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DEV RESPONCE REQUESTED: Amarr Rookie ships and cynos

First post
Author
Tiberious Thessalonia
True Slave Foundations
#101 - 2012-08-10 17:37:30 UTC
Personally, I am pissed off that my harbinger does not use projectile turrets as effectively as my hurricane. I think all ships should be exactly the same; empty blocks in which to toss modules!
Tiberious Thessalonia
True Slave Foundations
#102 - 2012-08-10 17:38:16 UTC
ps3ud0nym wrote:


Before the nerf, each rookie ship was pretty much exactly the same. The main use for rookie ships after the trial is for using as a cyno. Amarr now has a significant disadvantage in this usage case which can be avoided by rolling any other race while incurring no disadvantage for the non-amarr race.

Are you actually trying to argue that there is no difference before and after the patch? You have to be seriously disconnected from reality to take that position.


Really? I use mine as slightly more annoying shuttles.
ps3ud0nym
Dixon Cox Butte Preservation Society
#103 - 2012-08-10 17:40:12 UTC  |  Edited by: ps3ud0nym
Tiberious Thessalonia wrote:
ps3ud0nym wrote:


Before the nerf, each rookie ship was pretty much exactly the same. The main use for rookie ships after the trial is for using as a cyno. Amarr now has a significant disadvantage in this usage case which can be avoided by rolling any other race while incurring no disadvantage for the non-amarr race.

Are you actually trying to argue that there is no difference before and after the patch? You have to be seriously disconnected from reality to take that position.


Really? I use mine as slightly more annoying shuttles.


That isn't really a usage case =P. Although I supposed you can argue that one valid usage is also for travel. Cynos aren't the only usage case for newbie ships, just a common one. Either way, you are getting into ship balance again, which is beyond the scope of what we are discussing.
Tiberious Thessalonia
True Slave Foundations
#104 - 2012-08-10 17:41:48 UTC
ps3ud0nym wrote:
Tiberious Thessalonia wrote:
ps3ud0nym wrote:


Before the nerf, each rookie ship was pretty much exactly the same. The main use for rookie ships after the trial is for using as a cyno. Amarr now has a significant disadvantage in this usage case which can be avoided by rolling any other race while incurring no disadvantage for the non-amarr race.

Are you actually trying to argue that there is no difference before and after the patch? You have to be seriously disconnected from reality to take that position.


Really? I use mine as slightly more annoying shuttles.


That isn't really a usage case =P. Although I supposed you can argue that one valid usage is also for travel. Cynos aren't the only usage case for newbie ships, just a common one.


My entire corporation avoids using noob ships for cynoing. They tend to use cheap real frigates for it, instead. Sometimes, they self destruct them.
Sabrina Solette
Center for Advanced Studies
Gallente Federation
#105 - 2012-08-10 17:46:45 UTC
ps3ud0nym wrote:
Tiberious Thessalonia wrote:
ps3ud0nym wrote:


Before the nerf, each rookie ship was pretty much exactly the same. The main use for rookie ships after the trial is for using as a cyno. Amarr now has a significant disadvantage in this usage case which can be avoided by rolling any other race while incurring no disadvantage for the non-amarr race.

Are you actually trying to argue that there is no difference before and after the patch? You have to be seriously disconnected from reality to take that position.


Really? I use mine as slightly more annoying shuttles.


That isn't really a usage case =P. Although I supposed you can argue that one valid usage is also for travel. Cynos aren't the only usage case for newbie ships, just a common one. Either way, you are getting into ship balance again, which is beyond the scope of what we are discussing.





This is taken from the Blog on ship balance:

•Impairor, Ibis, Velator and Reaper: let’s not forget rookie ships, as they also are lacking at the moment. We want them to be very versatile ships, able to give new players a good taste of what their race ship philosophy is all about, without reaching the efficiency of other tech 1 frigates in any given role.



Notice the new player part, that's what a rookie ship is all about. It's not a ship for some alt to use as a cyno, that's not it designed function.
Spy 21
Doomheim
#106 - 2012-08-10 17:49:44 UTC
Get a freaking alt and go around collecting rookie ships til you have a 100 of them.

Sorry for not reading through all the pages in the "Epic" thread before responding.
S

Obfuscation for the WIN on page 3...

ps3ud0nym
Dixon Cox Butte Preservation Society
#107 - 2012-08-10 17:50:22 UTC
Tiberious Thessalonia wrote:
ps3ud0nym wrote:
Tiberious Thessalonia wrote:
ps3ud0nym wrote:


Before the nerf, each rookie ship was pretty much exactly the same. The main use for rookie ships after the trial is for using as a cyno. Amarr now has a significant disadvantage in this usage case which can be avoided by rolling any other race while incurring no disadvantage for the non-amarr race.

Are you actually trying to argue that there is no difference before and after the patch? You have to be seriously disconnected from reality to take that position.


Really? I use mine as slightly more annoying shuttles.


That isn't really a usage case =P. Although I supposed you can argue that one valid usage is also for travel. Cynos aren't the only usage case for newbie ships, just a common one.


My entire corporation avoids using noob ships for cynoing. They tend to use cheap real frigates for it, instead. Sometimes, they self destruct them.


it is a choice and a strategy. Some people like cheap frigs, some people like to try and tank something really well and rep it. Others use newbie ships. Each method has advantages and disadvantages. To use a newbie ship, you have to train Cyno IV which is more time off your main. With a cheap frig you only need Cyno III generally as they have larger cargo holds. You also don't get as many fitting slots so when you are travelling you can tank and/or cloak your rookies ship, but if you do you won't be able to carry the fuel you need to light the cyno. You can tank and rep, and you will have a character who is far more versatile and can do quite a bit more than cyno, but you won't be able to pod jump them to a Non-medical bay station without risking losing skills.

These are all perfectly valid strategies that have been used pretty much since cynoing was introduced and were available to all races equally until now. Amarr now has a disadvantage when using one of those strategies and that disadvantage is incurred before it is possible for the player to make an informed decision. That is where the balance issue lies.
ps3ud0nym
Dixon Cox Butte Preservation Society
#108 - 2012-08-10 17:53:13 UTC
Sabrina Solette wrote:
ps3ud0nym wrote:
Tiberious Thessalonia wrote:
ps3ud0nym wrote:


Before the nerf, each rookie ship was pretty much exactly the same. The main use for rookie ships after the trial is for using as a cyno. Amarr now has a significant disadvantage in this usage case which can be avoided by rolling any other race while incurring no disadvantage for the non-amarr race.

Are you actually trying to argue that there is no difference before and after the patch? You have to be seriously disconnected from reality to take that position.


Really? I use mine as slightly more annoying shuttles.


That isn't really a usage case =P. Although I supposed you can argue that one valid usage is also for travel. Cynos aren't the only usage case for newbie ships, just a common one. Either way, you are getting into ship balance again, which is beyond the scope of what we are discussing.





This is taken from the Blog on ship balance:

•Impairor, Ibis, Velator and Reaper: let’s not forget rookie ships, as they also are lacking at the moment. We want them to be very versatile ships, able to give new players a good taste of what their race ship philosophy is all about, without reaching the efficiency of other tech 1 frigates in any given role.



Notice the new player part, that's what a rookie ship is all about. It's not a ship for some alt to use as a cyno, that's not it designed function.


You are really good at knocking down arguments that you invented! As I have repeatedly said, I am not talking about ship balance. Good job smashing down an argument that hasn't been made however.
Jonny Lumi
The Scope
Gallente Federation
#109 - 2012-08-10 17:56:31 UTC  |  Edited by: Jonny Lumi
ps3ud0nym wrote:

*snip*

People who know better will simply stop rolling Amarr characters period.

*snip*

However, if you ROLL Amarr, you will forever be at a disadvantage when compared to the other races for cynoing and there is nothing you can do about it. So you are better off taking any race other than Amarr as a starter race.

*snip*


Shocked

Umm.... Uhh... Ok.

EDIT: Thanks a lot, I had to start drinking now because of you.
Theron Urian
Caldari Provisions
Caldari State
#110 - 2012-08-10 17:56:35 UTC  |  Edited by: Theron Urian
ps3ud0nym wrote:
Theron Urian wrote:
ps3ud0nym wrote:
Jim Era wrote:
Races should not be balanced. You should gain an advantage here, and lose something there. Different races should be different.
We aren't all the same on the inside, like everyone wants to think.



Before this change they were balanced. There was no difference in races except for the location of their starting stations and the Rookie ships. It didn't used to be that way. It used to be that each race got different bonuses and if you used the wrong race for the wrong thing you were at a disadvantage. CCP changed that for good reason and I don't think we should be taking a step back in that direction.



Please read the part of the quote that I put in bold. It appears that evrey thing is still...... yup exactly the same.


Before the nerf, each rookie ship was pretty much exactly the same. The main use for rookie ships after the trial is for using as a cyno. Amarr now has a significant disadvantage in this usage case which can be avoided by rolling any other race while incurring no disadvantage for the non-amarr race. The only disadvantages that is incurred is if you rolled Amarr during character creation. That is before the player starts the game and before they have the information needed to make an informed decision. That violates the design principals of the game and further burdens the new player experience.

Are you actually trying to argue that there is no difference before and after the patch? You have to be seriously disconnected from reality to take that position.



Ok here we go.

There are 2 points
A. this is where you start as any race
B. This is the point where you can cyno in a noob ship

All races can still go from point A to point B, it takes Amarr 20 minutes longer. It is not like Amarr can never go from point A to point B.

You are turning 20 minutes in to some game breaking change. set a skill to train, go make a sandwich and eat it, then come back and buy a cargo expander and you are at point B.

You make it sound as if they took away the Amarr Battleship skill.

Yet again your crying over spilled milk.
Sabrina Solette
Center for Advanced Studies
Gallente Federation
#111 - 2012-08-10 17:56:45 UTC
ps3ud0nym wrote:
You are really good at knocking down arguments that you invented! As I have repeatedly said, I am not talking about ship balance. Good job smashing down an argument that hasn't been made however.




Then as you don't seem to have any valid argument I can only assume you've just been trolling.
Lady Ayeipsia
BlueWaffe
#112 - 2012-08-10 18:05:45 UTC
Um... So is RvB the only group that flies rookie ships in a combat roll? Sure iy is for a laugh or when greatly out numbering the other side. Still it is a common use for us.

Also, op you claim this is not a ship balance issue, yet your only proposed solution was to adjust the amarr rookie ship's cargo by 5.2 cubic meters. That seem to fit the concept of requesting a ship balancing

Would you be content if all rookie ships lost 10m cargo space? Then none could light a cyno without matching skills. Would you prefer that when you enter a station in your pod when you have no ship there, you could pick the rookie ship, assuming you meet the minimum flying requirement of having level 1 in that race's frigate skill? Or would you be ok with a simple restriction that cynos could not be fit on a rookie ship at all?

If this is truly not a balance issue, then you would have to be happy with any of those options, otherwise this really is a balance issue.
ps3ud0nym
Dixon Cox Butte Preservation Society
#113 - 2012-08-10 18:06:37 UTC
Theron Urian wrote:
ps3ud0nym wrote:
Theron Urian wrote:
ps3ud0nym wrote:
Jim Era wrote:
Races should not be balanced. You should gain an advantage here, and lose something there. Different races should be different.
We aren't all the same on the inside, like everyone wants to think.



Before this change they were balanced. There was no difference in races except for the location of their starting stations and the Rookie ships. It didn't used to be that way. It used to be that each race got different bonuses and if you used the wrong race for the wrong thing you were at a disadvantage. CCP changed that for good reason and I don't think we should be taking a step back in that direction.



Please read the part of the quote that I put in bold. It appears that evrey thing is still...... yup exactly the same.


Before the nerf, each rookie ship was pretty much exactly the same. The main use for rookie ships after the trial is for using as a cyno. Amarr now has a significant disadvantage in this usage case which can be avoided by rolling any other race while incurring no disadvantage for the non-amarr race. The only disadvantages that is incurred is if you rolled Amarr during character creation. That is before the player starts the game and before they have the information needed to make an informed decision. That violates the design principals of the game and further burdens the new player experience.

Are you actually trying to argue that there is no difference before and after the patch? You have to be seriously disconnected from reality to take that position.



Ok here we go.

There are 2 points
A. this is where you start as any race
B. This is the point where you can cyno in a noob ship

All races can still go from point A to point B, it takes Amarr 20 minutes longer. It is not like Amarr can never go from point A to point B.

You are turning 20 minutes in to some game breaking change. set a skill to train, go make a sandwich and eat it, then come back and buy a cargo expander and you are at point B.

You make it sound as if they took away the Amarr Battleship skill.

Yet again your crying over spilled milk.


You are completely correct. Once again you have brilliantly reduced an argument that I have not actually made down to nothing. Good job sir!
Syler Puuntai
Nomadic Asylum
#114 - 2012-08-10 18:11:10 UTC
Imo cyno gens shouldn't be allowed on rookie frigs. If you have the money to use caps then quit being cheap and use at least a kestrel. Hell I would go even further and say cynos can't be used on any frig.
ps3ud0nym
Dixon Cox Butte Preservation Society
#115 - 2012-08-10 18:13:18 UTC  |  Edited by: ps3ud0nym
Lady Ayeipsia wrote:
Um... So is RvB the only group that flies rookie ships in a combat roll? Sure iy is for a laugh or when greatly out numbering the other side. Still it is a common use for us.

Also, op you claim this is not a ship balance issue, yet your only proposed solution was to adjust the amarr rookie ship's cargo by 5.2 cubic meters. That seem to fit the concept of requesting a ship balancing

Would you be content if all rookie ships lost 10m cargo space? Then none could light a cyno without matching skills. Would you prefer that when you enter a station in your pod when you have no ship there, you could pick the rookie ship, assuming you meet the minimum flying requirement of having level 1 in that race's frigate skill? Or would you be ok with a simple restriction that cynos could not be fit on a rookie ship at all?

If this is truly not a balance issue, then you would have to be happy with any of those options, otherwise this really is a balance issue.


LOL fleets are certainly fun, but hardly a common use for the ship.

The reason that this isn't a ship balance issue is that the Rookie ships are not available to everyone equally. Normally the choice of what ship to fly is left the in hands of the player and they can make and informed decision based on the intended use of the ship. Because you get a rookie ship when you dock, they do not follow this pattern. The player choice of which Rookie ship to get was made before character creation and before you, as a player, could make an informed decision based on the abilities of the ship.

You can change this by moving the critical choice to later in the game (by seeding rookie ships cheap through NPCs at all stations, including sov space, for instance). Give people the option to change their rookie ship spawn type through some game mechanic once the have had an opportunity to make an informed decision (say by joining a certain faction in FW), you can remove the ablity to fit a cyno on rookie ships period or you could increase the cargo hold of the Impairor by 5.2 m3. Of the choices, the one with the least wide ranging effects would be to boost the cargo bay. To be honest, I would prefer any of the other choices myself.
highonpop
KarmaFleet
Goonswarm Federation
#116 - 2012-08-10 18:15:04 UTC  |  Edited by: highonpop
buy a t1 frig? i dont see how you could be trapped without a cyno. take the cyno and put it on a punisher or something. I personally use a Merlin. It is fitted and rigged specifically to get somewhere fast and light a cyno, while being able to KM whore if necessary. Has cyno, guns, tank, and enough cargo for 450 LO and 1000+ rounds of ammo

FC, what do?

Sabrina Solette
Center for Advanced Studies
Gallente Federation
#117 - 2012-08-10 18:19:46 UTC
Syler Puuntai wrote:
Imo cyno gens shouldn't be allowed on rookie frigs. If you have the money to use caps then quit being cheap and use at least a kestrel. Hell I would go even further and say cynos can't be used on any frig.




I'd go with that too, there's no need to use rookie ships unless you're a rookie.

With the exception of corps like RvB using them for combat training purposes.
ps3ud0nym
Dixon Cox Butte Preservation Society
#118 - 2012-08-10 18:20:18 UTC
highonpop wrote:
buy a t1 frig? i dont see how you could be trapped without a cyno. take the cyno and put it on a punisher or something. I personally use a Merlin. It is fitted and rigged specifically to get somewhere fast and light a cyno, while being able to KM ***** if necessary. Has cyno, guns, tank, and enough cargo for 450 LO and 1000+ rounds of ammo


Yet another person arguing against a point that was never made! Do you enjoy debating yourself?
ps3ud0nym
Dixon Cox Butte Preservation Society
#119 - 2012-08-10 18:22:07 UTC
Sabrina Solette wrote:
Syler Puuntai wrote:
Imo cyno gens shouldn't be allowed on rookie frigs. If you have the money to use caps then quit being cheap and use at least a kestrel. Hell I would go even further and say cynos can't be used on any frig.




I'd go with that too, there's no need to use rookie ships unless you're a rookie.

With the exception of corps like RvB using them for combat training purposes.



It would be a perfectly acceptable solution to this issue to just simply not allow cynos to be fitted to Rookie ships. It isn't like a new player on a trial can train cyno anyhow. It is one of the first solutions I suggested. To be fair, it is a much larger change than boosting the cargo by 5.2m3.
Sarik Olecar
Royal Amarr Institute
Amarr Empire
#120 - 2012-08-10 18:22:34 UTC
Not sure if this has been pointed out, but you can buy and sell rookie ships on the open market. So you're hardly 'locked into it'. I can sell you my Reaper if you'd like, only 100 ISK!

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