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Freighter revamp idea

Author
Xe'Cara'eos
A Big Enough Lever
#21 - 2013-04-02 22:58:11 UTC
To all those who think this is a good idea - I ask you to provide at least 10 km's of freighters of which you were part, then tell me that ganking freighters is too easy!

to those who think that they should be able to haul a freighter full of BPO's on AFK AP - EVE is about CONSEQUENCE! you wouldn't expect that faction/officer fit T2 BS to AFK AP through highsec, would you?

to those who are worried about their standard day-to-day hauling - do the research! (find out where the gank system is!)

to those who are worried about the high-value, infrequent runs - one of EVE's core principles is that teamwork should raise the reward: put someone in a scorpion with a set full of ECM's and an ECM burst, maybe more, they'll warp faster than your freighter, so you can easily keep pace, put someone in a web-frig, and if you're that keen, maybe some rooks too, after all, this is your most valuable stuff you're carrying, right?

If you're that worried, maybe the introduction of a second class of freighter - tankier, but with less cargo, would be a good bet, but, let's face it - the ganks are still going to roll in on the cargo freighters, because people are still going to be stupid enough to haul gankworthy loads through the ganking system of the day, simply because they haven't been bothered to check where ganking's are occuring, (they don't even need to check killboard - star map will do!) and avoid the gank system

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Daichi Yamato
Jabbersnarks and Wonderglass
#22 - 2013-04-03 01:44:26 UTC
Ersahi Kir wrote:
Daichi Yamato wrote:
the ehp buff was only one part of the barge change, and it shouldnt have happened. it is merely proof that whining will eventually get u what u want. giving into whiners that could not be bothered to tank their ships was probably the only change CCP has made that i was strongly against.


I'm going to disagree with opinion of the barge change not being needed. Barges weren't given the tools to properly tank their ship, most notably the ship power grid was insufficient. Whereas cruisers could fill high slots with guns, low slots with damage mods, and mid slots with tank, a barge that fit strip miners and MLU's was unable to fit a reasonable tank. The devs probably weren't considering the situation where people would consider the mass ganking of barges as a thing to do for no reason, but this emergent behavior highlighted that the ship wasn't doing well in it's niche, it was just the only option in the niche.



my opinion was that before the revamp u could fit for max yield with a hulk, or u could fit for a 20k+ ehp tank and still get 87% of the yield. those were ur choices, and i personally felt it was balanced because although the max yield miners earned more per hour, they suffered ganks infinitely more regularly. i honestly felt this was fine.

i admit, i didnt ice mine, and didnt own a mack before the revamp so cannot talk about fits.

i certainly prefer the role system of barges now. but i'd still say a meaningful choice between max yield and a tanked fits would be nice.

Quote:
The solution to every problem should not be "have more alts."


but u can call a single friend with a frig. c'mon, its an MMO. if ur carrying something so valuable to warrant an escort, surely u have friends that will help u out for a little isk. or u can run the risk if u dnt want to pay them (risk/reward).

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Zhao Wuhan
Liquicity Industrys
#23 - 2013-04-03 05:11:44 UTC
+1 also they should do the same thing they did with T2 transport ships... Allow Freighters to be immune from cargo scanners.
Teckos Pech
Hogyoku
Goonswarm Federation
#24 - 2013-04-03 05:55:32 UTC
Daichi Yamato wrote:


a brief and incomplete list of how to discourage ganks:

- Carry Less. This is by far the easiest and most effective way to avoid ganks. bearing in mind how many ppl are needed to perform a gank, you have to be carrying so much isk so that 1) roughly half of its value is enough to cover the cost of all the ganking ships AND 2) makes it worth while for everyone involved to get involved. the moment u start carrying less, everyones share of ur loot gets smaller and u look much less attractive for a gank. its always better to take several trips, or use several freighters, than to risk losing everything at once.

- Avoid Systems. there are countless resources that will tell u the hot spots for ganking, or failing that, just ask friends or on the forums in GD. the precision needed to execute a gank requires the gankers to set-up before the freighter is even in system. they cannot quickly relocate to catch a freighter using a different route.

- Escorts. If ur carrying a ton of isk and really cannot split it and u think u may be targetted, then call some friends to help u make the trip safer. Daredevils with 90% webs will put u into warp in just a few seconds rather than half a minute and scouts can jump ahead to identify potential threats before u get there. ontop of this, ECM ships or logi ships can turn an effective gank into a failure. ganking is a very precise calculation of damage vs tank. if u over estimate the tank of the gankee then ur covering the cost of someones ship and splitting loot with them when they dont need to be there. if u under estimate the gankee's tank, then u wont kill ur target and the whole effort is wasted. jamming someones ship or just repping a couple thousand HP can ruin a gank.

Looters will also go suspect (and usually the only thing that can loot a freighter is an Orca or another freighter), and escorts are free to attack them.

- Orca's. these ships have unscannable bays that do not drop. they can tank like a freighter, enter warp faster, and actually warp faster. true they dnt have quite the capacity but, for carrying expensive gear, they are excellent for secure and faster hauling.


Any of these methods can and are deployed by freighter pilots. if u simply refuse to even put the effort in or want everything without any risks, u just aren't playing the right game.

TL:DR

its not the freighter that needs to change. its You.


Here is another simple one, don't autopilot through the hot spots. Use your autopilot to dock up before getting to the hot spot system, get a scout and then manually fly through. This as two salutary effects:

1. You will likely avoid the gank waiting for you in the hot spot system (e.g. Uedama)
2. You will likely throw off the gank squad entirely. They'll be waiting for you, maybe find you docked and then start looking for a new target since they have no idea when you'll undock or even if you'll still have your initial carge (i.e. it will need a new scan).
3. Heck you could just use your pod to scout the hot spot system....

If you fly smarter, you'll likely fly safer too.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Azrael Dinn
Imperial Mechanics
#25 - 2013-04-03 06:09:17 UTC
Ersahi Kir wrote:
Psychoactive Stimulant wrote:
How many webs does it take to make a freighter insta-warp again? Oh yeah... not many.


The solution to every problem should not be "have more alts."


The solution should be better protection in empire space against ganges from concord or fitting to freigthers to counter gangers. People will always find ways to do thing more effectively but this time CCP just gave gangers more tools and forgot to give any tools to freighter pilots.

And yes next someone will say that you can have an escort. Sure I can but I should not have one in empire cause there is CONCORD that is supose to protect me and they are failing.

Plus co-ordinading 10 player assaults are easy, much much easier that saving a freighter from their assault. And also someone was kind enough to make a forum post showing how it is profitable to do which also means something is wrong.

After centuries of debating and justifying... Break Cloaks tm

Teckos Pech
Hogyoku
Goonswarm Federation
#26 - 2013-04-03 06:27:15 UTC
Azrael Dinn wrote:
Ersahi Kir wrote:
Psychoactive Stimulant wrote:
How many webs does it take to make a freighter insta-warp again? Oh yeah... not many.


The solution to every problem should not be "have more alts."


The solution should be better protection in empire space against ganges from concord or fitting to freigthers to counter gangers. People will always find ways to do thing more effectively but this time CCP just gave gangers more tools and forgot to give any tools to freighter pilots.

And yes next someone will say that you can have an escort. Sure I can but I should not have one in empire cause there is CONCORD that is supose to protect me and they are failing.

Plus co-ordinading 10 player assaults are easy, much much easier that saving a freighter from their assault. And also someone was kind enough to make a forum post showing how it is profitable to do which also means something is wrong.


You can never be safe in this game, not with certainty. If somebody wants to kill you in game, you will die...or at least your ship will. The best solution is to fly smarter. What you are asking for can be rephrased:

Quote:
I don't want to do the work necessary to mitigate teh risk of a suicide gank, therefore CCP should do it for me.


Those kinds of suggestions/complaints likely wont get you very far. There are plenty of ways to avoid suicide ganks, or at least make their work harder currently. There is no need to buff freighters because you don't want to avail yourself of these tactics.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Azrael Dinn
Imperial Mechanics
#27 - 2013-04-03 06:53:52 UTC  |  Edited by: Azrael Dinn
Teckos Pech wrote:


......

You can never be safe in this game, not with certainty. If somebody wants to kill you in game, you will die...or at least your ship will. The best solution is to fly smarter. What you are asking for can be rephrased:

Quote:
I don't want to do the work necessary to mitigate teh risk of a suicide gank, therefore CCP should do it for me.


Those kinds of suggestions/complaints likely wont get you very far. There are plenty of ways to avoid suicide ganks, or at least make their work harder currently. There is no need to buff freighters because you don't want to avail yourself of these tactics.


Oh i totaly agree with you about the part that you can never be safe and you should not but the tier 3 battlecruisers and new tactics found by pirates have made their lifes alot easier and profitable in empire and I personaly feel that in empire this should not be the case. Yes people should be able to do suisice gang in empire but it should be much much harder than it is at this moment.

Even you talk sometimes about risk vs. reward and atm it feels more like the risk is minimal for pirates while the risk for just hauling goods in empire is high. So I ask you this, which one of these two activities should be more riskier in empire. Hauling or pirating?

After centuries of debating and justifying... Break Cloaks tm

Daichi Yamato
Jabbersnarks and Wonderglass
#28 - 2013-04-03 13:17:35 UTC  |  Edited by: Daichi Yamato
Azrael Dinn wrote:
Teckos Pech wrote:


......

You can never be safe in this game, not with certainty. If somebody wants to kill you in game, you will die...or at least your ship will. The best solution is to fly smarter. What you are asking for can be rephrased:

Quote:
I don't want to do the work necessary to mitigate teh risk of a suicide gank, therefore CCP should do it for me.


Those kinds of suggestions/complaints likely wont get you very far. There are plenty of ways to avoid suicide ganks, or at least make their work harder currently. There is no need to buff freighters because you don't want to avail yourself of these tactics.


Oh i totaly agree with you about the part that you can never be safe and you should not but the tier 3 battlecruisers and new tactics found by pirates have made their lifes alot easier and profitable in empire and I personaly feel that in empire this should not be the case. Yes people should be able to do suisice gang in empire but it should be much much harder than it is at this moment.

Even you talk sometimes about risk vs. reward and atm it feels more like the risk is minimal for pirates while the risk for just hauling goods in empire is high. So I ask you this, which one of these two activities should be more riskier in empire. Hauling or pirating?


if suicide ganking in empire is so easy, why dnt u and ur mates get together and make uber iskies? ganking on this scale is not easy at all, and its only profitable because freighter pilots are stupid enough to afk through 0.5 choke points with valuable goods.

CCP have no moral responsibility to toughen freighters when freighter pilots are putting bullseyes on themselves and slow boating into plain view. stop asking other ppl to compensate for a pilots own stupidity. i'd rather see the stupid ppl get griefed right out of the game so i can make more iskies myself.

ur paragraph on risk vs reward is laughable. the hauler has to measure hauling more at once (reward) against the chances of being ganked (risk). he has quite a lot of control over this, and there are plenty of ways to lower the risk if ur smarter than a rock.

the pirates rewards on the other hand, is completely in the hands of the freighter pilot. if the freighter pilot does not put so much in his hold, then the gankers cannot make money. the only thing gankers can do is try to minimise losses and hope the drop is good.

risk/reward is by far in favour of the freighter pilot.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Bugsy VanHalen
Society of lost Souls
#29 - 2013-04-03 14:39:28 UTC  |  Edited by: Bugsy VanHalen
This is not about making freighters safe to AFK haul.

This is not about making freighters unkillable.

This is about balance.

With recent ganker fleet doctrines it is possible and quite common for a freighter gank to cost as little as 650M. 8 talos T1 fit with 16 rounds of faction ammo(only get to fire two shots before CONCORD shows, so 16 rounds is enough) subtract the value of the loot and salvage from those Talos, and you are left with about 650M.

A freighter is currently worth about 1.5B. 2 years ago you could get one for half that.

What does this mean in EVE?

There are gankers who Gank only to Pad their kill boards. With zero regard for profit.

With the current state of freighters you can gank an empty freighter and still destroy double the value you lost. This is unbalanced no matter how you look at it.

Freighters should by all means be gankable, but it should at least cost as much as the value of the hull to do so.

A freighter should require at least some cargo for it to be worthwhile to gank, killing an empty freighter should not pad your kill board, at the very least it should break even, with the cargo value creating the pad.

I am not saying that freighters are super easy to kill, only that doing so creates far to much value for the ganker.

You do not need to be AFK autopiloting to get ganked. In fact when they see a freighter getting escorted and webed for fast warp they just assume it must have valuable cargo to warrant such measures. Why wait for a cargo scan if you know it is worth ganking. They can and will specifically go after those ships. If they decide you are a target, there is nothing you can do to escape.

The few corps currently set up around Jita that regularly gank freighters in this manner use a combination of remote sensor boosters for insta lock and bumping techniques which do not cause agro, to prevent targets from warping off before the gank fleet locks them.

Even a freighter manually piloted, with a escort putting a triple web on it has very little chance of escape. If they decide you are their target. They bump you off alignment, and can insta lock you. Often they will sacrifice a insta lock neutral ship to tackle a valuable freighter while the fleet gets in place. There is nothing you can do to escape. An escort fleet is useless as they can not fight back until the freighter is dead. Once they attack, the freighter is dead in about 10 seconds. Although it will often spend a couple minutes getting bumped around while the fleet gets into place before the first shots are fired. You can try using webs to insta warp but even then you only got a 50/50 chance with a well organized camp.

These high sec gate camps have become as dangerous as low sec if you are flying a freighter with anything decent in the cargo bay. And you do not need to be AFK autopiloting to get caught. Even with an escort you are lucky to get through if they decide to go after you.

Before you comment again on how a freighter pilot has control of the value of their cargo, go back and read the part again, where I said an EMPTY freighter is worth double to cost of the gank fleet required to kill it. The freighter pilot can do nothing about that.
Teckos Pech
Hogyoku
Goonswarm Federation
#30 - 2013-04-03 15:13:40 UTC
Azrael Dinn wrote:
Teckos Pech wrote:


......

You can never be safe in this game, not with certainty. If somebody wants to kill you in game, you will die...or at least your ship will. The best solution is to fly smarter. What you are asking for can be rephrased:

Quote:
I don't want to do the work necessary to mitigate teh risk of a suicide gank, therefore CCP should do it for me.


Those kinds of suggestions/complaints likely wont get you very far. There are plenty of ways to avoid suicide ganks, or at least make their work harder currently. There is no need to buff freighters because you don't want to avail yourself of these tactics.


Oh i totaly agree with you about the part that you can never be safe and you should not but the tier 3 battlecruisers and new tactics found by pirates have made their lifes alot easier and profitable in empire and I personaly feel that in empire this should not be the case. Yes people should be able to do suisice gang in empire but it should be much much harder than it is at this moment.

Even you talk sometimes about risk vs. reward and atm it feels more like the risk is minimal for pirates while the risk for just hauling goods in empire is high. So I ask you this, which one of these two activities should be more riskier in empire. Hauling or pirating?


I have yet to lose a freighter (knock on wood), but I use some of the tactics that have been described and it works. Maybe I've just been lucky.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#31 - 2013-04-03 15:32:05 UTC
I hate to come in on the side of pirates in this....


But exactly how many players do you think would be a fair number to destroy your single ship?

I'm guessing you could easily evade their attempts to gank you if you applied the same sort of effort in preventing your death as they do in causing it. I could be wrong, it's not a game I play, but can 7 T1 Logi ships rep enough to keep you from dying to that second shot? If not, you have a complaint that I can support. Ties should always go to the defender.

I think part of the real issue here is the need for some fleshing out the non-combat ship lines. Freighters are good enough for their intent, but something a bit sturdier with half to 2/3 the cargo capacity might be in order. I could also support adding fitting to freighters and specialized modules that cost % cargo space for additional structure and structure resist.
Velicitia
XS Tech
#32 - 2013-04-03 16:07:12 UTC
Daichi Yamato wrote:


i certainly prefer the role system of barges now. but i'd still say a meaningful choice between max yield and a tanked fits would be nice.



Well, there is ... but the problem is that a max-yield fitted ret will outmine a tanky mack.

So, the miners have (in general) decided to go flat out yield with the cheaper/smaller ships because 20m is a couple of hours of work, tops ... and not nearly as painful as a 200m ISK loss.

The only thing miners have learned is that T2 is now "worthless" because they can't outmine a "gank-fit". This is akin to saying a (more or less) balanced fit on a Marauder is "worthless" compared to the T1 ship fit with however many T2 Mag/Gyrostabs/Heatsinks it can fit, because "moar DPS".

@Bugsy -- the argument that something should survive just because it costs a lot is flat wrong.

For the gankers just looking to pad their killboards (and barring outside funding), how many times can they kill a freighter before they're flat broke?

For that triple-webbed freighter who died, well, that sucks ... maybe he should've brought logi.

assuming a dead base-skills pilot, an Obelisk has approx 160k EHP (omni damage, YMMV depending on what you're getting shot with). At all 5, this jumps to 200k.
Resists are 0/20/40/50 shield and 50/35/35/10 armor (em/th/kin/ex).

If this isn't enough for you, grab a Vulture and Damnation, you'll jump to ~220k EHP with 17/33/50/58 and 58/46/46/25 resists. it's still not enough to survive more than 3-4 T2 gankfit Talos (Void @ all 5s shows 5600 volley), but if it's just 2-3 and they're hoping that their 2-round salvo will do it, a few logi cruisers with staggered reps might just keep you alive long enough to limp to the nearest station. You'd want to test this on SISI first though.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Gizznitt Malikite
Agony Unleashed
Agony Empire
#33 - 2013-04-03 16:13:00 UTC

I support changing freighters in the following manner:

Give them 8 low slots & 3 rig slots.... reduce their base EHP to ~100k EHP... reduce their base cargo hold to 60-80k m3.

If you fit your freighter for max cargo... you'll carry a bit under 1m m3, and have an 80k EHP tank...
If you fit your freighter with only a dcu and max cargo... you'll carry 850-900k m3, and have about 150k EHP tank....
If you want to tank your freighter.... you can.... but you sacrifice speed, agility, and potential cargo hold to do so...

In other words, I'd give players a choice on how much tank they want to fit, verse their agility/speed, verse their cargo capacity...

I do NOT support simply increasing the stats of freighters....

p.s. don't even ask for a highslot... while cyno freighters would be interesting... a cloaking freighter is unacceptable!!!
p.s.s. while mids are come and go, freighters should have soo much mass that you can't use the mwd-to-warp to circumvent align times.
Bugsy VanHalen
Society of lost Souls
#34 - 2013-04-03 16:43:19 UTC  |  Edited by: Bugsy VanHalen
Mike Voidstar wrote:
I hate to come in on the side of pirates in this....


But exactly how many players do you think would be a fair number to destroy your single ship?



This is my main issue.

A freighter is a capital ship. How many BC's does it take to kill a dread? even in low sec where you have more than 60 seconds, 8 talos would have a hard time getting the job done.

Also remember that freighters are used in NULL. They are the only ship large enough to haul outpost eggs and ihubs.

With current fleet doctrines used for ganking freighters it basically costs as little as 650M to gank a freighter. This number is solid and is the benchmark used by the GOONS freighter gank squads. Regardless of how many ships/pilots that is, if you look at the value of freighters (about 1.5 Billion isk) it just does not add up. How can controlling your cargo value mean anything if the empty ship is almost worth ganking?

If you want to take down a freighter in high sec you should at least have to put up a fleet comparable in value to the cost of the freighter hull.

If the freighter pilot is stupid enough to haul enough goods in their cargo to make ganking them worthwhile, they have only their own idiocy to blame. but currently the needed level of cargo to meet that threshold is far to low.

This is the situation with freighters. You can gank a freighter for less than half the cost of the hull. An empty freighter is a worthwhile gank target if the gankers are just looking to pad their kill boards. Empty, not foolishly over loaded, EMPTY.

A few years ago you could get a freighter for 600M but with current prices around 1.5B being able to gank a freighter with a loss of only 650M is ridiculous. It does not take much cargo to turn that 650M into a decent amount of profit.

If the cost to gank a freighter was equal to its empty hull, it would still be profitable to gank a stupid freighter pilot who over loads their cargo, But the average freighter pilot, who flys it properly, would not be worth ganking.

This is all I am asking for.
Danika Princip
GoonWaffe
Goonswarm Federation
#35 - 2013-04-03 16:54:41 UTC  |  Edited by: Danika Princip
Bugsy VanHalen wrote:
Mike Voidstar wrote:
I hate to come in on the side of pirates in this....


But exactly how many players do you think would be a fair number to destroy your single ship?



This is my main issue.

A freighter is a capital ship. How many BC's does it take to kill a dread? even in low sec where you have more than 60 seconds, 8 talos would have a hard time getting the job done.

Also remember that freighters are used in NULL. They are the only ship large enough to haul outpost eggs and ihubs.

With current fleet doctrines used for ganking freighters it basically costs as little as 650M to gank a freighter. This number is solid and is the benchmark used by the GOONS freighter gank squads. Regardless of how many ships/pilots that is, if you look at the value of freighters (about 1.5 Billion isk) it just does not add up. How can controlling your cargo value mean anything if the empty ship is almost worth ganking?

If you want to take down a freighter in high sec you should at least have to put up a fleet comparable in value to the cost of the freighter hull.

If the freighter pilot is stupid enough to haul enough goods in their cargo to make ganking them worthwhile, they have only their own idiocy to blame. but currently the needed level of cargo to meet that threshold is far to low.

This is the situation with freighters. You can gank a freighter for less than half the cost of the hull. An empty freighter is a worthwhile gank target if the gankers are just looking to pad their kill boards. Empty, not foolishly over loaded, EMPTY.

A few years ago you could get a freighter for 600M but with current prices around 1.5B being able to gank a freighter with a loss of only 650M is ridiculous. It does not take much cargo to turn that 650M into a decent amount of profit.

If the cost to gank a freighter was equal to its empty hull, it would still be profitable to gank a stupid freighter pilot who over loads their cargo, But the average freighter pilot, who flys it properly, would not be worth ganking.

This is all I am asking for.



Surely with that logic, it shouldn't be possible to destroy ANY ship without putting at least it's value on the field?


(Also, if I just did the maths right, it'd take your 8 talos about 3 minutes to kill a seiged moros. Not exactly impossible.)
Teckos Pech
Hogyoku
Goonswarm Federation
#36 - 2013-04-03 16:58:41 UTC
Bugsy VanHalen wrote:
This is not about making freighters safe to AFK haul.

This is not about making freighters unkillable.

This is about balance.

With recent ganker fleet doctrines it is possible and quite common for a freighter gank to cost as little as 650M. 8 talos T1 fit with 16 rounds of faction ammo(only get to fire two shots before CONCORD shows, so 16 rounds is enough) subtract the value of the loot and salvage from those Talos, and you are left with about 650M.

A freighter is currently worth about 1.5B. 2 years ago you could get one for half that.

What does this mean in EVE?

There are gankers who Gank only to Pad their kill boards. With zero regard for profit.

With the current state of freighters you can gank an empty freighter and still destroy double the value you lost. This is unbalanced no matter how you look at it.

Freighters should by all means be gankable, but it should at least cost as much as the value of the hull to do so.

A freighter should require at least some cargo for it to be worthwhile to gank, killing an empty freighter should not pad your kill board, at the very least it should break even, with the cargo value creating the pad.

I am not saying that freighters are super easy to kill, only that doing so creates far to much value for the ganker.

You do not need to be AFK autopiloting to get ganked. In fact when they see a freighter getting escorted and webed for fast warp they just assume it must have valuable cargo to warrant such measures. Why wait for a cargo scan if you know it is worth ganking. They can and will specifically go after those ships. If they decide you are a target, there is nothing you can do to escape.

The few corps currently set up around Jita that regularly gank freighters in this manner use a combination of remote sensor boosters for insta lock and bumping techniques which do not cause agro, to prevent targets from warping off before the gank fleet locks them.

Even a freighter manually piloted, with a escort putting a triple web on it has very little chance of escape. If they decide you are their target. They bump you off alignment, and can insta lock you. Often they will sacrifice a insta lock neutral ship to tackle a valuable freighter while the fleet gets in place. There is nothing you can do to escape. An escort fleet is useless as they can not fight back until the freighter is dead. Once they attack, the freighter is dead in about 10 seconds. Although it will often spend a couple minutes getting bumped around while the fleet gets into place before the first shots are fired. You can try using webs to insta warp but even then you only got a 50/50 chance with a well organized camp.

These high sec gate camps have become as dangerous as low sec if you are flying a freighter with anything decent in the cargo bay. And you do not need to be AFK autopiloting to get caught. Even with an escort you are lucky to get through if they decide to go after you.

Before you comment again on how a freighter pilot has control of the value of their cargo, go back and read the part again, where I said an EMPTY freighter is worth double to cost of the gank fleet required to kill it. The freighter pilot can do nothing about that.


First, I'd be curious about the data on people suicide ganking empty freighters just to pad their killboard stats. I don't doubt it happens, but I don't think it is that common.

Also, so what? This is a sandbox game, one where players drive content. Players opting to "waste" isk by ganking freighters with little or no cargo is a valid option.

As for a gang of ships costing a total of 800 million killing a ship worth 1.5 billion, again I don't see a problem. There is nothing about this game that says kills have to balance in terms of total isk value. There is nothing that says, "Oh, I'm sorry your gang can't kill that guy cause the isk values between the two parties is outside the acceptable margin."

Another tactic you can do is vary your behavior, don't just manually fly gate-to-gate as quickly as possible, dock up somewhere and then they'll be left hanging....for who knows how long...half hour, hour, all day? Check Eve Kill for the hot spot systems, most likely they guys are going to hit you in a 0.5 or 0.6 system. Hell, just use dotlan to get an idea of the number of kills and use Eve Kill to check on specific kills.

For example, this url will give you the recent kills for Uedama

http://eve-kill.net/?a=system_detail&sys_id=2769&m=04&y=2013&scl_id=20

Note that scl_id=20 gives you the freighter kills and sys_id=2769 pulls just for Uedama. Also note you can change the month, above it is the m=04 and the year, y=2013.

This one is for Palas, seems rather popular for suicide gankers of late, sys_id=3879

http://eve-kill.net/?a=system_detail&sys_id=3879&m=04&y=2013&scl_id=20

So far 3 kills this month. So a few minutes research will likely improve your odds dramatically. Also, if you are super paranoid, have a scout run a few jumps ahead. Have him dscan in the lower security systems to see if there are 6+ tier 3 BCs lurking somewhere in system.

And again, find us kills of empty freighters...and I mean empty. Plastic wrap of zero isk is not empty. That is another dumb thing to do, if you double wrap something so it can't be scanned, gankers might decide to take the risk since the hauler felt the cargo was so valuable it needed to be unscannable. And no war decs and no awoxers either.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Gizznitt Malikite
Agony Unleashed
Agony Empire
#37 - 2013-04-03 17:03:37 UTC
Bugsy VanHalen wrote:
Mike Voidstar wrote:
I hate to come in on the side of pirates in this....


But exactly how many players do you think would be a fair number to destroy your single ship?



This is my main issue.

A freighter is a capital ship. How many BC's does it take to kill a dread? even in low sec where you have more than 60 seconds, 8 talos would have a hard time getting the job done.

Also remember that freighters are used in NULL. They are the only ship large enough to haul outpost eggs and ihubs.

With current fleet doctrines used for ganking freighters it basically costs as little as 650M to gank a freighter. This number is solid and is the benchmark used by the GOONS freighter gank squads. Regardless of how many ships/pilots that is, if you look at the value of freighters (about 1.5 Billion isk) it just does not add up. How can controlling your cargo value mean anything if the empty ship is almost worth ganking?

If you want to take down a freighter in high sec you should at least have to put up a fleet comparable in value to the cost of the freighter hull.

If the freighter pilot is stupid enough to haul enough goods in their cargo to make ganking them worthwhile, they have only their own idiocy to blame. but currently the needed level of cargo to meet that threshold is far to low.

This is the situation with freighters. You can gank a freighter for less than half the cost of the hull. An empty freighter is a worthwhile gank target if the gankers are just looking to pad their kill boards. Empty, not foolishly over loaded, EMPTY.

A few years ago you could get a freighter for 600M but with current prices around 1.5B being able to gank a freighter with a loss of only 650M is ridiculous. It does not take much cargo to turn that 650M into a decent amount of profit.

If the cost to gank a freighter was equal to its empty hull, it would still be profitable to gank a stupid freighter pilot who over loads their cargo, But the average freighter pilot, who flys it properly, would not be worth ganking.

This is all I am asking for.


An Orca is a capital ship.... Many miners fit it out to haul... leaving it with about 85k EHP.... It takes 4ish talos to destroy that... It could also be fit with a dcu and a bulkhead giving it more EHP than a freighter.... (200+k EHP). Its this choice that I'd like to see for a freighter pilot. The cost of 8 Talos used to destroy a freighter is irrelevant... The only thing that is relevant is that freighter pilots lack the choice on how to optimize their freighter to their purpose.... If you are hauling trit around, 150k EHP and 1m m3 cargo capacity is quite reasonable... If you are hauling 425mm Railgun 1's.... it is imbalanced, and using more than 10% of your cargo space essentially makes flying your freighter unsafe.
Danika Princip
GoonWaffe
Goonswarm Federation
#38 - 2013-04-03 17:05:02 UTC
Gizznitt Malikite wrote:


An Orca is a capital ship.... Many miners fit it out to haul... leaving it with about 85k EHP.... It takes 4ish talos to destroy that... It could also be fit with a dcu and a bulkhead giving it more EHP than a freighter.... (200+k EHP). Its this choice that I'd like to see for a freighter pilot. The cost of 8 Talos used to destroy a freighter is irrelevant... The only thing that is relevant is that freighter pilots lack the choice on how to optimize their freighter to their purpose.... If you are hauling trit around, 150k EHP and 1m m3 cargo capacity is quite reasonable... If you are hauling 425mm Railgun 1's.... it is imbalanced, and using more than 10% of your cargo space essentially makes flying your freighter unsafe.



Why do you want it to be possible to carry capital ships through highsec?
Bugsy VanHalen
Society of lost Souls
#39 - 2013-04-03 17:27:12 UTC
Gizznitt Malikite wrote:
Bugsy VanHalen wrote:
Mike Voidstar wrote:
I hate to come in on the side of pirates in this....


But exactly how many players do you think would be a fair number to destroy your single ship?



This is my main issue.

A freighter is a capital ship. How many BC's does it take to kill a dread? even in low sec where you have more than 60 seconds, 8 talos would have a hard time getting the job done.

Also remember that freighters are used in NULL. They are the only ship large enough to haul outpost eggs and ihubs.

With current fleet doctrines used for ganking freighters it basically costs as little as 650M to gank a freighter. This number is solid and is the benchmark used by the GOONS freighter gank squads. Regardless of how many ships/pilots that is, if you look at the value of freighters (about 1.5 Billion isk) it just does not add up. How can controlling your cargo value mean anything if the empty ship is almost worth ganking?

If you want to take down a freighter in high sec you should at least have to put up a fleet comparable in value to the cost of the freighter hull.

If the freighter pilot is stupid enough to haul enough goods in their cargo to make ganking them worthwhile, they have only their own idiocy to blame. but currently the needed level of cargo to meet that threshold is far to low.

This is the situation with freighters. You can gank a freighter for less than half the cost of the hull. An empty freighter is a worthwhile gank target if the gankers are just looking to pad their kill boards. Empty, not foolishly over loaded, EMPTY.

A few years ago you could get a freighter for 600M but with current prices around 1.5B being able to gank a freighter with a loss of only 650M is ridiculous. It does not take much cargo to turn that 650M into a decent amount of profit.

If the cost to gank a freighter was equal to its empty hull, it would still be profitable to gank a stupid freighter pilot who over loads their cargo, But the average freighter pilot, who flys it properly, would not be worth ganking.

This is all I am asking for.


An Orca is a capital ship.... Many miners fit it out to haul... leaving it with about 85k EHP.... It takes 4ish talos to destroy that... It could also be fit with a dcu and a bulkhead giving it more EHP than a freighter.... (200+k EHP). Its this choice that I'd like to see for a freighter pilot. The cost of 8 Talos used to destroy a freighter is irrelevant... The only thing that is relevant is that freighter pilots lack the choice on how to optimize their freighter to their purpose.... If you are hauling trit around, 150k EHP and 1m m3 cargo capacity is quite reasonable... If you are hauling 425mm Railgun 1's.... it is imbalanced, and using more than 10% of your cargo space essentially makes flying your freighter unsafe.

ORCA also do not cost 1.5 billion isk.

Giving freighters the ability to fit modules exchanging Cargo capacity for EHP or Speed is certainly a good option, But the fact that a freighter can be killed buy sending less than half its value in suicide gank ships at it is far from irrelevant.

As stated in the other thread on the subject, A freighter can not be allowed to hit 1,000,000m3 cargo as it would then be able to haul packaged carriers and dreads into high sec.

I am not apposed to changing freighter to have some low and/or rig slots. But they would have to be balanced in a way that the max cargo with the absolute best modules available would still be below 1,000,000m3. This means that the average pilot even if they fit for max cargo would have less space then they have now, unless they spend the isk on those elite modules to max out their cargo. There is a stoyline cargo expander. Not sure if it adds the same cargo space as the T2 variant. i thought there was also a DED one that is only available through contracts that offered 30% cargo expansion.
Bugsy VanHalen
Society of lost Souls
#40 - 2013-04-03 17:30:13 UTC
Danika Princip wrote:
Gizznitt Malikite wrote:


An Orca is a capital ship.... Many miners fit it out to haul... leaving it with about 85k EHP.... It takes 4ish talos to destroy that... It could also be fit with a dcu and a bulkhead giving it more EHP than a freighter.... (200+k EHP). Its this choice that I'd like to see for a freighter pilot. The cost of 8 Talos used to destroy a freighter is irrelevant... The only thing that is relevant is that freighter pilots lack the choice on how to optimize their freighter to their purpose.... If you are hauling trit around, 150k EHP and 1m m3 cargo capacity is quite reasonable... If you are hauling 425mm Railgun 1's.... it is imbalanced, and using more than 10% of your cargo space essentially makes flying your freighter unsafe.



Why do you want it to be possible to carry capital ships through highsec?

Everyone wants to be like Chribba...