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Player Features and Ideas Discussion

 
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The Time has Come for RE-USABLE RIGS

Author
Soniv Onew
State War Academy
Caldari State
#1 - 2015-05-30 08:18:25 UTC
Quality of life has always been a staple in New Eden and one aspect that is generally hard on players, especially newer players, whether it be in high, low, or null sec is the destruction of rigs upon removal. I'm sure there are reasons currently but with a little fine tuning reusing rigs can be possible. This can get really expensive especially if your using large to capital rigs. Because now depending on the type of roles you like to play you now have to spend for 2,3, or even more ships to meet your particular game play. For vets maybe not so hard but trying to get the new guy out there and capable in multiple ships can really be a hassle.

So the proposition:

Make Rigs reusable and not destroy on removal

Rules:
Cannot be removed using ship fitting services (carriers, nestors, etc)
Cannot be removed using Mobile depots
Ship must be in a station or (in the future maybe) moored to remove


In essence the rigs (if you want to look at them as a "major hull modification" type module like subsystems) can only be removed if you are docked in a station or in the future moored to a POS (or however that will work) for supers carriers etc. Essentially you have to be in a sense dry docked in some way in order to have them be removed and stored/maintain re-usability.

another stipulation could be that if you do remove them using a ship based, non "dry dock" type fitting service, then the rig will be destroyed. but that could bring about problems. So i would recommend not being able to remove in that fashion at all and keep it to must be "dry docked".

I think i speak for a vast amount of people when i say that i would rather have one ship be able to be refit to support multiple roles rather than have an ungodly amount of ships that have to support varying roles over a broad spectrum.

I'm sure there are holes in this somewhere as this was a really quick discussion i had earlier on the topic, but it does seem possible, simple, and an absolute improvement to overall player quality of life across a broad spectrum of EVE roles.
Mag's
Azn Empire
#2 - 2015-05-30 08:19:33 UTC  |  Edited by: Mag's
I don't agree. See below.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Soniv Onew
State War Academy
Caldari State
#3 - 2015-05-30 08:24:23 UTC
your reasoning? please enlighten us kind sir
Kurtz
Eldorado Exploration Expedition
#4 - 2015-05-30 08:40:00 UTC
No. There has to be a cost for specialized enhancements.
Samillian
Angry Mustellid
#5 - 2015-05-30 10:12:55 UTC
Kurtz wrote:
No. There has to be a cost for specialized enhancements.


Couldn't have put it better myself.

NBSI shall be the whole of the Law

Omnathious Deninard
University of Caille
Gallente Federation
#6 - 2015-05-30 10:46:51 UTC
You want to completely destroy the salvage materials market don't you?

If you don't follow the rules, neither will I.

Khan Wrenth
Viziam
Amarr Empire
#7 - 2015-05-30 11:47:34 UTC
No. No.NO.

Rigs are like the ship version of implants and the game mechanics are richer for having both things that you can swap out (modules) and one-time-use enhancements that help round out your ship (rigs).
Daoden
The Scope
Gallente Federation
#8 - 2015-05-30 11:58:04 UTC
No. I just have multiple ships with different sets of rigs to do different things. I don't have an issue with them being destructible if you want them removed.
Duchess Starbuckington
Doomheim
#9 - 2015-05-30 12:02:15 UTC  |  Edited by: Duchess Starbuckington
Quote:
The Time has Come for RE-USABLE RIGS


Yeah, no it hasn't.

Nothing wrong with the current system, don't fix what isn't broken.

Quote:
I think i speak for a vast amount of people when i say that i would rather have one ship be able to be refit to support multiple roles rather than have an ungodly amount of ships that have to support varying roles over a broad spectrum.


Nope. And this thread seems to agree with me. Lol
Donnachadh
United Allegiance of Undesirables
#10 - 2015-05-30 13:07:46 UTC
NO

This is just another I want because it would be neat idea.
Need the same ship for multiple roles then buy multiple of them.

Or better yet learn to fit rigs that support all of your desired uses for the ship and use your mids an lows for the specialization fittings.
Zan Shiro
Doomheim
#11 - 2015-05-30 13:20:16 UTC
Soniv Onew wrote:
This can get really expensive especially if your using large to capital rigs. Because now depending on the type of roles you like to play you now have to spend for 2,3, or even more ships to meet your particular game play. For vets maybe not so hard but trying to get the new guy out there and capable in multiple ships can really be a hassle.




If a noob can't afford the ratting BS and the pvp bs....they are breaking rule 1 of eve, don't fly what you can't afford to lose.

Ratting BS that docks up and stays docked up while the fleet bs goes out for pvp is age old SOP in eve. If this i breaking the wallet...fit a pvp rig bs and pve in it. Isk per hour goes down maybe...but "pvp rigs" can pve just fine. Well scorpion/widow exceptions as they either enhance armour tank or jams. But tbh....I have eft'd these rides and even trying for a pve fit a lost cause really when so many other ships do it much easier.

Also not feeling the many ships needs....BS' are usually the most controlled of the fleet fits. There tends to be no guessing on the fit. Its spoon fed by alliance. Best I ever got in one home for my rokh's was 2 rigs told to me, 3rd rig slot optional. And well that slot not really optional....it was an em resist as fleet fit didn't fill in the em hole with enough bondo imo.

Caps same thing. Trying to get tears shed for them not going to work. The pity party of max isk per hour....you aren't getting it chief. TBH if I ran eve....caps would not be allowed in pve to begin with. So I'd solve your problem right there. Not the solution some would like though I know very well lol. Beyond that...general rig fit the cap(s) and when needed make your travel fit mod based not rigs.

Iain Cariaba
#12 - 2015-05-30 15:42:00 UTC
In response to title of thread: No, it hasn't. Additionally, suggestion has been made many, many, many, many times before, so reported for redundancy.
Panty Stocking
Doomheim
#13 - 2015-05-30 15:51:46 UTC  |  Edited by: Panty Stocking
Would never work: used duct tape is never as good as fresh off the roll.

Counter proposal: all rigs are permanent. To get rid of even one the ship must be repackaged.
Would be entertaining to see which idea people gate less.
Christopher Mabata
Northern Accounts and Systems
#14 - 2015-05-30 15:59:11 UTC
Making rigs removable has all the same effects implants would if they were removable, you choose to get benefits from rigs at the cost that they will be lost if you attempt any kind removal or lose the ship.

Everything has tradeoffs you dont like the tradeoff, dont use the item

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James Baboli
Warp to Pharmacy
#15 - 2015-05-30 16:01:02 UTC
Some rigs are OP without this sort of trade off, and t1 rigs are dirt cheap. So, two very good reasons why this is mostly a whine about "needing" t2 rigs on everything.

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