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Suggested freighter changes

Author
Gizznitt Malikite
Agony Unleashed
Agony Empire
#41 - 2013-10-09 21:40:34 UTC

Personally, I think giving freighters fitting options is alright.

Things that should be avoided:

No Highslots. Honestly, I could care less if it has a smartbomb or whatever, but a cloaking freighter should never, ever, ever be a reality!

No MWD-to-warp tricks. If you fit a 100mn MWD, pulse it for one cycle, you suddenly have freighters that enter warp in 10 seconds. Hell no!

Really, no one cares that much about how much stuff you can put in a freighter. The 1m m3 limit is called for only because we don't want carriers and dreads proliferating into highsec. As long as this proliferation is inhibited, I care less about the max capacity of a freighter.

Make an actual trade offs. The most coveted features of a freighter are:
Tank vs
Cargo.
Agility
Warp Speed
Sub-warp Speed.

The truth is, most people point to tank vs cargo size as the "trade off", but incorrectly so, as it is cargo value that matters. The biggest danger to a freighter is suicide ganking, and tank is the primary factor in this. Higher tank means more ships required to gank it which means it can safely carry more value before becoming a target.

IMO, a tanky freighter should have significantly more EHP than a JF, but perhaps can only carry 150k m3 or less and be the slowest in all the other categories. From there, people can sacrifice tank to improve any of the other 4 traits. An untanked freighter should have half the EHP it currently does.
Daichi Yamato
Jabbersnarks and Wonderglass
#42 - 2013-10-10 01:10:32 UTC  |  Edited by: Daichi Yamato
Maldiro Selkurk wrote:



I'l try small (is small too big a word?) words here. Let me really dumb it down.

CCP is GOD, at least as far as EVE goes.

The arguments put for by you and others holding the same viewpoint assume that the Charon for instance would retain its really high hull health, as i mentioned earlier CCP is God and capable of changing any stat and making custom freighter only rigs, mods and slot layouts.

The Orca is a good example of what freighters could be. Want tank and less capacity, you got it. Want more capacity and less tank, you got it. Want to leave every mod and rig slot empty and fly it around null cussing out every person you see in local, by God, you go girl !!

My dictionary doesn't have any smaller words in it so if you still need assistance go ask a friend for help.


its a fair point, but u must concede that an Orca is not designed the same way and does not work like a freighter. For example, the vast majority of the Orca's capacity is special bays that are not affected by the ships skill or cargo expanders, and the ehp and capacity of the Orca is much lower than a freighters. Orca's also have a lower % of their EHP in structure than freighters giving the DC a lesser multiplicative affect on the Orca.

so, in contrast to ur point, imagine the buff to the Orca if all of its bays were combined and subject to its capacity per skill level and had its cargo expanders and a DC sort of built into its base stats. From a hauling perspective that would be a buff anyways. suggesting that the removal of fitting options would buff a ship.

Gizz wrote:

IMO, a tanky freighter should have significantly more EHP than a JF, but perhaps can only carry 150k m3 or less and be the slowest in all the other categories. From there, people can sacrifice tank to improve any of the other 4 traits. An untanked freighter should have half the EHP it currently does.


sounds alright as it seems that tank and capacity are meant to be gained and sacrificed in equal proportions. None of the ridiculous 150% gain in ehp for a mere 30% drop in capacity. though on the whole it looks like a nerf to the general freighter.

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

Reaver Glitterstim
The Scope
Gallente Federation
#43 - 2013-10-11 00:25:31 UTC
freighter rigs sounds like a cool idea. Another idea would be to make a capital damage control and nerf the effect of subcap damage controls on capital ships to just 50% of their bonuses, and only let freighters use the subcap version.

I think a lot of modules should have reduced effects on capitals, such as hardeners/resist amps/membranes, capacitor modules, weapon upgrades, and electronics boosting modules. They should have capital versions that have a more significant production and fitting cost on capital ships, while still allowing them to fit subcap mods with reduced bonuses.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Maldiro Selkurk
Radiation Sickness
#44 - 2013-10-11 11:31:00 UTC
Daichi Yamato wrote:
Maldiro Selkurk wrote:



I'l try small (is small too big a word?) words here. Let me really dumb it down.

CCP is GOD, at least as far as EVE goes.

The arguments put for by you and others holding the same viewpoint assume that the Charon for instance would retain its really high hull health, as i mentioned earlier CCP is God and capable of changing any stat and making custom freighter only rigs, mods and slot layouts.

The Orca is a good example of what freighters could be. Want tank and less capacity, you got it. Want more capacity and less tank, you got it. Want to leave every mod and rig slot empty and fly it around null cussing out every person you see in local, by God, you go girl !!

My dictionary doesn't have any smaller words in it so if you still need assistance go ask a friend for help.


its a fair point, but u must concede that an Orca is not designed the same way and does not work like a freighter. For example, the vast majority of the Orca's capacity is special bays that are not affected by the ships skill or cargo expanders, and the ehp and capacity of the Orca is much lower than a freighters. Orca's also have a lower % of their EHP in structure than freighters giving the DC a lesser multiplicative affect on the Orca.

so, in contrast to ur point, imagine the buff to the Orca if all of its bays were combined and subject to its capacity per skill level and had its cargo expanders and a DC sort of built into its base stats. From a hauling perspective that would be a buff anyways. suggesting that the removal of fitting options would buff a ship.


Me thinks that perhaps you missed this part of my statement:
Maldiro Selkurk wrote:

The arguments put for by you and others holding the same viewpoint assume that the Charon for instance would retain its really high hull health, as i mentioned earlier CCP is God and capable of changing any stat......

Yawn,  I'm right as usual. The predictability kinda gets boring really.

KanashiiKami
#45 - 2013-10-11 23:14:06 UTC
Montevius Williams wrote:
My only issue with Freighters are they are way to small (Graphical). It makes no sense that an Obelisk can carry a fitted Megathron when a Mega is totally looks like it would not fit. All Freighters should be twice as big as the biggest battleships to at least LOOK like it's feasable that the Freighter can carry it in it's cargo holds.



YES i agree ... they dont look freighty .... so small

they should be half the size of stations ...

and if mods are applicable, they should only be capital class rigs. and capital class rigs should carry capital class nerfs.
the only slot mods it should be able to have are 1 mid and 1 low slot. and thats it.

ie :
add 10% cargo rigged = reduction in total-ehp AND speed by 25%
add 10% speed rig = reduction in cargo AND ehp by 40%

and you can only add 2 rigs max

WUT ???

neuva
Deep Core Mining Inc.
Caldari State
#46 - 2013-10-12 00:51:55 UTC
Just add a Ship Maintenance Bay to Freighters, similar to Carriers...
Its quite silly not being able to carry a rigged frig/cruiser/bs with a huge ass capital class freighter...

Meyr
Di-Tron Heavy Industries
OnlyFleets.
#47 - 2013-10-12 00:59:25 UTC  |  Edited by: Meyr
I still haven't seen any response to what I proposed...

Reduce the cargo capacity of all freighters to the point where they need a T2 cargo expander to achieve their current cargo capacity.

Give them one low slot. Give them 35 CPU, and 2 Powergrid.

This would maintain the 'no capitals in hisec' (although, to be honest, since they would only be able to be carried repackaged, the killmaills would have gankers everywhere drooling). It would provide the freighter pilot with the ability to fit according to their need/schedule:

1. DC II - tank. No speed or agility bonus. Must be activated after every gate jump.
2. I-stab - greater agility, even smaller cargo bay. No EHP bonus. Faster aligning. Useless for autopiloting.
3. Nano - greater agility, greater speed, less EHP, no cargo penalty - good for autopiloting (but you'd better be empty).
4. Cargohold Expander II - speed penalty, longer alignment time, larger cargo bay. You'd better only be carrying extremely cheap stuff, or you're just painting a target on your hull.

The ganker then gets to decide if he can put together the team needed to gank these four options, based upon the ship and cargo scanners all of you use. Don't bother complaining. Man up. Use the tools provided to you in-game. Do what you 'elite PVP'rs' always tell carebears to to - get help, use alts, choose your time/location properly - you know, WORK FOR IT, YOU WHINEY, LAZY, CRYBABIES!

All I ever see on the forums, anytime someone proposes something like this, is a bunch of gankers (yes, we can check the killboards, too) complaining about 'How dare you make MY fun more difficult?' 'You shouldn't make freighters harder to kill!'

HTFU. Not ONE of you has provided a solid, rational reason as to why a freighter/jump frieghter pilot has zero choice in how tough their ship is to kill, how long it takes to get from one place to another, or how easy they are to catch on a gate, unlike every other hull in the game.

Besides, every one of you know, with absolute certainty, that a tougher freighter will be carrying more valuable cargo - you just have to be willing to throw down the increased firepower it's going to take to earn the kill.

Like I said - be willing to EARN it. I had to be willing to work to gather up my cargo - you should have to work just as hard to steal it from me. Not simply multi-box 10 Catalysts. Not hide in a noob corp, so your cowardly a** can't be war dec'd, you should have to be willing to risk at least some sizeable fraction of what I am in order to steal it. I'm putting a billion worth of cargo, or more, plus nearly a billion worth of ship, on the line, every time I undock. You should have to work to kill/steal it, and shouldn't be immune to me hiring mercs to camp you into a station in retaliation.

Risk/reward. Action/reaction.

You want to gank me, fair play. But the decision of how easy I am to kill shouldn't be limited to the base stats of a ship, you shouldn't log in knowing exactly how many ships you're going to need to kill me, before I even show up.
neuva
Deep Core Mining Inc.
Caldari State
#48 - 2013-10-12 01:08:08 UTC  |  Edited by: neuva
As far as I know, Freighters are not military based, both lorewise and IG wise. Unlike the Industrial fittable haulers, the freighters are capital vessels of pure hauling business given that they suppose to operate with escort and blahblah super safety conditions. That might explain the lack of fitting a bit..They are nearly civillian run stuff..(bonus to velocity and cargo)

On the other hand, an Orca sized, fittable military freighter might be interesting...Come to think of it JumpFreighters's might be militaristic, since they get resist bonuses per lvl unlike normal freighters...so a little bit fitting slit to them might be cool...if its designed for war, they need to be slotted fot fitting/modifying.
Daichi Yamato
Jabbersnarks and Wonderglass
#49 - 2013-10-12 01:21:43 UTC
Maldiro Selkurk wrote:


Me thinks that perhaps you missed this part of my statement:
Maldiro Selkurk wrote:

The arguments put for by you and others holding the same viewpoint assume that the Charon for instance would retain its really high hull health, as i mentioned earlier CCP is God and capable of changing any stat......


i had. and a reduction in HP to compensate would in effect be a nerf. because if u fit for full capacity, u'd have gimped HP's. or if u fit for a little tank u cannot get the same capacity as now. or u can keep the freighter as it is and have ungimped health and full capacity...

Meyr wrote:

HTFU. Not ONE of you has provided a solid, rational reason as to why a freighter/jump frieghter pilot has zero choice in how tough their ship is to kill, how long it takes to get from one place to another, or how easy they are to catch on a gate, unlike every other hull in the game.



yes. yes we have. and check my killbarods. everyone is telling me that im a ganker because of what side of the arguement i'm on lol. but i am infact a freighter pilot who thinks the freighter is fine as is, and it should not be nerfed.

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

Daichi Yamato
Jabbersnarks and Wonderglass
#50 - 2013-10-12 01:48:46 UTC
Reaver Glitterstim wrote:
freighter rigs sounds like a cool idea. Another idea would be to make a capital damage control and nerf the effect of subcap damage controls on capital ships to just 50% of their bonuses, and only let freighters use the subcap version.

I think a lot of modules should have reduced effects on capitals, such as hardeners/resist amps/membranes, capacitor modules, weapon upgrades, and electronics boosting modules. They should have capital versions that have a more significant production and fitting cost on capital ships, while still allowing them to fit subcap mods with reduced bonuses.


this would not be terrible. a 30% DC would add a little over 40% ehp to a freighter.

but its still a nerf if u think about a freighter with base stats of 77% capacity (one cargo expander - ish less than 100%) and 100% tank

Unfitted: 77% capacity and 100% tank
with a reduced DC: 77% capacity and 140% tank (fairly balanced compared to existing freighter)
with a cargo expander: 100% capacity and 80% tank (basically the existing freighter but slower and with less tank...how can peeps not see the nerf here?)

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

Anomaly One
Doomheim
#51 - 2013-10-12 03:22:01 UTC
Freighters are designed around capacity they are a big ******* truck to haul stuff that's it, they don't need defense or any mods fitted, there are other ships to use deep space, blockade runner for that purpose, freighters only defense is people guarding it or not hauling your stuff stupidly, you want the largest capacity AND defense? the only satisfying result in adding mods is that freighters will be the same as now except they would require mods for it.

Arguing that 100m fit catalysts 10 ships > freighter are not supposed to kill it really? it's not a ******* titan.

Just leave freighters as they are and if needed make a new ship that has mods and can be customized with its mods for the purpose you want (speed vs capacity vs tank etc.) Freighters will still be the supreme king of m3 capacity and the other ships will have different purposes for what you want.

This would be good to introduce a t3 kind of freighters where it's subsystems will adjust depending what you fit it with.
Reaver Glitterstim
The Scope
Gallente Federation
#52 - 2013-10-12 04:43:28 UTC
Gizznitt Malikite wrote:
Really, no one cares that much about how much stuff you can put in a freighter. The 1m m3 limit is called for only because we don't want carriers and dreads proliferating into highsec. As long as this proliferation is inhibited, I care less about the max capacity of a freighter.
QFT

Gizznitt Malikite makes an excellent point here. A freighter with 20% less cargo and 25% more tank may look fair on paper, but almost every hauler who actually fills their freighters up will prefer it, and obviously those who aren't filling it fully will prefer it.

It might be more balanced to just drop the freighter fitting discussion and propose a second tech 2 freighter without a jump drive but instead with a much bigger tank, and similar if not less carrying capacity to a jump freighter.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Narffy
Dominus Imperium
#53 - 2013-10-12 07:23:57 UTC
There's no reason to worry about freighters carrying cap ships now days. CCP can easily add a boolean value "iscapship" to caps and prevent freighters from carrying ships when that value is set. IIRC, they added this to caps already.

Why not simply give freighters a special bonus to cargo expanders so they get more cargo space per expander than normal? Then set them up so they have approximately the same cargo space when they have expander 2's as they have now. All other stats can be left the same or tweaked as CCP wishes. If you choose to fit a DCU (or other module), you will then be sacrificing a much greater amount of cargo capacity and CCP can very easily adjust just how much cargo capacity would be sacrificed per expander.
Maldiro Selkurk
Radiation Sickness
#54 - 2013-10-12 08:58:56 UTC  |  Edited by: Maldiro Selkurk
Daichi Yamato wrote:
Maldiro Selkurk wrote:


Me thinks that perhaps you missed this part of my statement:
Maldiro Selkurk wrote:

The arguments put for by you and others holding the same viewpoint assume that the Charon for instance would retain its really high hull health, as i mentioned earlier CCP is God and capable of changing any stat......


i had. and a reduction in HP to compensate would in effect be a nerf. because if u fit for full capacity, u'd have gimped HP's. or if u fit for a little tank u cannot get the same capacity as now. or u can keep the freighter as it is and have ungimped health and full capacity...



*Screaming to the heavens*

Ahaaaaaaa !!!

As i mentioned before CCP is GOD in EVE, they can do ANYTHING and for emphasis let me capslock that word again ANYTHING they want to as far as game mechanics go.

Your argument keeps going back to current game mods, rigs and the stats that exist on the ship today. You simply must realize that CCP is not limited to what is in game today, they can and do whatever they want.

For example, instead of cargo expanders they introduce Freghter hull expanders that instead of increasing the carrying capacity by a percentage like cargo expanders they increase it by an amount dependent on your skills as a Charon pilot. A low skill Charon pilot gets like 100,000m3 for each one but a fully skilled pilot gets 200,000m3 for each one (limited to maximum of 5 on your ship)

Now let's say that the new freighters get 15 total slots to play with and they don't use the current high, mid, low configuration but instead just 15 generic slots.

put in 5 Freighter hull expanders, 3 freighter resist amplifiers (you choose EM, EXP, and THERM), 5 Freighter bulkheads (for base EHP, also limited to 5),1 Freighter agility thruster, and 1 Freighter warp booster and you get a ship that is basically like the existing freighters (each race would have different variants to use so that the freighters would be race unique just as they are now or it could be done by ship bonuses).

Now lets say you want a more tanky, less agile ship with the same capacity as now, add in the KIN resist amplifier and remove the agility thruster and there you go, more tank but your ship takes 45 seconds to align.

Let's say you are really expecting to take a KIN shower so you want three KIN amps on your ship so you remove the agility thruster, the warp booster and one hull expander, now your KIN resist is 83% but your align time is 45 seconds, you warp speed is 0.25 AU and your max. capacity is 800,000m3.


On the other hand, let's say you couldn't care less about tank and want to get your goods across EVE faster, then rip out the bulkheads and resist amps and start pushing agility thrusters and warp boosters (also subject to diminishing returns), now your align time is 10 seconds and you warp at 1.25 AU but you better hope nobody even looks at you with piracy in their eyes because it wont take much to turn you into a steaming heap of space rubble.

I'm going to say ahead of time I came up with this concept on-the-fly, quite unlike actual devs that would spend months balancing the concept to fit and finish before going live with it. The point is that CCP can do as they wish to make Freighters adjustable via mods and such just like all the other ships, even if that means that special freighter rigs, mods and the like have to be made and freighters are restricted to using only this special freighter gear.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Kate stark
#55 - 2013-10-12 09:02:26 UTC  |  Edited by: Kate stark
neuva wrote:
Just add a Ship Maintenance Bay to Freighters, similar to Carriers...
Its quite silly not being able to carry a rigged frig/cruiser/bs with a huge ass capital class freighter...



freighter cargo = 0
fleet hangar = current cargo bay
apply all cargo bonuses to fleet hangar.

problem solved.

you can put assembled ships in a fleet hangar, and it retains it's ability to carry regular cargo.

(if you fit 2 probes for max cargo and put 2 large containers in each you can carry up to 3120m3 of unscannable cargo in an orca.)

Yay, this account hasn't had its signature banned. or its account, if you're reading this.

Reaver Glitterstim
The Scope
Gallente Federation
#56 - 2013-10-13 13:39:13 UTC
Kate stark wrote:
you can put assembled ships in a fleet hangar, and it retains it's ability to carry regular cargo.
As I have been told, you only get to have ammo and charges in a ship's cargohold in order for it to be allowed onboard a ship maintenance bay.

I'd like to see ship volume have a stronger correlation with cargohold capacity so that that no longer needs to be the case.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

ElQuirko
University of Caille
Gallente Federation
#57 - 2013-10-13 14:22:26 UTC
Wapu Kashuken wrote:
1) I read the forums, and generally disagree w/ the opposition on why some people consider this a nerf

2) A modification, where the end state has potential for the same existing base state, and additionally provides for greater capability, is NOT a nerf

3) Unless CCP woke up this morning, smoked some crack and handed you the reigns, this is not a nerf because you say its so

-- and finally --

4) for a character that has a reputation for high sec/industrialist ganking (i can do research too), I find your whole argument (or lack there of) opposing this idea disingenuous


"Disingenuous" is a big word, well done you. I believe that the argument that this change would amount to a "nerf" is being presented, not for your benefit, but to mask the fact that your idea would lead to freighters having the ability to double their effective hitpoints. For a loss of 1/4 of the cargo, this would be neither balanced nor fair. It requires teamwork, coordination and resources to bring down freighters in highsec at the moment, and all it requires from freighter pilots to avoid being ganked is a bit of intelligence when filling your freighter. Don't ask for easymode just 'cause you want to haul faction battleships or blueprints everywhere.

Dodixie > Hek

Kate stark
#58 - 2013-10-14 19:37:29 UTC
Reaver Glitterstim wrote:
Kate stark wrote:
you can put assembled ships in a fleet hangar, and it retains it's ability to carry regular cargo.
As I have been told, you only get to have ammo and charges in a ship's cargohold in order for it to be allowed onboard a ship maintenance bay.

I'd like to see ship volume have a stronger correlation with cargohold capacity so that that no longer needs to be the case.


yes that restriction applies for the maintenance bay; not the fleet hangar. hence why if you replace the cargo bay with a fleet hangar you can put assembled ships in it, along with regular cargo. also, whatever is in the assembled ship doesn't show up on scanners.

try it, fit a frigate with deadspace mods, and fill it's cargo with other junk, put it in the orca's fleet hangar and scan it.
i did; and only the frigate showed up on scan. none of it's fittings or cargo did. i scanned and rescanned, and nothing came up.

Yay, this account hasn't had its signature banned. or its account, if you're reading this.

Daichi Yamato
Jabbersnarks and Wonderglass
#59 - 2013-10-15 12:42:54 UTC  |  Edited by: Daichi Yamato
Kate stark wrote:
Reaver Glitterstim wrote:
Kate stark wrote:
you can put assembled ships in a fleet hangar, and it retains it's ability to carry regular cargo.
As I have been told, you only get to have ammo and charges in a ship's cargohold in order for it to be allowed onboard a ship maintenance bay.

I'd like to see ship volume have a stronger correlation with cargohold capacity so that that no longer needs to be the case.


yes that restriction applies for the maintenance bay; not the fleet hangar. hence why if you replace the cargo bay with a fleet hangar you can put assembled ships in it, along with regular cargo. also, whatever is in the assembled ship doesn't show up on scanners.

try it, fit a frigate with deadspace mods, and fill it's cargo with other junk, put it in the orca's fleet hangar and scan it.
i did; and only the frigate showed up on scan. none of it's fittings or cargo did. i scanned and rescanned, and nothing came up.


can u put an assembled ship in a fleet hangar? other than with using courier contracts of course

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

Daichi Yamato
Jabbersnarks and Wonderglass
#60 - 2013-10-15 13:13:10 UTC
Maldiro Selkurk wrote:
Daichi Yamato wrote:
Maldiro Selkurk wrote:


Me thinks that perhaps you missed this part of my statement:
Maldiro Selkurk wrote:

The arguments put for by you and others holding the same viewpoint assume that the Charon for instance would retain its really high hull health, as i mentioned earlier CCP is God and capable of changing any stat......


i had. and a reduction in HP to compensate would in effect be a nerf. because if u fit for full capacity, u'd have gimped HP's. or if u fit for a little tank u cannot get the same capacity as now. or u can keep the freighter as it is and have ungimped health and full capacity...



*Screaming to the heavens*

Ahaaaaaaa !!!

As i mentioned before CCP is GOD in EVE, they can do ANYTHING and for emphasis let me capslock that word again ANYTHING they want to as far as game mechanics go.

Your argument keeps going back to current game mods, rigs and the stats that exist on the ship today. You simply must realize that CCP is not limited to what is in game today, they can and do whatever they want.

For example, instead of cargo expanders they introduce Freghter hull expanders that instead of increasing the carrying capacity by a percentage like cargo expanders they increase it by an amount dependent on your skills as a Charon pilot. A low skill Charon pilot gets like 100,000m3 for each one but a fully skilled pilot gets 200,000m3 for each one (limited to maximum of 5 on your ship)

Now let's say that the new freighters get 15 total slots to play with and they don't use the current high, mid, low configuration but instead just 15 generic slots.

put in 5 Freighter hull expanders, 3 freighter resist amplifiers (you choose EM, EXP, and THERM), 5 Freighter bulkheads (for base EHP, also limited to 5),1 Freighter agility thruster, and 1 Freighter warp booster and you get a ship that is basically like the existing freighters (each race would have different variants to use so that the freighters would be race unique just as they are now or it could be done by ship bonuses).

Now lets say you want a more tanky, less agile ship with the same capacity as now, add in the KIN resist amplifier and remove the agility thruster and there you go, more tank but your ship takes 45 seconds to align.

Let's say you are really expecting to take a KIN shower so you want three KIN amps on your ship so you remove the agility thruster, the warp booster and one hull expander, now your KIN resist is 83% but your align time is 45 seconds, you warp speed is 0.25 AU and your max. capacity is 800,000m3.


On the other hand, let's say you couldn't care less about tank and want to get your goods across EVE faster, then rip out the bulkheads and resist amps and start pushing agility thrusters and warp boosters (also subject to diminishing returns), now your align time is 10 seconds and you warp at 1.25 AU but you better hope nobody even looks at you with piracy in their eyes because it wont take much to turn you into a steaming heap of space rubble.

I'm going to say ahead of time I came up with this concept on-the-fly, quite unlike actual devs that would spend months balancing the concept to fit and finish before going live with it. The point is that CCP can do as they wish to make Freighters adjustable via mods and such just like all the other ships, even if that means that special freighter rigs, mods and the like have to be made and freighters are restricted to using only this special freighter gear.



My argument keeps going back to current game mods, because the argument put forth by pro fittable freighters is usually with current mods. This concept has smaller changes mod by mod, no stupid DC's and a ceiling to cargo capacity. As long as resists are balanced with HP's, i think it'll be ok.

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