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Nerf Jump Freighters

Author
Im Super Gay
Investtan Inc.
The Republic.
#21 - 2012-05-11 23:02:14 UTC
Simi Kusoni wrote:
Im Super Gay wrote:
Jump freighters are Eve's fast transport system. Jump bridges are eve's fast travel system. Jump bridges already were nerfed, move along...

Next time you use the jump bridge network to move several hundred thousand m3 of stuff through low sec let me know, it is something I would genuinely like to see.

Sure, let me log on my titan alt.
El Geo
Warcrows
Sedition.
#22 - 2012-05-11 23:13:52 UTC
yeah, jump freighters are OP especially in fleets
Simi Kusoni
HelloKittyFanclub
#23 - 2012-05-11 23:17:02 UTC
Im Super Gay wrote:
Simi Kusoni wrote:
Im Super Gay wrote:
Jump freighters are Eve's fast transport system. Jump bridges are eve's fast travel system. Jump bridges already were nerfed, move along...

Next time you use the jump bridge network to move several hundred thousand m3 of stuff through low sec let me know, it is something I would genuinely like to see.

Sure, let me log on my titan alt.

I don't think you know what a jump bridge is. I think you are thinking of a titan bridge.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Fish Hunter
Center for Advanced Studies
Gallente Federation
#24 - 2012-05-12 01:49:04 UTC
As a frequent user of a jump freighter they're very nice. If something were to be nerfed it should be the mechanic of jumping to a cyno in general. Decreased range, stricter ship limitations, etc. I'm thinking mostly of hotdrops in my mind as one thing that is wrong with current mechanics. Changing them to transport style would make things interesting, probably see alot more heavy interdictors running around lowsec then though.
Narffy
Dominus Imperium
#25 - 2012-05-15 03:14:56 UTC
Did you play EVE back before we had JF's? Medium sized alliances would struggle to get 50 battleships to support freighter runs. Many PVPers would not log in when it was time for these runs. Small alliances would carrier jump instead. Now days this would be even worse with how common SC hot drops are. If you nerf JF's people will use carriers instead and haul from there...you're simply making the logistics work more tedious, please don't make it worse.

I assume you're also game for removing cyno's for all other cap ships as well right?

What really needs to be done with JF's is they need to be given module slots. The only ships without slots are JF's, freighters, and shuttles...even Newb ships have more slots.
Gerrick Palivorn
Caldari Provisions
Caldari State
#26 - 2012-05-15 03:58:02 UTC
Simi I respect your vigor and the way that you present your argument.

With that in mind I would like to discuss the real logistical needs of some of the most remote regions in the game. While it is true that much of what jump frieghters move is minerals and mods, there is a large amount of ships moved via JF as well. 6 packaged battleships with fittings and rigs can be moved by JF, while a carrier can only carry 2 with little room for any other ships. When logistic chains get to 2-3 Carrier/JF jumps the burden of logistics can drive corporate logistical directors to insanity.

If the JF's were nerfed or lost their jump drive capabilities the deep space regions of the cluster would be unlivable due to the fact that there would be no realistic way to achieve supply routes without literally stationing titans at jump points or owning all the space from empire to the edge and setting up an extensive Jump Bridge system. You may cry fowl because it's too easy, but they have a role. Massive alliances would have little issue setting up titans for supply chains but smaller entities wouldn't even attempt it.

Moving in this direction would only proliferate the NAPfest that is already rampant in the cluster, while it may be a 'cute' idea that it could return to the way it was, in practice it would drive people away from fighting. People want to play the fun parts of Eve, because Eve is a game not a second job that you pay someone for. JF's capabilities are fine, the cargohold is balanced for the fuel that it uses and the range it has. Has JF's changed the way the game is played forever; yes, but I don't think that the direction that the game went after that is a bad thing.

MMOs come and go, but Eve remains.  -Garresh-

Leemi Sobo
#27 - 2012-05-15 16:13:20 UTC
TBH back in the good days we had industry corps out in deep nullsec too. All those people who loved to mine all day, or producing stuff and such. So the only thing that had to be hauled from Jita was tech 2 mods and ships. But since these can be invented and build in nullsec too, you would have to haul the moongoo only.

It would be a chance for more industry corps to get out to nullsec again to build all the pvp supplies ...

More miners out there = targets
More roaming fleets out there to find and kill those targets
More defence fleets out there to intercept those roaming fleets
should lead to more :gutfights: again

I would love it (again) Big smile
Gizznitt Malikite
Agony Unleashed
Agony Empire
#28 - 2012-06-22 02:36:18 UTC
mxzf wrote:
From what I've seen, I don't think that JFs are specifically bad for the game. I agree with Nikk Narrel that they help promote good fights and cut down on some of the boredom. Putting gate camps aside, hauling things out in a freighter would still be risky and end up getting killed at times. JFs help minimize the situation where you have a group saying "Well, I guess I'm just going to log off for the night because we couldn't get any ships here to fight in", which isn't really fun for anyone.

Yes, they are a powerful tool, but they are also extremely expensive to all but the richest of entities and they're certainly not invincible, there are 13 JF KMss on Eve-Kill this month so far and 40 last month. They cut down on the boredom, stress, and danger of one of the more important and under-appreciated roles in an alliance and help fights happen by getting ships and supplies to the people who need them.


I must disagree with you and Nick... I don't think Simi want to nerf JF's out of usefullness, but recognizes they are too safe, and wishes to make their use more balanced. Let's be frank: JF makes moving cargo just tooo damn easy. Carriers too for that matter!!!

Personally, I thought hte JB nerf was almost perfect... forcing people to use gates between bridges was primarily not about increasing the time to travel between destinations, it was about increasing the risk factor while traveling across nullsec. Warping from JB at deathstar POS directly to another JB at deathstar POS was just too safe. Likewise, undocking and jumping out to a cyno sitting at zero on a station is just too safe. So how do we fix this???

IMO, the most viable nerf I can think, is to remove the ability to cyno within dock range of a Station, within jump range of a stargate, or overtly close to a POS's shields. This is a subtle nerf that does increase the workload on logistics. To logistics pilots, I am sorry, but I really think its for the game's benefit!!!

Something to note: Jump Bridges and Jump Mechanics really make EvE smaller. Few nullsec groups actually build stuff in nullsec (excluding caps). There's no reason to when you can cyno in 300k m3 from jita to the far reaches of nullsec without any significant risk. Please note, logistics aren't the only reason for this, as every aspect of industry is much, much more profitable to do in highsec (better refine rates, safer environment, more industry slots, easier access to materials, and many, many more customers. <<---- Industry is just ass-backwards on the risk vs reward paradigm!!! ).
Busta Rock
The DawnSoarers
#29 - 2012-06-23 17:26:58 UTC
to be honest, EvE needs MORE heavy haulers, not less. my own preferred change to the freighters (and perhaps even normal industrials) would be to give them specialized bays, thus different ship classes would be used for specific cargo types. this way, CCP could add at least one new freighter/jump freighter class (perhaps an ORE freighter/jump freighter?) and perhaps 5 or more if the bays can be specialized more than currently.

one nerf that could be applied to ALL freighters would be that they cannot make use of titan bridges or POS jump bridges due to their size and mass. it's either go the slow way via the gates, find a lucky WH, or use a jump freighter variant.

for instance, lets take raw ore freighters:


  • each of the primary Empire NPC mining companies - Ducia Mining, Deep Core mining, Astral Mining and Minmatar Mining - should have their own dedicated raw ore freighters. being empire-based, they would have no jump-capable variants, and have dedicated ore bays. these would NOT be made to interfere with the roles of the ORE capital industrials, and would have ore bays perhaps half the size of present freighters.

  • ORE jump freighter - specializes in transporting raw or compressed ore from POS hangars/onsite Rorquals to station, or from non-refining stations to refining stations. at least 1Mm^3 ore bay, no cargo bay, no corp hangar, cannot pickup or drop cargo except at stations or vessels with corp hangars, etc. this should be the only freighter type capable of handling truly large quantities of ore, and would likely have an isk cost (and jump range) close to a supercarrier, yet is still considered a T1 capital ship - no moon mats required.


racial freighter types:


  • general cargo carrier. a container type ship that mounts individual general freight containers on external hardpoints (that can be specifically targeted, releasing the container(s) upon either hardpoint destruction or ship death). this would ideally suit the gallente industrial design philosophy, basing upon the iteron type industrials... there should be at least one freighter design that expands upon this paradigm.

  • refined mineral hauler. has specialized bay for handling processed minerals in bulk. perhaps can add moon minerals and planetary goods to it's specialization - though I would prefer other specialized classes for moon and PI material transport. larger overall capacity than the container ship.

  • packaged vessel transporter. has a bay that is specialized for handling packaged vessels. might be seen as stepping on the toes of carriers, but lack of fitting capability, as well as inability to unload/unpack in space should negate that argument.


basically, these would take out some of the guesswork about just what a given freighter is hauling (if you're a pirate or other hostile entity), add more visual variation to the eve universe, and balance out logistic chains a bit.

P.S.

as an aside, I've never understood the design of the industrials overall... the iteron series in particular literally SCREAMS 'I'm a long stalk with a command section on one end and engines on the other... I'M SUPPOSED TO CARRY CANS ON THE OUTSIDE!!!'. they really need to be revisited.

also, there should be a cargo container slotting between the GSC (3900m^3) and the GFC(120km^3) in volume. my vote is for a standard jetcan size (27.5km^3) small freight container that can be used on industrials, though that would demand a rethinking of them (which is long overdue). and WHY THE HELL do most cargo cans carry more material inside than they take up outside???

sorry... was venting some frustration there lol...
Simi Kusoni
HelloKittyFanclub
#30 - 2012-06-23 18:09:13 UTC
Busta Rock wrote:
to be honest, EvE needs MORE heavy haulers, not less. my own preferred change to the freighters (and perhaps even normal industrials) would be to give them specialized bays, thus different ship classes would be used for specific cargo types. this way, CCP could add at least one new freighter/jump freighter class (perhaps an ORE freighter/jump freighter?) and perhaps 5 or more if the bays can be specialized more than currently.

one nerf that could be applied to ALL freighters would be that they cannot make use of titan bridges or POS jump bridges due to their size and mass. it's either go the slow way via the gates, find a lucky WH, or use a jump freighter variant.

for instance, lets take raw ore freighters:


  • each of the primary Empire NPC mining companies - Ducia Mining, Deep Core mining, Astral Mining and Minmatar Mining - should have their own dedicated raw ore freighters. being empire-based, they would have no jump-capable variants, and have dedicated ore bays. these would NOT be made to interfere with the roles of the ORE capital industrials, and would have ore bays perhaps half the size of present freighters.

  • ORE jump freighter - specializes in transporting raw or compressed ore from POS hangars/onsite Rorquals to station, or from non-refining stations to refining stations. at least 1Mm^3 ore bay, no cargo bay, no corp hangar, cannot pickup or drop cargo except at stations or vessels with corp hangars, etc. this should be the only freighter type capable of handling truly large quantities of ore, and would likely have an isk cost (and jump range) close to a supercarrier, yet is still considered a T1 capital ship - no moon mats required.


racial freighter types:


  • general cargo carrier. a container type ship that mounts individual general freight containers on external hardpoints (that can be specifically targeted, releasing the container(s) upon either hardpoint destruction or ship death). this would ideally suit the gallente industrial design philosophy, basing upon the iteron type industrials... there should be at least one freighter design that expands upon this paradigm.

  • refined mineral hauler. has specialized bay for handling processed minerals in bulk. perhaps can add moon minerals and planetary goods to it's specialization - though I would prefer other specialized classes for moon and PI material transport. larger overall capacity than the container ship.

  • packaged vessel transporter. has a bay that is specialized for handling packaged vessels. might be seen as stepping on the toes of carriers, but lack of fitting capability, as well as inability to unload/unpack in space should negate that argument.


basically, these would take out some of the guesswork about just what a given freighter is hauling (if you're a pirate or other hostile entity), add more visual variation to the eve universe, and balance out logistic chains a bit.

P.S.

as an aside, I've never understood the design of the industrials overall... the iteron series in particular literally SCREAMS 'I'm a long stalk with a command section on one end and engines on the other... I'M SUPPOSED TO CARRY CANS ON THE OUTSIDE!!!'. they really need to be revisited.

also, there should be a cargo container slotting between the GSC (3900m^3) and the GFC(120km^3) in volume. my vote is for a standard jetcan size (27.5km^3) small freight container that can be used on industrials, though that would demand a rethinking of them (which is long overdue). and WHY THE HELL do most cargo cans carry more material inside than they take up outside???

sorry... was venting some frustration there lol...

Hehe, np, some interesting ideas for new freighters :)

Anyway my issue isn't really with freighters, it's with jump freighters and specifically how easy it is to minimize any risk and create invulnerable logistics routes.

Currently it is possible to export large volumes of expensive goods not only quickly, but also without any appreciable risk. This isn't a good thing IMHO.

But, as I stated in thus thread I'd much rather see jump freighters repurposed to near risk free hauling than have them arbitrarily nerfed in terms of fuel consumption or cargo capacity. Or you could alter their jump mechanic, but that's a bit tricky to do.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Gevlin
Pator Tech School
Minmatar Republic
#31 - 2012-06-23 19:12:24 UTC  |  Edited by: Gevlin
I think you are looking in the wrong direction

Before Jump Freightors for the big Blocks they would Use titans and jump the freightors up a titan bridge till they made it to jump bridge system.

At this time Carriers and "Mother Ships" Super Carriers were allow to hold Itterion 5s filled with anything that could fit inside them. They were not limited to charges There for a Mother ship could hold as much as a Jump Freighter. and had Lots of drones to protect is self.

When Carriers were first introduced, you could load up a hauler inside carrier and the ships volume would not calculate so would could fill the carrier with an unlimited amount of cargo.

Actually the Jump feighter is a nerf of the Super Carrier. Allowing Smaller corps to move times, in a ships that is paper thin.

Now there is that solo logitic pilot we hunt for, and hope some day we are luck to catch.

I think where the problem lies is Item Compression. The ability to buy items in high sec, then fly them out to null sec and refine them at 100%. There should be a un-recoverable cost to this action, even it if it simple isk to pay the workers to do the refining, or Creations of items.

This cuts the runs of a Jump Freighter to 1/10 of what it needs to run.

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#32 - 2012-06-23 21:14:46 UTC
Remove the things from low sec.

Force people to move **** manually around it, would make big kills viable down there again.

BYDI recruitment closed-ish

Simi Kusoni
HelloKittyFanclub
#33 - 2012-06-23 23:24:10 UTC
Gevlin wrote:
I think you are looking in the wrong direction

Before Jump Freightors for the big Blocks they would Use titans and jump the freightors up a titan bridge till they made it to jump bridge system.

At this time Carriers and "Mother Ships" Super Carriers were allow to hold Itterion 5s filled with anything that could fit inside them. They were not limited to charges There for a Mother ship could hold as much as a Jump Freighter. and had Lots of drones to protect is self.

When Carriers were first introduced, you could load up a hauler inside carrier and the ships volume would not calculate so would could fill the carrier with an unlimited amount of cargo.

Actually the Jump feighter is a nerf of the Super Carrier. Allowing Smaller corps to move times, in a ships that is paper thin.

No, the various super cap nerfs are nerfs of the super caps.

And JFs are not "paper thin", even if they were given their jump drives they are never put in any real danger. Garmon's webbing exploit was patched inside of 24 hours, and it was the only tactic I've seen to reliably catch JFs. The only viable method of attacking a JF is suicide ganking*, which is very easily avoided in a ship with well over 300k EHP.

I am also aware of jump bridging freighters, which probably should be looked at by CCP. It is still used as a tactic to move outposts.

*Plus suicide ganking is, IMHO, a bit ******** and as a game Eve should really begin moving away from encouraging it. (By encouraging it, I mean in most situations they leave us absolutely zero choice. War mechanics are a joke, NPC corp hauling has no draw backs and suicide ganking as a result has become the only way to kill most things in high sec.)

Gevlin wrote:
Now there is that solo logitic pilot we hunt for, and hope some day we are luck to catch.

I think where the problem lies is Item Compression. The ability to buy items in high sec, then fly them out to null sec and refine them at 100%. There should be a un-recoverable cost to this action, even it if it simple isk to pay the workers to do the refining, or Creations of items.

This cuts the runs of a Jump Freighter to 1/10 of what it needs to run.

To be honest making JFs make more runs isn't really going to make a difference, and it would only effect importing/exporting ore. Once a cyno chain is set up it's trivial to ferry however much ore you want to your staging system, and from there you can haul it in a regular freighter.

The issue is that JFs are used to move almost everything in the game now, even by solo pilots. I honestly cannot even remember the last time I risked anything by moving it via gate.

This situation, whilst convenient, has effectively put an end to a very large amount of "sand box" style PvP.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Raphael Celestine
Celestine Inc.
#34 - 2012-06-23 23:52:51 UTC
Gerrick Palivorn wrote:
Simi I respect your vigor and the way that you present your argument.

With that in mind I would like to discuss the real logistical needs of some of the most remote regions in the game. While it is true that much of what jump frieghters move is minerals and mods, there is a large amount of ships moved via JF as well. 6 packaged battleships with fittings and rigs can be moved by JF, while a carrier can only carry 2 with little room for any other ships. When logistic chains get to 2-3 Carrier/JF jumps the burden of logistics can drive corporate logistical directors to insanity.

If the JF's were nerfed or lost their jump drive capabilities the deep space regions of the cluster would be unlivable due to the fact that there would be no realistic way to achieve supply routes without literally stationing titans at jump points or owning all the space from empire to the edge and setting up an extensive Jump Bridge system. You may cry fowl because it's too easy, but they have a role. Massive alliances would have little issue setting up titans for supply chains but smaller entities wouldn't even attempt it.

Moving in this direction would only proliferate the NAPfest that is already rampant in the cluster, while it may be a 'cute' idea that it could return to the way it was, in practice it would drive people away from fighting. People want to play the fun parts of Eve, because Eve is a game not a second job that you pay someone for. JF's capabilities are fine, the cargohold is balanced for the fuel that it uses and the range it has. Has JF's changed the way the game is played forever; yes, but I don't think that the direction that the game went after that is a bad thing.

I actually see this as more evidence that JF (and EVE logistics in general) are too powerful.

Reading between the lines, you're essentially saying that even people in deep null-sec need to buy everything in high-sec. Supply-lines stretching half-way across the galaxy are just taken for granted in EVE. Local production is unnecessary, because everything travels through Jita. You're entirely correct that nerfing JFs would make keeping those supply lines running a nightmare - but that begs the question of whether those supply lines should even exist at all.

Why is it 'right' for even people in deep null-sec to find it easier to buy their stuff in Jita than set up local production lines? Why shouldn't moving supplies half-way across the galaxy be difficult enough that people only do it when there's absolutely no other option?

(Admittedly, null-sec industry sounds like it's in such a horrible state right now that those regions couldn't be self-sufficient without external supplies, but that's a sign that null-sec's industrial infrastructure is broken, not that easy logistics is good for the game. "It's a good workaround for this other broken mechanic" isn't the most persuasive argument for whether a feature is actually a good thing.Roll)
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#35 - 2012-06-24 04:23:37 UTC
dumb idea.. Jump freighter pilots already have to worry about how they are getting their goods out of low sec into high sec markets.. Jump freighters can't haul the same amounts as regular freighters, neither freighter can fit any mods or rigs, and the cost of the freighter is so high that any change to make harder to use would be stupid. You can't just keep buying new jump freighters in high sec to jump goods freely into null sec because it IS cost prohibitive.

This is a non-starter idea for me because I don't agree anything needs to be done to freighters.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Simi Kusoni
HelloKittyFanclub
#36 - 2012-06-24 04:45:24 UTC
Barbara Nichole wrote:
dumb idea.. Jump freighter pilots already have to worry about how they are getting their goods out of low sec into high sec markets...

Seriously? All you have to do is undock, warp to gate. If you're using it to haul relatively low-volume/high value goods you can even move them the rest of the way in a cov ops, having skipped all the bubble camps in null.

Barbara Nichole wrote:
Jump freighters can't haul the same amounts as regular freighters, neither freighter can fit any mods or rigs, and the cost of the freighter is so high that any change to make harder to use would be stupid.

Both JFs and Freighters have insanely high EHP, 300k+ on my Ark IIRC. And I'm aware of the cost of the JFs, I own one. Which is why I've said multiple times in the thread I'd prefer to see their role changed rather than nerfed into the ground.

Not being able to fit mods is also something of a moot point when they have 350k EHP without them, and don't have to worry about running through camps.

Barbara Nichole wrote:
You can't just keep buying new jump freighters in high sec to jump goods freely into null sec because it IS cost prohibitive.

This is a non-starter idea for me because I don't agree anything needs to be done to freighters.

Why would you ever need to buy a new jump freighter? And the cost isn't that bad, ~half the price of a travel fit super. Or 6-7x the price of your average PvE Tengu.

And why don't things need to be done to JFs? Please tell me you aren't one of those ~separate PvE and PvP~ people.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

King KLoWn
HIgh Sec Care Bears
Brothers of Tangra
#37 - 2012-06-24 06:57:28 UTC  |  Edited by: King KLoWn
Simple Solution to the whole argument...
No Cynos allowed in lowsec systems bordering highsec systems....

Now the ability to blow them up exists if you camp the lowsec gate and JFs will need adequate escorts or decent scouts to get to highsec. Even if they have to piecemeal the cargo out the risks increase and costs go up and the Devs don't have to redo the the jump limitations of the jump dynamics ect.. Much more practical IMO.....
Varg Krugar
Republic Military School
Minmatar Republic
#38 - 2012-06-24 09:33:25 UTC
the argument about local nullsec production being neigh nonexistent due to the ease with which materiel is moved from jita is a valid one. i don't want freighter CTAs back, they take forever and most of the time they're completely event-less. pvp does not happen often when the "target of opportunity" doesn't look as opportune because it is well guarded.

so, i'm in favor of increasing the cost of all kinds of jumping (capital jumpdrives, jumpbridges, titan bridges. covert bridges to a lesser extent due to their limited nature) to the point where a jump may not be the best solution for every problem.
move your new t2 cruiser up from empire? using the jumpbridge network is damn expensive? might as well risk this one by taking the scenic route.
make the fuel cost scale with the amount of cargo carried, to the point where it is cheaper to move an empty JF back to nullsec than to carry low value junk (e.g. item-compressed tritanium or t1 ships/modules).
i wouldn't mind hot-dropping being expensive enough to be considered for high-value targets only. lets be honest here, being in a fleet on standby at a titan bridge isnt exactly thrilling gameplay. oh wait, thats only done with "combat alts" anyways.

caveats: if you increase fuel consumption, you have to revisit fuelbay sizes. if you nerf ice mining, you mess with POS towers.

mildly related note: alliances should be able to bill people that use jumpbridges without bringing their own fuel.
Richard Desturned
Royal Amarr Institute
Amarr Empire
#39 - 2012-06-24 10:09:45 UTC
Varg Krugar wrote:
the argument about local nullsec production being neigh nonexistent due to the ease with which materiel is moved from jita is a valid one. i don't want freighter CTAs back, they take forever and most of the time they're completely event-less. pvp does not happen often when the "target of opportunity" doesn't look as opportune because it is well guarded.


if you really think that a JF nerf would revitalize nullsec industry you're wrong

all of deklein, a heavily developed region, has less manufacturing slots than some hisec systems

let that sink in a lil' bit

npc alts have no opinions worth consideration

Simi Kusoni
HelloKittyFanclub
#40 - 2012-06-24 16:47:48 UTC
Varg Krugar wrote:
the argument about local nullsec production being neigh nonexistent due to the ease with which materiel is moved from jita is a valid one. i don't want freighter CTAs back, they take forever and most of the time they're completely event-less. pvp does not happen often when the "target of opportunity" doesn't look as opportune because it is well guarded.

Yeah I'd rather not see JFs removed, but altered to become something that is relatively risk-free if still time consuming hauling:

Simi Kusoni wrote:
To be honest this I why I'd rather see JF's role changed, rather than an outright nerf.

I'd prefer to see a giant, expensive, nullified T2 transport than something that can literally traverse Eve in moments with little effort. Hell, give it an inbuilt covert ops cloak and warp core bonus for all I care. It'd be damn hard to catch, you could move it quickly with a fast fleet for protection and the only way to catch it would be to warp in between the ship and the scout, decloak and get enough points on it to kill it.

A kind of black-ops freighter if you will, that can be moved with relative ease with only a small fleet or a scout and would only die either to very, very good gate camps missed by the scout or due to excessive pilot stupidity.

Richard Desturned wrote:
if you really think that a JF nerf would revitalize nullsec industry you're wrong

all of deklein, a heavily developed region, has less manufacturing slots than some hisec systems

let that sink in a lil' bit

I agree JF logistics aren't the primary issue with null sec industry, and that any changes to JFs would have to come after CCP's planned null sec industry revamp. But that is something that is supposedly coming in the near(ish) future, and I think JFs are something that are worthy of discussion in the meantime.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

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