression it should be something that rolls out any time soon. I think this is an idea to be looked at and maybe developed. There is a lot to discuss about the whole thing.
Uncle Gagarin
Caldari Provisions
Caldari State
#6 - 2013-01-04 07:36:31 UTC
Hakan MacTrew wrote:
I really like this concept of spaceship alchemy...

Mashing invention and T3 production together could be interesting. There are a few things that I would want to see as part of this though.


  • Make sure these 'subsystems' work like rigs. Removal destroying them.

  • I would not restrict it just to wrecks though. Why use a burned out wreck if someone is willing to provide a fully functioning ship?

  • Make sure it has a long winded R&D process. It took years for the pirate techs to create thier own hulls, it should take a few weeks, minimum for capsuleers to create these junk-prototypes. You are trying to make different technologies to work in harmony after all.

  • Keep an element of randomness involved. Give a random mixture of all the key raw stats like CPU, cap and PG. Also, allow the creator to focus on an element, like PG or speed, while sacrificing others, like shield regen and cap. That said, allow for unexpected freak bonuses with a very low random chance of working. The same goes for slot layout.

  • If your combining multiple ships, dont give full bonuses for all the hulls. With more ships involved, allow diminishing returns to reduce the over all effectiveness of the blending. Combining two ships, each with two 5% bonuses could give say three 4% bonuses or maybe two 6% ones. Mashing five hulls togther could give you maybe seven bonuses, but they would all be around the 0.5% mark, maybe lower.

  • Allow work to be done all through the ships life. By definition, these ships are not finished products but constant works in progress. Allow for attempts to improve, but there should also be a chance that the process will fail and make the ship worse. Maybe even a chance to really cripple the ship.



As I said, I like the concept, but I am not under the impression it should be something that rolls out any time soon. I think this is an idea to be looked at and maybe developed. There is a lot to discuss about the whole thing.


I was traveling so had access only using a tablet. This is really not the tool I like to use when answering on forum. :)
So now, I have my notebook and can do it right.

Well, I think yours ideas greatly expand mine assuming that new "junkship constructor" or like you called him "ship blender"
profession would be two level.
One - what I described using subsystems found in wrecks to perform one time ship assembly with partially random parameters. This one will require relatively low skillpoint investment to start. Gradually growing up when one will like it and will plan to be better. This one let's call "junkship constructor".
Second - requiring high skillpoint investment but allowing to blend ships directly into something new.
To compensate difference of how materials for production would be gathered blender profession must be difficult or expensive by some other way. In blender profession it's freaking easy - just produce 3 Merlins, 2 Rifters a Punisher and throw them to a blender. Dificulty in junkships comes from collecting and hauling to processing plant enough number and type of wrecked ships.
This also provides some balance between regular ship production and junkships, regardles if we consider t1, t2 or t3.
Simply - you can't make too many junkships without some time investment.
Another aspect of junkship production is they will shake a market of salvage materials and rigs as there will be constant competition between salvagers and junk collectors.

However I'm still not convinced to idea of creating tech3 like ships that way. They are great but once you will get one you don't need another so market will be rather shallow and both economy and industry could be not so much interesting.
When you need to use tech3 to something other you just replace a subsystem or two or even all of them. Thus you don't need 5 ships but only one with maybe 10 subsystems.

Cheers,