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New Haulers [sub cap]

Author
Max Therion
Jita Ikami Bank
#21 - 2012-06-26 05:28:16 UTC
Busta Rock,

While I do agree with all your really great points you've made or the theory of it in spirit I think that the following is a bit off this thread:
Busta Rock wrote:
being capitals, they would likely have construction requirements similar to the Orca

There DOES need to exist more hauling option in EVE BOTH capital and sub-cap, however the segment of EVE ships really lacking right now is a +150K hauler in the SUB-cap range; something that can be modded and provide new-Orca class hauling.

The Orca is a mining hauler/mining op manager.

This thread and what I'm attempting to bring to CCP's attention is a General use hauler with more than an Indy, less than a capital and with module slots. PERIOD

This is the segment of ships that is SEVERELY lacking, think about PI, building Industrialist and speculative haulers, give us some love for crying out loud!
Danika Princip
GoonWaffe
Goonswarm Federation
#22 - 2012-06-26 11:33:48 UTC
Could you please tell us WHY you think it's so lacking, when you've repeatedly been told other ships do this just fine already?
Ruareve
Caldari Provisions
Caldari State
#23 - 2012-06-26 12:14:59 UTC
I'd like to see a range of haulers as well. There's just too big of a gap between indie's and freighters. I think there should be a choice between capacity and tank.

100k m3 = 500k EHP

300k m3 = 300k EHP

900k m3= 180k EHP

There should also be some choices for moving fitted ships in a ship bay. This type of ship would require some new artwork though since these things would be huge.

3mil m3= 600k EHP

6mil m3= 400k EHP

9mil m3= 200k EHP


This would give players the choice between moving stuff solo, picking a mid range option, or needing some escorts.

Yet another blog about Eve- http://ruar-eve.blogspot.com/

Busta Rock
The DawnSoarers
#24 - 2012-06-26 12:43:24 UTC
I was just giving a ballpark figure for their build requirements. frankly, they could occupy a price range just about anywhere between current indys and the orca (by this I mean when orcas cost about 350Misk... not the current 700M) - the use of capital parts is entirely optional.

basically I see them being anywhere from 150Misk to 350M.
Ruareve
Caldari Provisions
Caldari State
#25 - 2012-06-26 15:03:08 UTC
Oops, my last reply missed the subcap part.

So I did some comparisons of ships and it seems that a BS sized indy would be about the ideal for subcaps. Right price, right size, and seems logical to take old BS hulls from bygone era's and convert them into cargo ships.

A 100-150mil ISK ship. No high slots, 3-5 mid slots, 4-5 low slots, 3 rigs, and starting cargo of 20k with 5% bonus per level. That should get you up around 120k m3 cargo maxed expanders/rigs or you can go higher tank instead. Figure about 5% agility bonus per level as well and align time around 8secs. Finally a base EHP of 40k (armor or shield depending on race) giving BS like defenses. There wouldn't even need to be any artwork for this, just reskin a BS from each race.

Alternately just have one ship from ORE and simply the process.

Yet another blog about Eve- http://ruar-eve.blogspot.com/

Max Therion
Jita Ikami Bank
#26 - 2012-06-26 21:06:10 UTC
Danika Princip wrote:
Could you please tell us WHY you think it's so lacking, when you've repeatedly been told other ships do this just fine already?

Danika,

Have you spent any amount of time hauling materials and finished goods around EVE on either main or alts?

-Max
Max Therion
Jita Ikami Bank
#27 - 2012-07-01 04:18:09 UTC
There is no deeper emergent ecosystem in all of online gaming as there is in the universe that is EVE Online. Here we live, pay taxes and die and then live another day to live and die and pay... To Live and Die in New Eden is both a curse and a blessing.

The main reason there needs to be new hauler is so that we can buy them, pay taxes on the stuff we sell that we hauled in them and then die in them at the hands of low-sec pirate gankers, come'on CCP you know this is the right thing to do - GO NEW HAULERS.

EVE's eco-system exists because CCP wills it to exist after careful listening and consideration from the players, what other MMO on Earth does that? Hint: Nulli Alia
Gypsio III
State War Academy
Caldari State
#28 - 2012-07-01 11:18:46 UTC
Rapid movement of large amounts of material is fundamentally bad for the game.
Danika Princip
GoonWaffe
Goonswarm Federation
#29 - 2012-07-01 11:32:17 UTC
Max Therion wrote:
Danika Princip wrote:
Could you please tell us WHY you think it's so lacking, when you've repeatedly been told other ships do this just fine already?

Danika,

Have you spent any amount of time hauling materials and finished goods around EVE on either main or alts?

-Max



Yes actually. Usually within my home region mind, but still. A freighter or a JF would have been perfect for it, but I just used an itty V.
Ruareve
Caldari Provisions
Caldari State
#30 - 2012-07-01 13:07:08 UTC
Gypsio III wrote:
Rapid movement of large amounts of material is fundamentally bad for the game.


I fail to see how providing more hauling options would be bad for the game. The more goods that can be moved the lower prices would be, the lower prices the more people will risk losing ships since they can be easily replaced.

Slow, tedious, high risk movement of goods is what is bad for the game. First it's boring and people won't want to bother with the hassle. Second it drives up the price of goods causing less risk. Lastly the more options the players have the more likely people are to enjoy some aspect and keep on playing.

Adding a bunch of new haulers to the game can be nothing but positive.

Yet another blog about Eve- http://ruar-eve.blogspot.com/

Gypsio III
State War Academy
Caldari State
#31 - 2012-07-01 15:59:38 UTC
The argument that cheaper ship prices in general is good for the game is specious. Eve is a PVP game, and that PVP can only be meaningful if it comes with consequences. If ships and modules were very cheap or free, we may get lots of PVP, but it would be inconsequential, as ships could be immediately replaced - it would be impossible to actually damage an enemy by preventing him from replacing ships. Cheap, replaceable ships are good for newbies learning their way, but they are not appropriate for more experienced players. Eve has not been materially damaged by the price rises of the last few months.

As for rapid movement of large volumes of material being bad, well, think about the consequences of easy rapid movement in highsec. It favours the formation of a single superhub with 2000 people rammed into it. Attempting to buy and sell outside this superhub is unwise, because demand and supply is ever more pulled into the superhub. New industrialists attempting to compete in this hub inevitably lose out to bots, 0.01ers and the more experienced, dissuading them from continuing from Eve. Meanwhile, vast volumes of space far from the superhub become empty and useless, and, CCP fights an eternal war against the lag of 2000 people in a single system.

Now imagine Eve without freighters in highsec. It becomes silly to transport minerals and manufactured products from their sources to a superhub. Instead, ships and modules must be built close to where their materials are mined. This favours the formation of regional hubs and gives greater opportunities for new miners, industrialists and traders. It helps spread the population out across highsec, reducing the number of useless, empty systems. Costs go up - but as discussed, this is not a bad thing. We no longer have 2000 people in a single system, with all of the terrible camping/neutral-RR mechanics and accompanying lag.
Ruareve
Caldari Provisions
Caldari State
#32 - 2012-07-01 17:03:51 UTC
Gypsio III wrote:
The argument that cheaper ship prices in general is good for the game is specious. Eve is a PVP game, and that PVP can only be meaningful if it comes with consequences. If ships and modules were very cheap or free, we may get lots of PVP, but it would be inconsequential, as ships could be immediately replaced - it would be impossible to actually damage an enemy by preventing him from replacing ships. Cheap, replaceable ships are good for newbies learning their way, but they are not appropriate for more experienced players. Eve has not been materially damaged by the price rises of the last few months.

As for rapid movement of large volumes of material being bad, well, think about the consequences of easy rapid movement in highsec. It favours the formation of a single superhub with 2000 people rammed into it. Attempting to buy and sell outside this superhub is unwise, because demand and supply is ever more pulled into the superhub. New industrialists attempting to compete in this hub inevitably lose out to bots, 0.01ers and the more experienced, dissuading them from continuing from Eve. Meanwhile, vast volumes of space far from the superhub become empty and useless, and, CCP fights an eternal war against the lag of 2000 people in a single system.

Now imagine Eve without freighters in highsec. It becomes silly to transport minerals and manufactured products from their sources to a superhub. Instead, ships and modules must be built close to where their materials are mined. This favours the formation of regional hubs and gives greater opportunities for new miners, industrialists and traders. It helps spread the population out across highsec, reducing the number of useless, empty systems. Costs go up - but as discussed, this is not a bad thing. We no longer have 2000 people in a single system, with all of the terrible camping/neutral-RR mechanics and accompanying lag.



High prices hurt EVE simply because it makes people risk adverse. There is always a consequence in EVE... you lose the ship, possibly implants, time involved in getting back to the fight, refitting...etc. Just because the cost isn't so high it makes people squeamish doesn't mean there is no consequence or nothing lost. Cheap, replaceable ships are good for everyone because it makes PVP much more spontaneous and easier to experience. Making PVP more accessible is always good for the game.

Rapid movement doesn't mean all the goods will end up in a single trade hub. I would even counter that rapid, easy movement would cause goods to spread out since goods can be distributed easier thus making more markets accessible. Most people would rather get their supplies from a nearby hub instead of going 40 jumps out and back, but with hauling being a PITA most industrialists won't spread out but rather go to a central area since it takes less time under the current restrictions.

I can't imagine EVE without freighters in high sec because it would stifle the economy and drive many players away because moving anything wouldn't be worth the hassle. Making EVE more monotonous or frustrating is not a good idea. Hard does not equal good. EVE needs to be more accessible and easier on the players if it wants to continue having subscribers. Too many people have already tried the game and left and as the years go by more games will continue to pull players away. The last two years has seen 0 increase in the average number of people logged in but supposedly the subscriptions have gone up, so what does that say about retention in the end?

EVE can be a hardcore game with an ever dwindling player base resulting in very little PVP, or EVE can continue to be a complex game but reducing tedium and useless frustrations which will result in more players, more PVP, and a longer life. Trying to cram the game into some small "htfu it's only about the peeveepee" and demanding the game drive away the average MMO player is simply cutting your nose off to spite your face.

Yet another blog about Eve- http://ruar-eve.blogspot.com/

Simi Kusoni
HelloKittyFanclub
#33 - 2012-07-01 17:44:33 UTC
Ruareve wrote:
I'd like to see a range of haulers as well. There's just too big of a gap between indie's and freighters. I think there should be a choice between capacity and tank.

100k m3 = 500k EHP

300k m3 = 300k EHP

900k m3= 180k EHP

There should also be some choices for moving fitted ships in a ship bay. This type of ship would require some new artwork though since these things would be huge.

3mil m3= 600k EHP

6mil m3= 400k EHP

9mil m3= 200k EHP

If you are going to start introducing haulers with ridiculously high EHP, then you are really going to need to fix NPC corp hauling.

Suicide ganking is lame, and IMHO a silly mechanic, but currently it is the only mechanic that makes the majority of high sec transports/miners valid targets. And since there is no downside to hauling/mining in an NPC corp, it is a bit of an issue if you render suicide ganking obsolete.

So either introduce some kind of downside to hauling/mining in an NPC corp, or as has been suggested before on these forums give characters in an NPC corp over a certain age and flying certain ships a suspect flag. (So 7 month old toon in an NPC corp flying a JF = suspect flag. While a genuine 4 month old noob, still in an NPC corp and flying a drake, would be fine)

Ruareve wrote:
High prices hurt EVE simply because it makes people risk adverse. There is always a consequence in EVE... you lose the ship, possibly implants, time involved in getting back to the fight, refitting...etc. Just because the cost isn't so high it makes people squeamish doesn't mean there is no consequence or nothing lost. Cheap, replaceable ships are good for everyone because it makes PVP much more spontaneous and easier to experience. Making PVP more accessible is always good for the game.

This is not really a bad thing, cheap replaceable ships just means people fly better ships more often.

Easily replaceable ships not only results in issues with homogeneous fleet comps and personal set-ups (T3s for all!), it also results in mudflation and all the issues commonly associated with mudflation in other games.

Ruareve wrote:
Rapid movement doesn't mean all the goods will end up in a single trade hub. I would even counter that rapid, easy movement would cause goods to spread out since goods can be distributed easier thus making more markets accessible. Most people would rather get their supplies from a nearby hub instead of going 40 jumps out and back, but with hauling being a PITA most industrialists won't spread out but rather go to a central area since it takes less time under the current restrictions.

Have you ever been somewhere like syndicate? The market is dead because all the alliances there just JF in their ships from Jita, or tell their members to use black frog. The same is true of most alliances and regions in the game, even in low sec where logistics is considerably easier.

Ruareve wrote:
I can't imagine EVE without freighters in high sec because it would stifle the economy and drive many players away because moving anything wouldn't be worth the hassle. Making EVE more monotonous or frustrating is not a good idea. Hard does not equal good. EVE needs to be more accessible and easier on the players if it wants to continue having subscribers. Too many people have already tried the game and left and as the years go by more games will continue to pull players away. The last two years has seen 0 increase in the average number of people logged in but supposedly the subscriptions have gone up, so what does that say about retention in the end?

EVE can be a hardcore game with an ever dwindling player base resulting in very little PVP, or EVE can continue to be a complex game but reducing tedium and useless frustrations which will result in more players, more PVP, and a longer life. Trying to cram the game into some small "htfu it's only about the peeveepee" and demanding the game drive away the average MMO player is simply cutting your nose off to spite your face.

Making Eve more monotonous sounds terrible, until you realise that you are arguing about removing valid targets and replacing PvP in Eve with some kind of synthetic PvP.

I believe I've seen you posting in other threads, and I disagree with you on the grounds that you seem fine with the idea of PvE and PvP being separated, ala theme park MMO game design. The whole point of Eve is that when you are building your little empire, you are doing it in spite of other player's attempts to stop you or take everything from you.

The idea of protecting your logistics chains from attack, via hashed together mechanics and invulnerable high-ehp NPC corp haulers, goes against that concept. And it helps contribute to that sense of a horrible, dead game world where people make money in high sec and PvP for no apparent reason in low sec and null.

[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]

Ruareve
Caldari Provisions
Caldari State
#34 - 2012-07-01 18:08:19 UTC
Simi Kusoni wrote:


I believe I've seen you posting in other threads, and I disagree with you on the grounds that you seem fine with the idea of PvE and PvP being separated, ala theme park MMO game design. The whole point of Eve is that when you are building your little empire, you are doing it in spite of other player's attempts to stop you or take everything from you.

The idea of protecting your logistics chains from attack, via hashed together mechanics and invulnerable high-ehp NPC corp haulers, goes against that concept. And it helps contribute to that sense of a horrible, dead game world where people make money in high sec and PvP for no apparent reason in low sec and null.



I'm only going to respond to this part of your reply because yet again you create a strawman argument. You've done this in other threads we posted in and I don't know why you keep trying this tactic.

I didn't say anything about separating PVE and PVP, in fact I'm trying to encourage PVP. More ships, more options, more targets, more industry,more pvp. It all flows together.

Perhaps for some people the whole point of EVE is to play a complex, space based game with all kinds of options ranging from PVE, PVP, industry, exploration, mining, hauling, or market manipulation. Why does it have to be about building an empire? Not everyone plays because of null sec, in fact if you look at the population distribution it seems that most players avoid null sec and find other parts of the game they enjoy.

The reason you don't see logistics chains is because the two types of freighters are either too pricey to risk, or too ungainly to bother using. Put in some affordable transportation options that actually stand a chance to survive an attack or at least don't cripple someone's wallet with a loss and you'd see more people flying freight around.

Which is the entire point of this thread, providing some options so people can use a ship that fits their wallet as well as providing options for cargo bay size vs. protection vs. speed. The more you haul at one time the lower your defenses. The faster you go the smaller your cargo hold. The hauling player picks his level of risk just like combat pilots have the ability to pick a frigate, cruiser, BC, BS or capital. Currently all the hauler can pick is small scale indy, or capital level freighter. Where's the BC and BS sized options?

Yet another blog about Eve- http://ruar-eve.blogspot.com/

Simi Kusoni
HelloKittyFanclub
#35 - 2012-07-01 18:45:14 UTC
Ruareve wrote:
I'm only going to respond to this part of your reply because yet again you create a strawman argument. You've done this in other threads we posted in and I don't know why you keep trying this tactic.

I didn't say anything about separating PVE and PVP, in fact I'm trying to encourage PVP. More ships, more options, more targets, more industry,more pvp. It all flows together.

You want to create haulers that are, for all intents and purposes, invulnerable to ganking. Hence, invulnerable logistics chains and further segregation of PvP and PvE.

Plus your haulers don't really effect anything outside of high sec, since JF and covert ops logistics are the primary method of transport there. And high sec already has ample trade hubs, so there is no real merit to your claims of these new haulers providing "more ships, more options, more industry".

Ruareve wrote:
Perhaps for some people the whole point of EVE is to play a complex, space based game with all kinds of options ranging from PVE, PVP, industry, exploration, mining, hauling, or market manipulation. Why does it have to be about building an empire? Not everyone plays because of null sec, in fact if you look at the population distribution it seems that most players avoid null sec and find other parts of the game they enjoy.

1) Population distribution is done by character distribution, not accounting for alts of any kind. The data provided by CCP is as a result relatively useless.

2) I was using empire building as a random example, but for what it's worth I don't think "empire building" automatically means null sec. A lot of people build trade empires, cornering markets or leading the way in specific areas of industry. It was meant as a generic term, I was not claiming that "Sov is the end game.".

Ruareve wrote:
The reason you don't see logistics chains is because the two types of freighters are either too pricey to risk, or too ungainly to bother using. Put in some affordable transportation options that actually stand a chance to survive an attack or at least don't cripple someone's wallet with a loss and you'd see more people flying freight around.

You would in high sec, because you've just created cheap invulnerable logistics.

Would they be any use in low sec or the rest of Eve? Not so much.

Ruareve wrote:
Which is the entire point of this thread, providing some options so people can use a ship that fits their wallet as well as providing options for cargo bay size vs. protection vs. speed. The more you haul at one time the lower your defenses. The faster you go the smaller your cargo hold. The hauling player picks his level of risk just like combat pilots have the ability to pick a frigate, cruiser, BC, BS or capital. Currently all the hauler can pick is small scale indy, or capital level freighter. Where's the BC and BS sized options?

You can't really take hauling ships, which is a single role, and compare them to the litany of various combat vessels. It's like me saying "hurr durr, why you no have battle ship class scanning ship?!". How many classes of combat ship there are is just completely irrelevant.

Anyway, what it real boils down to is the fact that you want 600k EHP haulers in a system where the only valid method of attacking them is suicide ganking.

[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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