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Role Fever?

Author
Ganthrithor
School of Applied Knowledge
Caldari State
#1 - 2012-07-26 23:01:02 UTC
I was wondering if anyone else feels like the Great Ship Rebalancing is focusing ships into niches / roles that are way too narrow? I'm worried that PvP is going to become oversimplified. It's already pretty easy to guess what kind of fitting a given hull type will be using, and I'm afraid that with all these new role bonuses and such the keep popping up in the rebalancing process EVE's going to reach a point where you almost never see people deviating from "intended" ship setups.

I'd really prefer to see tech one ships overhauled to have more "Typhoon factor" -- that is, be bonused so that they can fit several types of setup proficiently rather than one. OK, the Typhoon is a bad example since it's really just an example of split bonuses rather than a ship with multiple sets that can be used in a "one or the other" fashion (and split bonuses are the worst), but you know what I mean.

I'd prefer to see T1 ships (which are supposed to be the most versatile of all the tech levels) be able to do a bunch of things passably well. For example, a cruiser that has 5 turret slots (I don't think it should be necessary to distinguish between "missile" and "turret" hardpoints anymore since they're all turrets now) and a bonuses to both medium projectile weapons and heavy / heavy assault missiles per level. This would allow the ship to fit autocannons, arty, HMLs or HAMs depending on the preferences of the pilot, making it a very flexible ship but one that lacks the specialization of a T2 ship (which might receive multiple bonuses to medium projectiles-- say med proj damage, falloff, and tracking-- which would cement it as an autocannon-specialized boat.

Hell, even Drake-like bonuses where it's just a bonus to "missile" damage (allowing them to use HAMs, HMLs, or rapid light launchers (whatever assault launchers are called now)) would be a cool feature for T1 hulls. I just don't like the idea that T1 ships are going to get such specific bonuses in the future that you'll be able to instantly assume with 95% confidence that a ship of that type will be fit in a certain way. It makes the game less interesting.
Mechael
Tribal Liberation Distribution and Retail
#2 - 2012-07-27 03:03:52 UTC
Ganthrithor wrote:
I was wondering if anyone else feels like the Great Ship Rebalancing is focusing ships into niches / roles that are way too narrow? I'm worried that PvP is going to become oversimplified. It's already pretty easy to guess what kind of fitting a given hull type will be using, and I'm afraid that with all these new role bonuses and such the keep popping up in the rebalancing process EVE's going to reach a point where you almost never see people deviating from "intended" ship setups.

I'd really prefer to see tech one ships overhauled to have more "Typhoon factor" -- that is, be bonused so that they can fit several types of setup proficiently rather than one. OK, the Typhoon is a bad example since it's really just an example of split bonuses rather than a ship with multiple sets that can be used in a "one or the other" fashion (and split bonuses are the worst), but you know what I mean.

I'd prefer to see T1 ships (which are supposed to be the most versatile of all the tech levels) be able to do a bunch of things passably well. For example, a cruiser that has 5 turret slots (I don't think it should be necessary to distinguish between "missile" and "turret" hardpoints anymore since they're all turrets now) and a bonuses to both medium projectile weapons and heavy / heavy assault missiles per level. This would allow the ship to fit autocannons, arty, HMLs or HAMs depending on the preferences of the pilot, making it a very flexible ship but one that lacks the specialization of a T2 ship (which might receive multiple bonuses to medium projectiles-- say med proj damage, falloff, and tracking-- which would cement it as an autocannon-specialized boat.

Hell, even Drake-like bonuses where it's just a bonus to "missile" damage (allowing them to use HAMs, HMLs, or rapid light launchers (whatever assault launchers are called now)) would be a cool feature for T1 hulls. I just don't like the idea that T1 ships are going to get such specific bonuses in the future that you'll be able to instantly assume with 95% confidence that a ship of that type will be fit in a certain way. It makes the game less interesting.


I don't like that some of the ships are getting role bonuses (like the new attack frigs, for example.) I've never been a fan of those.

But I do think that designing each ship with a solid purpose (or, two purposes for T1 ships) is a very good thing.

Whether or not you win the game matters not.  It's if you bought it.

Astroniomix
School of Applied Knowledge
Caldari State
#3 - 2012-07-27 04:00:56 UTC
Mechael wrote:
Ganthrithor wrote:
-snip-.


I don't like that some of the ships are getting role bonuses (like the new attack frigs, for example.) I've never been a fan of those.

But I do think that designing each ship with a solid purpose (or, two purposes for T1 ships) is a very good thing.

The issue with that is people (CCP especialy) end up spending WAY too much time balancing ships around what they DON'T want them to do rather than what they DO want them to do.

Also I'm with Garinthor in that I don't want this turning into "rock paper scissors in space".
mxzf
Shovel Bros
#4 - 2012-07-27 04:01:15 UTC
I do worry too that they might wedge ships too tightly into roles at the expense of versatility, I've been worrying about it ever since the fanfest presentation about ship rebalancing where they were talking about half a dozen 'roles' which they wanted each ship to fit into.

Also, a better example for you than the Phoon would probably be the Rifter. When you engage one, you don't know if it's armor buffer tanked, armor repper tanked, MSE, scram-web-AB, long point-MWD, etc. About the only 'given' on a Rifter is that it has projectiles (and I've seen a couple arty Rifter fits too, so not even ACs are guaranteed).
Astroniomix
School of Applied Knowledge
Caldari State
#5 - 2012-07-27 04:07:29 UTC
mxzf wrote:
I do worry too that they might wedge ships too tightly into roles at the expense of versatility, I've been worrying about it ever since the fanfest presentation about ship rebalancing where they were talking about half a dozen 'roles' which they wanted each ship to fit into.

Also, a better example for you than the Phoon would probably be the Rifter. When you engage one, you don't know if it's armor buffer tanked, armor repper tanked, MSE, scram-web-AB, long point-MWD, etc. About the only 'given' on a Rifter is that it has projectiles (and I've seen a couple arty Rifter fits too, so not even ACs are guaranteed).

Moral of the story: we need more rifters.
Mechael
Tribal Liberation Distribution and Retail
#6 - 2012-07-27 04:08:19 UTC
As long as the T1 ships are more general in nature than the T2 ships, I still see no problems.

For example, T1 combat vessels would do tanking and damage. T2 combat vessels would be highly specialized in one of these, blowing the T1 out of the water in that area. It comes at the expense of the other, though, in which the T1 version would actually be better. This way, each ship has a purpose, T1 ships are still pretty general while not all being bland and samey with the rest of the ships in their class, T2 ships are highly specialized, and no ship is rendered obsolete. Prices can be adjusted, but T2 should still be generally more expensive thanks to being by far the best in their role.

The danger of not giving T1 ships roles is that they all become bland and generic and every T1 Minmatar cruiser is just like every other T1 Minmatar cruiser. I like to think of them as the base upon which the T2 hulls are ... well, based.

Whether or not you win the game matters not.  It's if you bought it.

Ruareve
Caldari Provisions
Caldari State
#7 - 2012-07-27 05:59:44 UTC
I think having a role is the best route to go for most ships. Logi is a great example of a ship designed for a purpose and making it mult-role would make the ship not worth flying.

However what I would like to see is a ship designed as a multi-role fighter to begin with and then other ships act as specialists.

Take Caldari for example.

Moa- Make this ship into the mulit-role able to be a short range brawler, fit some rails for sniping and have some room for tank options. Heavier defense with resist bonus but slower.

Caracal- Missile boat capable of short or long range. This will also be a multi-role type ship but dedicated to missiles instead of turrets. The caracal can be a bit faster while the Moa is a bit tougher.

Blackbird- Retains ECM role

Osprey- Basic logistics and the way to start learning the way logi is played.



In the end you'd have two multi-role ships based on hybrids or missiles with small differences, and two role bonused ships to provide a cheap introduction to a style of play critical in larger fleets.

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

Ganthrithor
School of Applied Knowledge
Caldari State
#8 - 2012-07-27 06:51:55 UTC  |  Edited by: Ganthrithor
Mechael wrote:
As long as the T1 ships are more general in nature than the T2 ships, I still see no problems.


Based on the frigates that are being / have been re-tooled, it looks like T1 ships are going to be specialized in the same way that T2 ships are, but with fewer bonuses. That doesn't make the T1 ships more general, it makes them do the same things as their T2 counterparts but worse.

For example, the way things are going, on a Minmatar ship you might end up with a T1 ship that had a bonus to proj RoF, and a T2 ship that had bonuses to RoF and falloff (making it an autocannon-focused ship). What might be more interesting is a T1 ship that had bonuses to projectile damage, a small bonus to proj falloff and optimal (like 1/3 of the bonus that the T2 hull gets but to multiple things), and maybe a missile bonus on the side. It would just be a lot more interesting if you didn't know if a Hurricane (for example) was going to be an artycane, autocane, or HML cane, in addition to wondering about how it was tanked, etc. If you wanted to specialize in using autocannons, you'd train for a Sleipnir / Vaga which would have stacked bonuses that are all AC focused. If you wanted a ship that could do several things passably, you'd take the swiss-army Cane.

I'd prefer to see T1 ships be extremely versatile, but not as good as T2 hulls at any one job, rather than just being less-good versions of their T2 counterparts. The redone frigates all seem to have very specific bonuses. The Incursus is a good example-- it's bonused to hybrid damage and armor rep amount. Since active tanking a frigate is only useful provided you can dodge fire from larger turrets (IE a sniping rail fit would be totally worthless against anything but [potentially] other frigates) this sort of forces the ship into active tanked blaster setups. It would have been more interesting to see CCP just add to the Incursus' base stats and slot layout until it could field a number of cool setups rather than making it bonused for specific things.

Similarly, the proposed "attack frigate" changes seem to place those frigates squarely into the role of "worse interceptor," which, to be fair, they had already defaulted to since they were just totally useless for anything else, but... eh. I suppose frigates are kind of a special case in that they need a huge buff to be remotely useful, and if CCP Obscure Metal stops the role specificity at the frigate line there wouldn't be too much of a problem. What I'm worried about is this approach being extended to larger ships. I don't want them re-tooling the Hurricane into an arty platform that's inferior to a Muninn while the Cyclone is changed into an autocannon-focused worseVaga(TM). If some T1 ships need a buff, they should be buffed in ways that are beneficial to a variety of setups rather than turning them into watered-down versions of T2 ships.


tl;dr: after talking a lot about how they want all T1 ships to be good ships in their own right rather than something people fly only while waiting to skill / save their way into objectively superior "higher tier" ships, it seems like CCP are taking T1 ships and turning them into watered-down T2 ships which will only be flown until their owners can afford the genuine article (a T2 ship of the same line / specialization). No me gusta.
Ganthrithor
School of Applied Knowledge
Caldari State
#9 - 2012-07-27 07:10:12 UTC
Basically I feel like tier removal isn't going to do much when you'll still be making the same sort of decisions made under the tier system but now with regard to tech level. E.g. if a Hurricane is just a watered down Sleipnir, the same "here is one ship, and here is another ship that is objectively superior in every way but cheaper" comparison arises that previously arose when trying to choose between a Hurricane and a Cyclone. If the Cane had a 5% damage/RoF bonus and the Sleipnir has those bonuses plus a falloff bonus, then the Sleipnir isn't better at a specific thing than a Cane, it's just better.

Basically I don't see how CCP is going to make T1 ships "good in their own right" without buffing them for multiple roles. Shoehorning them into the same roles as T2 ships but with smaller bonuses isn't going to do much for them. v0v
Mechael
Tribal Liberation Distribution and Retail
#10 - 2012-07-27 07:18:59 UTC
Okay then, it sounds like we are in agreement. I am also worried about T1 ships just being watered down versions of their T2 counterparts. So long as the T1 ships are given multiple legitimate roles to fill, and T2 ships are better at one specific role but worse at anything other than what they're specialized in, we're good. Which is, I think, what we're both saying. Maybe we just got to the same conclusion by different means.

Bottom line: T1 should not be worse T2. T1 ships should have a general role to fill (all around combat vessel, all around EWar vessel, etc) at which they are actually better than their T2 counterparts. They just should not compete with T2 at the one thing the T2 specializes in.

Whether or not you win the game matters not.  It's if you bought it.

Ganthrithor
School of Applied Knowledge
Caldari State
#11 - 2012-07-27 08:07:38 UTC
Mechael wrote:
Okay then, it sounds like we are in agreement. I am also worried about T1 ships just being watered down versions of their T2 counterparts. So long as the T1 ships are given multiple legitimate roles to fill, and T2 ships are better at one specific role but worse at anything other than what they're specialized in, we're good. Which is, I think, what we're both saying. Maybe we just got to the same conclusion by different means.

Bottom line: T1 should not be worse T2. T1 ships should have a general role to fill (all around combat vessel, all around EWar vessel, etc) at which they are actually better than their T2 counterparts. They just should not compete with T2 at the one thing the T2 specializes in.


Yeah I was thinking along that line and then realized that would never work either. It makes sense for T2 ships to be straight up better in more way than one given their much higher price and the fact that they don't insure.

I don't even know what I'm posting about anymore. I guess there's no good way to have 4 racial cruiser hulls without saying "this one is a missile ship, this one's an ECM ship, this one's a blaster ship" etc. I'd just kind of appreciate it if they could find a way to make more kinds of fits viable without making all the ships bad. Like what if a missile Moa or a blaster Caracal could be a thing as well as more traditional fits? It would be interesting. If they make T1 ships too much like T2 they will be boring. When a Vagabond appears you don't spend much time wondering how it's fit.
Ruareve
Caldari Provisions
Caldari State
#12 - 2012-07-27 08:42:53 UTC
The problem I see with making T1 hulls capable of fielding almost everything is the need to make all of the stats pretty much the same and the only difference is name and looks.

If the Caracal and Moa were both capable of fielding blasters as easily as HMLs then their PG, CPU and such will have to be so generic as to be nearly the same. Maybe you could have one faster or one stronger but then you would end up with each one being used to fill a niche their uniqueness provides resulting in cookie cutter builds anyway.

Instead there needs to be some focus to each ship. You can have focus without forcing a role. So Caldari focus is hybrids or missiles but within that focus the ships can go long or short range based on pilot preference. Minmatar would have shield or armor as possibilities with projectiles as their weapon of choice. Gallente gets hybrid or drone as their focus.

So in the end there would be better choices than currently where ships only have one basic role, but there would still be an overall focus giving each empire it's own flair and tactical strengths and weaknesses.

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

Griffin Omanid
Knights of the Zodiac
#13 - 2012-07-27 09:54:38 UTC  |  Edited by: Griffin Omanid
When I remember right, the reason for ccp to change from the Tier-Categories to Role-Categories, was that until Cruisers no one used tier1-Vessels, because Tier2/3 was only a few hours skill time away, but mostly extremly stronger. The bigger Tier1-ships where used because of price or because of the different specialisation. For example Drake/Ferox --> Missile-Spammer and Heavy Shield Tank/ Hybird gunner and Heavy Shield Tank.

The problem i have with the OP is that he only focuses on Minmatar-Vessels. Because of the Gurilla-Tactics of Minmatar where they use every Weapon and Tank System while hoping the enemy is suprised of the used one and can´t react fast enough. Because of this I agree that Minmatar maybe should use a little bitmore variabilty in their bonis, although this higher variability must make the T1-ship weaker, but the T2-ships will get strongly boosted. For example the Huricane will change from 5 % bonus for medium projectile weapons to 2.5% Bonus for medium projectile weapons and medium missile systems. And a possible T2-Hurricane will be specialised on projectile turrets and get the old bonus

Amarr ships are already predictable, they use laser and are heavy amortanks, and they also use drones as second weapon.

The Gallente boost two totally different weapon systems, but unlike the others they can use these two boosted systems at the same time, for example the Dominix fires with boosted hybrid turrets while sending also boosted drones after their enemy. This is also predictable.

True is when you see a Caldari ship you instantly knows which weapon system it uses. The only thing that is unpredictable is weither they use long range sniping with rails or guided missiles, and try to keep their distance or if they fastly go into close combat while using heavy shield tanks and blaster or unguided missiles.

I personly prefer the role-modell becauseit encourages tactical combat instead of blob combat. After all Eve is still an MMO Rollplaygame, and in every RPG you have to specialise your own char and have to combine with chars of an other specialised role, wether they are players or NPC´s
Mechael
Tribal Liberation Distribution and Retail
#14 - 2012-07-27 10:04:01 UTC
Ganthrithor wrote:

Yeah I was thinking along that line and then realized that would never work either. It makes sense for T2 ships to be straight up better in more way than one given their much higher price and the fact that they don't insure.

I don't even know what I'm posting about anymore. I guess there's no good way to have 4 racial cruiser hulls without saying "this one is a missile ship, this one's an ECM ship, this one's a blaster ship" etc. I'd just kind of appreciate it if they could find a way to make more kinds of fits viable without making all the ships bad. Like what if a missile Moa or a blaster Caracal could be a thing as well as more traditional fits? It would be interesting. If they make T1 ships too much like T2 they will be boring. When a Vagabond appears you don't spend much time wondering how it's fit.


Hm. I see it working, so long as T2 ships are highly specialized. Example, using Minmatar ships again, the Rupture. Combat vessel. It tanks, it does damage (take your pick, AC or Arty.) T2 Ruptures (note the plural) would then become highly specialized. You'd have a tanker that's incredibly hard to kill but doesn't do as much damage as the Rupture. Then you'd have the art platform, designed around pure alpha, but it doesn't tank as well as the Rupture and is probably too slow to kite with autocannons. It warps in, lands the alpha, and warps out if things get too close. Then you could toy with having a T2 autocannon style Rupture. It may not tank very well, but it does have enough tank to survive long enough to get up close and personal with Hail.

Prices would of course need to be adjusted, with T2 being quite significantly more expensive than T1 but no where near as wide a gap as there currently is. The price point is a big deal, because there aren't any ships that are just outright better at everything anymore, and so prices shouldn't be quite so drastically different. You just pay a little extra (say, two or three times as much, rather than 10 times as much that we have today) for the specialization.

Whether or not you win the game matters not.  It's if you bought it.

Ganthrithor
School of Applied Knowledge
Caldari State
#15 - 2012-07-27 10:08:42 UTC  |  Edited by: Ganthrithor
Mostly I wish they'd just fix individual problem ships instead of trying to do some grand re-balance of the entire game. A lot of T1 ships are just fine the way they are. Fix the broken things.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#16 - 2012-07-27 10:53:34 UTC
The "Role Rebalance" in my opinion is a good thing. However, I feel that CCP is going the wrong way about it.

If ships are to receive a "role" bonus depending on what role CCP think that ship should be why can't we choose the role bonus on how we want to fly it.

This would be set when the ship is assembled and can only be changed if the ship is repackaged and assembled again.
For example:

The Moa:

Currently has a Hybrid optimal and a shield resist bonus

If we swop the resist bonus for a hybrid damage bonus the ship becomes okay at brawling and sniping.

If we then give it a choice of role bonuses which could be:
Combat: 5% shield resistance per level
Attack: -5% MWD cap usage per level
Bombardment: 10% hybrid optimal per level

The ship can then be configured into the selected role by the player.

Another example (battlecruisers):
Brutix - drop the armour rep bonus for a 10% hybrid fall off bonus
Then:-
Role bonus:
Combat: 10% armour rep amount per level
Attack: -10% MWD cap penalty per level
Bombardment: 7.5% Hybrid tracking per level
Command: Able to fit gang links
Deena Amaj
Native Freshfood
Minmatar Republic
#17 - 2012-07-27 13:03:07 UTC
In short, stuff like:
Quote:
If we then give it a choice of role bonuses which could be:
Combat: 5% shield resistance per level
Attack: -5% MWD cap usage per level
Bombardment: 10% hybrid optimal per level


would be aweseome. Breaking the old aspect and letting the player choose sounds great in my ears.


---


Ganthrithor wrote:
Mostly I wish they'd just fix individual problem ships instead of trying to do some grand re-balance of the entire game. A lot of T1 ships are just fine the way they are. Fix the broken things.


I'd have to disagree there, at least for the T1 ship bracket.
There are too many cookie cutters alongside the narrow selection of "viable" T1 ships. What about the Hurricane and Drake spam? The game just gets boring when everybody fields it so that is pretty much a broken aspect


While I agree to the fix individual ship problems, they (CCP) just figured they had to toss the table because too many ships were in the shadow of others. Rifter is a great ship, one will see tons of fits/killmails with it from shield, to armor, to arty, to failfits.

But what about the other ships? Hardly anybody flies them.
Stuff like Breacher etc.


Agreed, role bonuses may squeeze any respective ship to a specific task, but at least they will be more likely considered and used than before - because right now, that's just not the case. Basically, the new role bonuses is just adding an extra. They might as well could have called it differently, or generate more ruleset terms like Special Ability, etc.

Attack ships like slasher are after all Inty prereqs. I'm not happy about the role bonus myself, but it is a start. After all, it is better than without it. The one and only problem I personally see and hate is that all Attack Ships got more or less the same role bonus feature (which should be "less cap usage for whatsoever").


Personally, the normal ship bonuses themselves are already too narrowing to begin with.
While fitting modules give versatility, it would have been more awesome if ship manufacturers and capsuleers could build ships with their ideas of ship bonuses as well as using the Subsystem concept (which is currently only exclusive for T3 ships).

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Ganthrithor
School of Applied Knowledge
Caldari State
#18 - 2012-07-27 14:15:05 UTC
Oh god, I'd shoot myself if they made all ships use subsystems. I'm pretty sure there's maybe 6 decent subsystem combinations between all the racial T3 cruisers. Most of them are garbage.
Ganthrithor
School of Applied Knowledge
Caldari State
#19 - 2012-07-27 14:24:15 UTC  |  Edited by: Ganthrithor
I guess I'm really glad I'm not CCP Ytterbium right now, because rebalancing all the T1 subcaps seems like a nightmareish job. "Hey, make all these ships good without making them overperform for their prices and without stepping on the roles of existing ships that already do things well."

Ahhh!

I guess it really makes a lot of sense for T1 ships to be watered-down T2 ships, but it just seems like that would get boring! But I can't think of a sane, better thing to do with them. :\
FireT
Venom Pointe Industries
#20 - 2012-07-27 14:30:17 UTC
So people are freaking out about a system that has not even begun being implemented for the most basic frigates?

CCP's idea actually has fantastic merit. Simply put your fears are laughable since so many ships in Eve appear to be ignored anyways for the cookie cutter fits and expectations of most people.
Yes some of the ships will be boxed into specific roles, but how is that different from the current system and their T2 counterparts?

My recommendation: do not panic and let us see how the frigates come out first.
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