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New ship "lines" bottleneck [destroyers and battlecruisers]

Author
Selvacin
Sebiestor Tribe
Minmatar Republic
#1 - 2012-04-03 13:45:39 UTC  |  Edited by: Selvacin
Personally i love the purposed changes to ship lines, removing the current ship "tiers" and giving some possible balancing love to some of lower "tier" ships. For those reading this and have no clue what i'm talking about, advert your eyes here http://www.youtube.com/watch?v=r5wnCBfkMh8

However in terms of player progression and to balance the also purposed ship "class" system, Destroyers and to some extent battle-cruisers will create unfavorable bottlenecks with training and early interest in the game.

There is only 1 destroyer in every race (excluding dictors, as its the same hull) If they implement this as is without add at least 1 -2 more destroyer tech 1 hull it will kill off new player interests in early game going from the many choices and roles that will be in the frigate class, to the 1 very customization destroyer hull available will be like throwing the new player into a hole with every t3 component available and telling them to make something that works. Destroyers atm (even after changes) are still to generic in what they can do. They can do almost any job decently but not effectively. Current destroyer can haul around 800m3, can mine with 5-6 low tier lasers, can deal out damage, and after this last patch now have some what decent hp to tackle missions with. Also with hull variety comes interest and curiosity going from the again many frig possibilities to only one choice aesthetically, will kill early player interest. This dose not effect players that are farther alone in their training obviously, and are past or never trained destroyer hulls.

Some of the generalization of the 1 destroyer hulls needs to be removed, and new hulls need to be added to create the "class" system they suggested in that presentation. To have them follow something similar to what is in the BC line would be a great start. but as is the BC line suffers from this as well, but nowhere near as bad as with then new BC it help transition to BS very well while also creating unique possibilities in potential roles. But the three current BC's give a good idea on what "weapon" setups we should be seeing with destroyers. Caldari should have a hull based on missiles, minmatar define its hulls with one more "implied" towards armor and the other shields, galentee should have a drone destroyer, amarr have one with more laser based bonus's and the other more resitance and cap based bonus's ( based of current BC bonus setups). With a third possible hull with a more unique design, this would help out the destroyer tier alot

Switching from the current progression architecture to the proposed one would cause many bottleneck issues, and im sure somewhere else someone else has posted about need more destroyer hulls (many times) and with current design i was not needed as the destroyer seemed to more of a gap filler then anything else, where as when you change to this it becomes more often the not NESSESARY for everyone joining New Eden to learn at some point

On the side note, this would also lets us possibly see more t2 destroyer hulls


Main CCP ship rebalance thread: https://forums.eveonline.com/default.aspx?g=posts&t=77673&find=unread
Buzzy Warstl
Quantum Flux Foundry
#2 - 2012-04-03 13:50:01 UTC
In the original dev blog for this, they said pretty much the same thing as you just did. I think they're on it.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Selvacin
Sebiestor Tribe
Minmatar Republic
#3 - 2012-04-03 14:03:13 UTC
Buzzy Warstl wrote:
In the original dev blog for this, they said pretty much the same thing as you just did. I think they're on it.

Im assuming you mean this devblog http://community.eveonline.com/devblog.asp?a=blog&nbid=9129, which really only talks about potential SP issues, and has a very short part about possible applications future line progressions. What i'm referring more to that if this is released without those hulls it will kill new player progression interest, as well as issues with current design with destroyer usability and this system. Also i;m very much aware that the changes are WIP, and subject to change which is why i;m bringing it up now; because someone has to ask the questions.
Buzzy Warstl
Quantum Flux Foundry
#4 - 2012-04-03 15:45:50 UTC
Maybe I saw it in the official discussion thread then.

https://forums.eveonline.com/default.aspx?g=posts&t=77673&find=unread

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Pattern Clarc
Citeregis
#5 - 2012-04-03 16:00:17 UTC
Don't forget faction, pirate, tech 2 and tech 3 variants too.

Until they are ready to do that then they'll have a hard time with the skill remap.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Selvacin
Sebiestor Tribe
Minmatar Republic
#6 - 2012-04-03 16:38:19 UTC  |  Edited by: Selvacin
Pattern Clarc wrote:
Don't forget faction, pirate, tech 2 and tech 3 variants too.

Until they are ready to do that then they'll have a hard time with the skill remap.


I think that this skill change will really help them create t2 and navy/pirate variants. T3 ships are in a whole new category of their own until they release more ships in this tech family. This is also the part that effects us older players more


And also to they guys who keeps posting one liners to dismiss this thread, i did a search on the forums for about an hour before i made this thread. Most of the stuff i found deals with people wondering how CCP will deal with changeover of SP into new skills, and people wanting to know how there supercarrier or titan will be rebalanced. If it was mentioned it was quickly buried by these. What i'm reallllly trying to point out this has to deal more with future players of eve. "Our future is in our children" like this common quote says; it also applies to new players. Without them we have no game, or our game has no future. And while this dose effect pirate and advanced tech "lines", it wont limit them as much as choice is already pretty limited in that respect ( you train two racial skills and your choice depends of your favorite weapons system)


I will also put link of main re-balance thread in opening post.





Edit: Also been reading through official thread a few comments on this that quickly get buried by people concerned about the SP changeover to the racial Destroy and BC skills, Which i would like to point out CCP saw a mile away and is already refining this particular change.
Markus Reese
Deep Core Mining Inc.
Caldari State
#7 - 2012-04-03 17:24:55 UTC
New T1 destroyers. I have seen two different and new ones proposed by other players. First is a bombardment ship designed for planetary bombardment. And as tier 3 showed, second is for cruiser module close combat destroyers.

I for one welcome our new caldari rapid fire light missile launcher dessie overlords.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.