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CCP give us carriers in highsec plox

Author
Nestara Aldent
Citimatics
#21 - 2012-10-01 16:54:39 UTC  |  Edited by: Nestara Aldent
Tippia wrote:
Nestara Aldent wrote:
Really? If I have to move 5b 30j away, I should split it and move it five times for total of 9*30=270j? Pls be serious.
No. You split it and move it twice for a total of 120 jumps, half of which are done in a fast-aligning, fast-warping Blockade runner. Just pick the loss you favour: a tiny amount of time or 5bn ISK.


BS cant fit in a BR!
Cruiser cant fit in a BR!

Trust me, if it were one ship only, I wouldnt post this. What if I need to move few rigged battleships and few rigged cruisers?

Quote:
They have plenty of tools. They just refuse to use them and then blame everyone else for their own poor decisions.


What exactly, once the bumping begins? Except no hauling valuable cargo (equal to not undocking at all).

I'll bump you off the gate, suicide a noob ship, so you cant log off until friendly gank squad arrives, and theres _absolutely nothing_ you can do. You bring logi/falcon? I'll bring a blackbird.

Thats how its done, and if gankers suicide a noob ship every 15m so you have aggro and cant log off, they can keep bumping you from DT to DT.
Nestara Aldent
Citimatics
#22 - 2012-10-01 17:03:28 UTC
Garviel Tarrant wrote:
So bad... So so so bad..

Your idea is terrible.


Okay, how you'd move few rigged battleships and few rigged cruisers some 30j away, tell me? Esp. when ships themselves are valuable and splitting up the cargo doesnt work.

Give me a solution.
Tippia
Sunshine and Lollipops
#23 - 2012-10-01 17:06:55 UTC  |  Edited by: Tippia
Nestara Aldent wrote:
BS cant fit in a BR!
Cruiser cant fit in a BR!
…and maybe you should read what I wrote instead?

Quote:
What if I need to move few rigged battleships and few rigged cruisers?
You split it and move it twice for a total of 120 jumps, half of which are done in a fast-aligning, fast-warping Blockade runner.

Quote:
What exactly, once the bumping begins?
Tool #1 of avoiding ganking: carrying too little to be worth ganking. Works like a charm. Then there are scouts and webs and alternate routes. All the usual stuff that — like you — haulers refuse to acknowledge exist every single time they're listed. Use the tools available and the bumping won't begin.
Nestara Aldent
Citimatics
#24 - 2012-10-01 17:18:44 UTC  |  Edited by: Nestara Aldent
Tippia wrote:
You split it and move it twice for a total of 120 jumps, half of which are done in a fast-aligning, fast-warping Blockade runner.


Oh I did read - 120j is too much, because it would be:

I move 2 machariels and mods 30j: 3*30j in a freighter, 30j then 30 back, then 30 more for 2nd ship
30 more jumps in a BR.

90j in a freighter is too much.

Quote:
Tool #1 of avoiding ganking: carrying too little to be worth ganking. Works like a charm. Then there are scouts and webs and alternate routes. All the usual stuff that — like you — haulers refuse to acknowledge exist every single time they're listed. Use the tools available and the bumping won't begin.


And better even, not undocking, am I right? Do you realize these ships cant fill their purpose (and BR for example can, and still it can be caught if pilot is very unlucky or not careful)?
Tippia
Sunshine and Lollipops
#25 - 2012-10-01 17:40:13 UTC  |  Edited by: Tippia
Nestara Aldent wrote:
Oh I did read - 120j is too much, because it would be:

I move 2 machariels and mods 30j: 3*30j in a freighter, 30j then 30 back, then 30 more for 2nd ship
30 more jumps in a BR.
Maybe if you stuck to a single scenario rather than change it up every post…
In fact, for this goal-post-moved scenario it's even faster since you don't need the freighter to begin with.

Quote:
90j in a freighter is too much.
Is it more than a 5bn loss?

Quote:
And better even, not undocking, am I right?
No. It wouldn't be the #1 tool if something else was better. The ships fill their purpose just fine, and BRs in particular are pretty much uncatchable in highsec (and lowsec for that matter). The problems is that pilots try to stretch that purpose to cover something they don't do.
Omnathious Deninard
University of Caille
Gallente Federation
#26 - 2012-10-01 17:45:38 UTC
Sure let carriers in high sec, but you WILL HAVE TO let dreadnoughts in as well :)

If you don't follow the rules, neither will I.

Nestara Aldent
Citimatics
#27 - 2012-10-01 17:46:59 UTC  |  Edited by: Nestara Aldent
@Tippia

Youre stretching what the ships should (or shouldn't) do, based on what suits your argument. Read the scenario above, freighter pilots having in essence PVP mechanic available so they can PVP and evade being ganking in the way I mentioned above, wouldn't be bad, as it would allow them to PVP and not be helpless to gankers. More PVP for everyone! Thats the solution. But even better, just allow carriers.

PVP =/= not being able to escape or PVP whatsoever.
Nestara Aldent
Citimatics
#28 - 2012-10-01 17:47:48 UTC
Omnathious Deninard wrote:
Sure let carriers in high sec, but you WILL HAVE TO let dreadnoughts in as well :)


Fine let dreads in as well, that would make POS sieges in highsec just better, not worse.
Tippia
Sunshine and Lollipops
#29 - 2012-10-01 17:56:20 UTC  |  Edited by: Tippia
Nestara Aldent wrote:
Youre stretching what the ships should (or shouldn't) do, based on what suits your argument.
No. I'm saying what they do. You're the one stretching it every way at once by saying that they should be doing things they're not meant for, and that they can't do things that they can do.

Quote:
Read the scenario above, freighter pilots having in essence PVP mechanic available so they can PVP and evade being ganking in the way I mentioned above, wouldn't be bad, as it would allow them to PVP and not be helpless to gankers. More PVP for everyone! Thats the solution.
Not really. For one, there's no problem to be solved because they can evade ganks as it is. They're not helpless to gankers and they're not meant to engage in direct combat.

Quote:
But even better, just allow carriers.
No. You're confusing “better” with “much much worse” here. Caps are not allowed in highsec for the exact reason you want them: because they make things too safe. They're also completely unnecessary since there are tools available at your disposal to do what you want. If you want a special highsec carrier, then it would have to be given pretty much the same stats as a freighter anyway to ensure that you can still be ganked with relative ease.

Just because you refuse to use what's available to you doesn't mean that highsec is suddenly in dire need of caps.
Nestara Aldent
Citimatics
#30 - 2012-10-01 17:59:53 UTC  |  Edited by: Nestara Aldent
Tippia wrote:
Not really. For one, there's no problem to be solved because they can evade ganks as it is. They're not helpless to gankers and they're not meant to engage in direct combat.


You havent even bothered to read what I wrote, and how the freighters are actually ganked, and give the method to evade that. You just parrot "they can evade ganks" over and over again. I consider this discussion with you complete. (Read above, gankers can bump a freighter from DT until DT if they choose so, and theres absolutely nothing a freighter pilot can do to escape)
Tippia
Sunshine and Lollipops
#31 - 2012-10-01 18:08:21 UTC
Nestara Aldent wrote:
You havent even bothered to read what I wrote, and how the freighters are actually ganked, and give the method to evade that.
I read what you wrote, and it amounts to you ignoring the options available to you. Freighters evade ganks the same way everything else does, and you've been given the methods numerous times.

Quote:
gankers can bump a freighter from DT until DT if they choose so, and theres absolutely nothing a freighter pilot can do to escape
Sure there is. Even more so come winter.

…and your unwillingness to use what's available to you is still not a reason to have carriers in highsec.
Astroniomix
School of Applied Knowledge
Caldari State
#32 - 2012-10-01 18:59:00 UTC
Get a friend (might be a problem with that "holier than thou" attitude of yours, but still doable) and have them follow you around in a rapier. Or another freighter, one freighter carrying 3 billion worth of stuff is probably going to die, but two carrying 1.5 billion aren't so jucy.
Rita May
State War Academy
Caldari State
#33 - 2012-10-01 19:01:32 UTC
Nestara Aldent wrote:

Oh I did read - 120j is too much, because it would be:

I move 2 machariels and mods 30j: 3*30j in a freighter, 30j then 30 back, then 30 more for 2nd ship
30 more jumps in a BR.

90j in a freighter is too much.

*snip*

just wondering:
why not fit the machs for tank and travel and move them NOT in a freighter?
that would be 60j in a mach and 30j in a shuttle/noobship.
for cruisers there is still the orca as a viable option.

cu
Ganthrithor
School of Applied Knowledge
Caldari State
#34 - 2012-10-01 20:01:52 UTC
Hmm, maybe you should split your cargo up into multiple freighter runs? Do tell me about the rigged battleship hull (sans fittings) that is worth enough to invite a suicide gank on your freighter!
James Amril-Kesh
Viziam
Amarr Empire
#35 - 2012-10-01 20:18:25 UTC
I don't know of anyone that would suicide gank a freighter containing a single rigged battleship hull minus fittings, seeing as no battleship (outside of limited issue ones like Apocalypse Imperial Issue or something) is worth enough to make spending the money suicide ganking the freighter worth the coin flip of that battleship dropping.

Enjoying the rain today? ;)

Ager Agemo
Rainbow Ponies Incorporated
#36 - 2012-10-01 20:20:12 UTC
I agree and disagree, there should be NO IWIN button for anything, but having to do 1 trip for each ship you own can be a ******* pain, put it this way, if i want to move 4 or 6 rigged battleships 10 jumps away, i will have to do 120 jumps, and not even a freighter can fit that ammount of battleships, which for most people is a relatively common ammount of ships.
ShahFluffers
Ice Fire Warriors
#37 - 2012-10-01 20:27:41 UTC
Gankers got you down?

Use:

Slave Implants: a full set of Low Grades give around 33% more armor... High Grades as much as 50% more armor.
Fleet Bonuses: Get resistance and HP adding boosts from a T3 flying right next to you.
Hardwirings: There is a plethora of implants that can boost your shields, armor, and hull. Sure... 3 or 5% doesn't sound like much... but when you're talking about a behemoth ship with several hundred thousand HP, a 3% boost in that can mean the difference between needing 1 or 3 more ganking ships.

Best part? None of the above can be scanned or known about until it's too late [for the ganker].
And if cost is a concern for you... well... lets put it this way; would you rather spend 1 billion in implants/fleet boosting that can be used over and over again or be a cheapstake and risk several billion in ISK?

Also... the webbing trick works. If done right it take a grand total of 5 seconds.
Also... "double wrapping" stuff (see: putting stuff in a can and making a courier contract to the freighter pilot) makes the cargo scanner useless.
Also... putting a whole bunch of garbage, low value, low volume items to clutter up your cargohold will garble up most ganker's cargo scanners.
Also... the Orca is quite good at moving cruisers around.
Also... stop using uber expensive rigs so you can repackage ships.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#38 - 2012-10-01 20:29:08 UTC
Tippia wrote:

Asuka Solo wrote:
Until CCP grows some sense and revises the risk factor that size specific sub-cap ship hulls pose to cap hulls...and even supers...


Well, yes. Caps and supers could use being a fair bit weaker to subcaps than they currently are.


I was actually thinking the other way around... Sub caps have no business attacking supers.... They should be effective vs capitals.... and support capitals.... vs supers they should be nigh useless even in blobs.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Nestara Aldent
Citimatics
#39 - 2012-10-01 20:54:39 UTC  |  Edited by: Nestara Aldent
ShahFluffers wrote:
Gankers got you down?

Use:

Slave Implants: a full set of Low Grades give around 33% more armor... High Grades as much as 50% more armor.
Fleet Bonuses: Get resistance and HP adding boosts from a T3 flying right next to you.
Hardwirings: There is a plethora of implants that can boost your shields, armor, and hull. Sure... 3 or 5% doesn't sound like much... but when you're talking about a behemoth ship with several hundred thousand HP, a 3% boost in that can mean the difference between needing 1 or 3 more ganking ships.

Best part? None of the above can be scanned or known about until it's too late [for the ganker].
And if cost is a concern for you... well... lets put it this way; would you rather spend 1 billion in implants/fleet boosting that can be used over and over again or be a cheapstake and risk several billion in ISK?

Also... the webbing trick works. If done right it take a grand total of 5 seconds.
Also... "double wrapping" stuff (see: putting stuff in a can and making a courier contract to the freighter pilot) makes the cargo scanner useless.
Also... putting a whole bunch of garbage, low value, low volume items to clutter up your cargohold will garble up most ganker's cargo scanners.
Also... the Orca is quite good at moving cruisers around.
Also... stop using uber expensive rigs so you can repackage ships.


Look above, gankers will suicide a noobship you cant just log off (15m timer) or warp off. So webbing trick doesnt work. Slaves would work, if freighter had some armor and resists, but its structure that gives it EHP.

Again, this has nothing to do with a freighter, theres legitimate need for carrier in highsec to make logistics easier! You cant just say "do it manually"!

For example, I might have a booster alt, and a damnation, vulture, and claymore. That can fit in a freighter, but why not have a battleship on top of it, in a carrier?
James Amril-Kesh
Viziam
Amarr Empire
#40 - 2012-10-01 21:19:23 UTC
Nestara Aldent wrote:
Look above, gankers will suicide a noobship you cant just log off (15m timer) or warp off. So webbing trick doesnt work.

Uh, what? Have you actually tried this?

Enjoying the rain today? ;)