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Player Features and Ideas Discussion

 
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Modules for noobships

Author
Callduron
Dreddit
Test Alliance Please Ignore
#1 - 2013-05-04 09:16:58 UTC
TEST had a fight last night with Brave Newbies. During the fight many Brave Newbies players undocked in noobships, the final toll was 33 noobships killed.

I've also had this several times as an FC although not in such numbers - new players are having fun, either don't have a ship to hand or lost their ship so they grab a noobship and heroically return to the fray, civilian gatlings a-blaze.

And die in droves without doing anything.

Noobships need to come with civilian modules to at least give those guys some relevance. Perhaps a dropdown selection of different fits including tackle noobships ewar noobships logi noobships and mining noobships.

A tackle noobship might have a civilian scram with 5km range and 1 point of warp disruption. A civilian mwd might push a velator at 600 m/s.

The game should reflect how people play it and at the moment the ballsiest most enthusiastic noob pilots are being punished and made irrelevant.

It's often been said that the free frigate programmes are what makes Goons and TEST great alliances. It's time every player got that experience, at least to some extent.

I write http://stabbedup.blogspot.co.uk/

I post on reddit as /u/callduron.

Velicitia
XS Tech
#2 - 2013-05-04 11:52:44 UTC  |  Edited by: Velicitia
I see what you're trying to do -- instead of "you don't have a ship, here's your new generic velator with a miner and a cannon" you want to see "You don't have a ship, which one would you like"

(list of 3-5 noobships)


As it stands right now, available civilian equipment is:

  • Scourge Light Missile
  • Mining Drone
  • Hobgoblin
  • Afterburner
  • Armor Repairer
  • Damage Control
  • EM Ward Field
  • Expanded Cargohold
  • Explosive Deflection Field
  • Kinetic Deflection Field
  • Light Missile Launcher
  • Remote Armor Repair System
  • Remote Shield Transporter
  • Shield Booster
  • Stasis Webifier
  • Thermic Dissipation Field
  • Warp Disruptor
  • Miner


edit -- checked the market in game and eve central. everything with strike-through is not available as far as I can tell.

Also, checking pyfa, an all-zero character will have 100 CPU and 23 PG on a Velator. This allows for making the repair/tackle/etc fits that you asked for.

I also checked EveMon for the T1 Meta0 counterparts, using an Eve-Mon generated Amarr newbie.

Stats - 20/20/19/20/20 (Int/Per/Cha/Wil/Mem)
SP 56,489
Skills

  • Electronics (3)
  • Engineering (3)
  • Shield Operation (2)
  • Gunnery (2)
  • Small Energy Turret (3)
  • Mining (2)
  • Mechanics (2)
  • Navigation (3)
  • Science (3)
  • Amarr Frigate (2)
  • Spaceship Command (3)



  • Scourge Light Missile - 1h 3m 50s
  • Mining Drone - 25m
  • Hobgoblin - 16m 40s
  • Afterburner - 8m 20s
  • Armor Repairer - 8m 20s
  • Damage Control - 16m 40s
  • EM Ward Field - 33m 20s
  • Expanded Cargohold - 16m 40s
  • Explosive Deflection Field - 33m 20s
  • Kinetic Deflection Field - 33m 20s
  • Light Missile Launcher - 8m 20s
  • Remote Armor Repair System - 4h 43m 20s
  • Remote Shield Transporter - 16m 40s
  • Shield Booster - (none)
  • Stasis Webifier - 25m
  • Thermic Dissipation Field - 33m 20s
  • Warp Disruptor - 25m
  • Miner - (none)

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