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CCP- what r you guys thinking towards marauders? not finished stats, just general role change

First post First post
Author
Damsel in Distress
The Scope
#241 - 2013-07-02 17:42:33 UTC
Veshta Yoshida wrote:


Without the AI we'll have to use elbow grease, so I propose:
CCP's content creation nerds employees be blessed with more co-workers and an effort be made to develop tools that will allow them to intervene in a minor way (ie. not full on GM drunken funzor) in any mission, plex or space to throw the player(s) a curveball ...
Examples:
A silly simple/common Lvl4 mission like "Damsel" .. Zor has gotten tired of breaking in new clones and made a deal with pirates from nearby belts/missions/plexes to aid him.
The equally silly/common Officer in the random belt has had enough of being hunted for his prized belongings and have a carrier on standby to hotdrop on the unsuspecting hunter.

Curveballs .. gimme!



Sound idea - however why change what is (possibly) not broken?

People seem to enjoy current L4s to some extent - if it was purely for the money, they could just join FW and farm that - granted I'm rather poorly skilled for mission BS and fly a plain T2 fitted navy BS, but I made far more isk/hr in FW which I've been part of until last week than I currently do running L4s.

Yes - they're predictable, repetitive and boring and even I can do them whilst playing a different game in another window and watching TV at the same time, but sometimes, that's just what people may be looking for.

Can't imagine I'll be doing it for long, but as an interlude until I made up my mind on what to do next, they're just fine. I'd take a week off and go mining, but I have no mining skills - so L4s serve just as well.

I like the general Idea though - however I would use that on incursions - less manpower required and people running them can adapt more easily to unexpected challenges, having fun in the process...

I don't have any numbers, but considering how often I rescued myself during the last few days, I'd imagine I'm rescued a couple of hundred times a day - not to mention all the other missions - I think you'd need far to much personel for human intervention to have any meaninful impact - with incursions, that would work.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#242 - 2013-07-02 18:56:10 UTC
Here's a couple Marauder threads, a bit outdated, but still, a good start...
Buff Marauders:
https://forums.eveonline.com/default.aspx?g=posts&m=767914#post767914

Tier 3 Marauders:
https://forums.eveonline.com/default.aspx?g=posts&m=676053#post676053
El Jin'meiko
Warcrows
THE OLD SCHOOL
#243 - 2013-07-02 19:07:52 UTC
Sergeant Acht Scultz wrote:

Marauders need to fit in the spirit of HARD HITTING BEASTS you don't want to cross on your way, change the salvaging ability to EWAR racial, adding an extra hard point slot, eventually (why not? heh?) give them a special abitlity to warp at closer ranges than 150km, T2 resists better balanced across the board and better base HP/sensor (this is clearly silly seriously).

T2 Battleships, requiring huge amounts of effort training are barely competitive with pirate faction ones, well I can not agree with this in a player content made game, and will never do.



You might be onto something, maybe the ultimate skirmish battleships with warp strength and MJD spool timer bonuses (must also have at least 1 high utility slot) would deffinatly create a niche and some interesting techniques
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#244 - 2013-07-02 19:32:10 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Loki Feiht wrote:
marauder can also be translated as:
bandit, brigand, buccaneer, cateran (Scot.) corsair, freebooter, mosstrooper, outlaw, pillager, pirate, plunderer, raider, ravager, reiver (dialect) robber

Now, please tell me where exactly collecting missions from a static agent comes anywhere close to any of these descriptions?
My opinion is that current ships that would fit these would be mach, cyna, vaga and other kiting (Guerilla) small gang type ships, which are being nerfed :(

All those definitions have something in common: they are taking away from another entity as much as they can/everything. Currently you cannot get more from an enemy than dropped modules, bounty and salvage. Marauders are perfectly fit for their role atm.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Mole Guy
Bob's Bait and Tackle
#245 - 2013-07-02 19:42:28 UTC
Harvey James wrote:
[quote=Malcanis][quote=Daniel Plain][quote=Malcanis]
You're

my main hope is they remove the e-war bonuses and some utility highs ..and give them some unique flavour .. they clash with pirate battleships too much.
i would like too see more of a pvp focus after-all you can mission with any ship really why waste 4 perfectly good ships on pve.


remove ewar bonus? i have yet to see a marauder with an ewar bonus.

and remove high slots? thats the most rediculas thing i have ever heard of.
i want a ship that hits like 10 guns but only uses ammo for 4.
how is that the same as pirate?
its just the opposite.
and loose utilities? crazy talk.
go check yerself into a psych ward.

the more utilities, the better. if it can do the same damage but have 7 utilities, i would be tickled pink.
thats several nos/neuts, scanners, smart bombs, whatever...AND still hit with 10 guns/torps...

you are simply smokin crack.
Harvey James
The Sengoku Legacy
#246 - 2013-07-02 19:45:36 UTC  |  Edited by: Harvey James
Mole Guy wrote:
Harvey James wrote:
[quote=Malcanis][quote=Daniel Plain][quote=Malcanis]
You're

my main hope is they remove the e-war bonuses and some utility highs ..and give them some unique flavour .. they clash with pirate battleships too much.
i would like too see more of a pvp focus after-all you can mission with any ship really why waste 4 perfectly good ships on pve.


remove ewar bonus? i have yet to see a marauder with an ewar bonus.

and remove high slots? thats the most rediculas thing i have ever heard of.
i want a ship that hits like 10 guns but only uses ammo for 4.
how is that the same as pirate?
its just the opposite.
and loose utilities? crazy talk.
go check yerself into a psych ward.

the more utilities, the better. if it can do the same damage but have 7 utilities, i would be tickled pink.
thats several nos/neuts, scanners, smart bombs, whatever...AND still hit with 10 guns/torps...

you are simply smokin crack.


yeah because your ideas are so balanced ... LOL

e-war = being web bonus and the TP bonus .. which pirate ships use webs and neuts. all e-war of sorts
and i never said remove slots infact i think the opposite but much like the NM using only 4 guns to get same damage as a normal battleship is OP

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

Lallante
Blue Republic
RvB - BLUE Republic
#247 - 2013-07-02 19:54:56 UTC  |  Edited by: Lallante
Mole Guy wrote:
Rant.



It sounds like you want to have your cake and eat it, and for you "balance" is a foreign dish eaten only by PvPers.

100% agree with Malcanis view on this. Having a PvE dedicated ship is a bandaid on bad game design, whereas the real fix would be to make PvE more like PvP and require a similar fit.
Daniel Plain
Doomheim
#248 - 2013-07-02 23:18:42 UTC  |  Edited by: Daniel Plain
Lallante wrote:
Mole Guy wrote:
Rant.



It sounds like you want to have your cake and eat it, and for you "balance" is a foreign dish eaten only by PvPers.

100% agree with Malcanis view on this. Having a PvE dedicated ship is a bandaid on bad game design, whereas the real fix would be to make PvE more like PvP and require a similar fit.

how is making pve like pvp a good idea? if people want to pvp, they can, you know, go pvp... one of the beauties of eve is that it combines so many different play styles under one roof. do we really need to kick out the casual pve player just because the pvp heroes can't get enough of what they are already doing anyway?

I should buy an Ishtar.

Erutpar Ambient
The Scope
Gallente Federation
#249 - 2013-07-03 01:27:07 UTC
Yo Foo's, I got this.

New Marauders: Immune to all forms of electronic warfare.

Now you can go troll around behind enemy lines much easier and get away too. ;)

Marauders don't need more blap. They need more utility. The sensor strength weakness makes them less desirable for pvp. Makes them too easy to shut down for a ship that takes so much training with so much cost. But as you may already know, ships shouldn't be balanced around cost/skill ceiling. Leaving them mostly the same will allow them to be utilizable while still being risky.

With this, they should have more mass than the average BS because if you can't slow them, they can just mwd out of bubbles. Also maybe they shouldn't be allowed to use MJD. They should be tanky, but not more than any other BS. The EWAR immunity adds enough to your survivability. I think they should lose the tractor beam bonus for a Remote Repair/Shield Transfer range bonus while maintaining the same slot layout. Anyone see where this is going?

These ships should have great utility for solo play AND for fleet activity. And the only way to properly do justice to their description, you need resistance to being caught.

These ships would have a lot of generalization. That way you don't have one ship with massive cost and SP training doing one role much better than anything else. You'd have 1 ship that could do a lot of things well without the whole Tech III stigma attached. You'd also have a ship that isn't Mission oriented without losing it's mission running viability. And not just that but it would be group oriented with it's rep bonuses.

I wonder if people would find new niche roles to use these in outside of their intended role.... ;)
sHERU
Caldari Provisions
Caldari State
#250 - 2013-07-03 01:38:39 UTC
Pffff the marauder is a weird ship and it should stay a weird ship, most people in this forum just moan for a bigger battleship Straight

And I propose to whack more weird and whacky stuff on it.

Give it one more high slot that can fit a module that can scan for warp signatures, and broadcast that to fleet. Every FC would want one of those in fleet.

Or make it the master of microwarpdrive, have the thing zip around fleet battles like an idiot.

Or give it a shipram feature.

But please... don't give it generic boring pvp / pve stat raises.
Freighdee Katt
Center for Advanced Studies
Gallente Federation
#251 - 2013-07-03 02:01:11 UTC  |  Edited by: Freighdee Katt
Daniel Plain wrote:
how is making pve like pvp a good idea? if people want to pvp, they can, you know, go pvp... one of the beauties of eve is that it combines so many different play styles under one roof. do we really need to kick out the casual pve player just because the pvp heroes can't get enough of what they are already doing anyway?

Shush. You should just listen up now. All the people who never have used Marauders and never will are explaining to us how they need to be.

EvE is supposed to suck.  Wait . . . what was the question?

Nikk Narrel
Moonlit Bonsai
#252 - 2013-07-03 02:01:40 UTC
For inspiration, I took directly from Deep space transports:

Deep space transports are designed with the depths of lawless space in mind. Possessing defensive capabilities far in excess of standard industrial ships, they provide great protection for whatever cargo is being transported in their massive holds. They are, however, some of the slowest ships to be found floating through space.

This translates neatly over into the battleship sized hull.

Now, think about juggernaut as a design principle.

Big and unstoppable.

You can catch one easy. Minimum warpout time changed to 60 seconds.
Warp speed drop to .75 AU per second. The same as an average freighter.

Slow, yes. But in exchange for that awful align time and overall speed, it is nullified with +2 warp strength.

Last change, the sensor nerf is dropped. Same sensor characteristics as whichever T1 hull it is based on.

All other stats unchanged.
Dinsdale Pirannha
Pirannha Corp
#253 - 2013-07-03 02:58:50 UTC
Malcanis wrote:
Daniel Plain wrote:


lastly, there is the nebulous issue of 'fun'. here, i dearly hope that you are not of the "let's make missions more exciting!" crowd. i will save myself some work and just put up this link.

so why am i writing all this? it's simple: i want to demonstrate that Malcanis's views on hisec are a mixed bag. thus, being better at 'shooting red pluses' might be exactly what the marauder class needs, regardless of his opinion.


You seem to misunderstand what I've typed.

I'm saying: "I think I might be able to guess what's planned for the marauders, and it's something completely new. I can't say what it is because if I'm right, then ~NDA~, but you should be prepared to expect something different to be added to their current role. But in any case, I don't know for sure."

You're hearing: "Malcanis is advocating a completely different role for marauders and it's a done deal."

Incidentally, I read the post you linked and I find it a deeply unconvincing argument based on some very wide and rather insulting generalisations. If you're looking for a CSM member to support the argument that because some players are willing to endure or even prefer awful PvE, then players who would like entertaining, challenging PvE should just suck it up and do without, then you can look elsewhere, because I will never accept that.

Actually, offhand I can't think of any members of the current CSM who would accept that argument. I'd like to wish you luck in your search, but I sincerely hope you don't have any.


Seems that players have "endured" this "awful" PvE for many many years now, with nary a peep, but seems that the drums beats to radically change it have only cropped up in the last 12 months, and from a VERY FEW sources, once null sec income streams had been industrialized.


It also seems that this awful PvE income streams, at least in high sec, have seen at least 3 nerfs in income in the past 2 years. And hate to break it to you, but ANYONE who is in a null sec alliance, regardless if he sits on the CSM or not, has no moral high ground to stand on and dictate what is good for high sec PvE.
Nikk Narrel
Moonlit Bonsai
#254 - 2013-07-03 13:54:16 UTC
I would like to put this thread back on track, since it is derailing a bit too far.

Marauder ideas, and probable changes, etc.

Side stepping to demonstrate a foundation for an idea is one thing, but lets keep it within at least one degree from actual Marauder specific interests.

Now, I was suggesting a juggernaut approach above, where the ship would be unstoppable, but for many slow enough to harass easily, if not get a pricey kill mail from.
Malcanis
Vanishing Point.
The Initiative.
#255 - 2013-07-03 14:26:21 UTC  |  Edited by: Malcanis
Dinsdale Pirannha wrote:
Malcanis wrote:
Daniel Plain wrote:


lastly, there is the nebulous issue of 'fun'. here, i dearly hope that you are not of the "let's make missions more exciting!" crowd. i will save myself some work and just put up this link.

so why am i writing all this? it's simple: i want to demonstrate that Malcanis's views on hisec are a mixed bag. thus, being better at 'shooting red pluses' might be exactly what the marauder class needs, regardless of his opinion.


You seem to misunderstand what I've typed.

I'm saying: "I think I might be able to guess what's planned for the marauders, and it's something completely new. I can't say what it is because if I'm right, then ~NDA~, but you should be prepared to expect something different to be added to their current role. But in any case, I don't know for sure."

You're hearing: "Malcanis is advocating a completely different role for marauders and it's a done deal."

Incidentally, I read the post you linked and I find it a deeply unconvincing argument based on some very wide and rather insulting generalisations. If you're looking for a CSM member to support the argument that because some players are willing to endure or even prefer awful PvE, then players who would like entertaining, challenging PvE should just suck it up and do without, then you can look elsewhere, because I will never accept that.

Actually, offhand I can't think of any members of the current CSM who would accept that argument. I'd like to wish you luck in your search, but I sincerely hope you don't have any.


Seems that players have "endured" this "awful" PvE for many many years now, with nary a peep, but seems that the drums beats to radically change it have only cropped up in the last 12 months, and from a VERY FEW sources, once null sec income streams had been industrialized.


It also seems that this awful PvE income streams, at least in high sec, have seen at least 3 nerfs in income in the past 2 years. And hate to break it to you, but ANYONE who is in a null sec alliance, regardless if he sits on the CSM or not, has no moral high ground to stand on and dictate what is good for high sec PvE.


Er there have been quite a few "peeps" over the years, old chum.

Or would you like to make the argument that EVE's PvP isn't - at it's best - mediocre?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Mole Guy
Bob's Bait and Tackle
#256 - 2013-07-03 14:48:14 UTC
hell yeah, we have been complaining about the marauder for years.
i love the concept of one, but the implementation of these were off and done when eve was in its infancy.

we have evolved.

and to the EWAR comment, i dont consider webs and target painters EWAR. thats why i didnt understand what you were talking about. but, alas they are. the paladin cannot hit anything up close, we will need to keep the web and the golem needs something for torps...

this isnt a new debate. its been going on for years.

personally, i think they only "need" a few tweaks to be usable.
they could "use" a defined role and bonuses that fit that role. something specific. i think their power level is fine.
they do not need anymore dps.

for a ship that needs soooo much training time to be mediocre at best is dumb. it needs power (but power in a direction, not just 25% more dps, or whatever).

but again, to make a t2 ship or any ship strictly for pve is crazy. the penalties need to go away.

i personally would like to see an exploration based bs.
one with scanner bonuses or something thats a cross between cov ops and bs.
omni tank doesnt mean 75% across the board. like the gnosis. thats a kewl start. but since its t2, it would be a bit higher.
not asking for tons or armor or shields, but if its going to survive solo, its needs defense. the rep bonus is kewl.

what would be kewl would be a little change towards group play since ccp doesnt like solo play (or we wouldnt need cyno pilots).

maybe some rr bnouses for the high slots. just make the active tank bonus apply to all reppers. it would become a self or small group sufficient worm hole ship. wouldnt need dedicated logi following.

just an idea.
Nagarythe Tinurandir
Einheit X-6
#257 - 2013-07-03 15:17:13 UTC
Mole Guy wrote:

i personally would like to see an exploration based bs.
(n'stuff)


why would anyone bring a bs for exploration, since exploration is not about combat anymore?
for big scannable combat sites you need a special fitted ship or a small group anyway so no need here for a bs which looses a bonus for scanning either. better bring a fully combat oriented bs.
for smaller combat sites, a T3-cruiser is all you need. requires less skill time too.



Randy Wray
Warcrows
THE OLD SCHOOL
#258 - 2013-07-03 17:18:00 UTC
capital guns and 90% webs :D

Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @ http://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec

twitch.tv/randywray

Gabriel Karade
Coreli Corporation
Pandemic Legion
#259 - 2013-07-03 19:32:17 UTC  |  Edited by: Gabriel Karade
Make them more M-A-R-A-U-D-E-R ish?

Give them a generalised role bonus towards hacking structures including control towers (/Techno-babble ".... need for a Battleship hull and power-grid systems to support the immense mainframes required for concerted projected electronic attacks....."/Techno-babble) possibly even other ships - kind of like a reverse/negative effect warfare link.

Fix the oddities aswell:

like the absurdly low sensor strength, the Vargur powergrid, the defunct tractor bonus, oh did I mention the Vargur powergrid?.... X

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#260 - 2013-07-03 19:57:41 UTC
Mole Guy wrote:
i think their power level is fine.

This requires additional question: whats their power level?

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.