These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Civilian Ships

Author
Otto Weston
Pod Goo Extraction Agency
#1 - 2013-01-04 12:56:36 UTC
I've been thinking about the addition of new ships for a while, to expand the choices available for players to choose from, and I believe I stumbled across an idea that both helps newer players feeling more useful and empowered by getting to fly bigger ships a lot quicker then they could normally through skill training, and also allows expansion for older players.


Civilian Ships -

They have their own specific line, from frigates up to Battleships, perhaps only 1 per category. 1 Civilian Frigate, 1 Civilian Cruiser etc.

They would have generally have more cargo space, less combat capability and less health than their counterparts in the actual racial lineups. They would have bonuses towards Civilian weaponry, and require NO SKILLS to fly. I believe they should also have both missile and turret hardpoints, in order for players to choose to follow their playstyle whilst fitting these Civilian Ships. A Caldari new player, might choose to use missiles in accordance with his faction etc.

There would also have to be more seeded items, large Civilian weaponry and a lot more Civilian modules etc. to fully fit these ships with civilian tech.

In combat, one of these civilian ships would be equivalent to a racial combat ship of the category below it. For Example a Civilian Battleship would be about as useful in combat as a Harbinger etc, reduced health and damage in comparison with racial Battleships whilst costing as much as those Battleships. Civilian Frigates would be about as useless in combat as noobie starting frigates.

To follow with the lore, they could have been made by Civilian Corporations for convoys etc. Combat capable ships more geared towards Cargo etc.

I believe this will allow newer players to gain access to bigger ships in order to do higher level missions without massive training times, but requiring only the isk to do so. For older players, these ships might provide different tactical advantages - as they might be quite versatile for having both Missile slots and Turret slots, and generally carry more cargo so they could be used as Cargo vessels if an older player doesn't have the skills for a transport ship or freighter.

In short
- Same Price as equivalent racial ships. E.g. 50 million for a battlecruiser etc.
- No skills to fly
- Bonus to Civilian Weaponry
- Combat capability (Health and Damage) equivalent to the category below of racial ships. E.g. Civilian Battlecruiser equal to Moa or Thorax etc.
- Slower than their racial counterparts
- Larger cargos than their racial counterparts



Thoughts? Opinions? Constructive Criticisms?





Everything's Air Droppable at least once.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#2 - 2013-01-04 13:20:28 UTC
I'd say yes to more civy modules....

I'd like to see civy Damage controls again...

I could see two ways of doing this:

#1) Civy modules are NPC seeded, and cannot be reprocessed for minerals, they are thus an ISK sink (although, probably a small one)
This could allow for very cheap lulz "civy modules only" fights (primarily with rookie ships).
Right now we can have endless "free" PvP between rookie ships like a velator packing 2x civy electron blasters. All I'm asking for is the ability to put a full civy fit on it without using items that are expensive and rare as a civy DC is now


#2) Assuming the above ISK sink would be so small as to be meaningless - When I get a rookie frig, I want it to come with a selection of civy modules.
Instead of having to repackage to get 2x mining lasers or small civy weapons, it should spawn with the following in the cargohold:

2x civilian light (racial weapon)
2x civilian miner
1x civilian DC
1x civilian AB
1x civilian Armor Repper/shield booster (depending on race)

All civy modules would not be able to be reprocessed into minerals (like I did to my civy DC before they became collectors items)


Also, for luls, I'd like to see civy medium and large weapons.
A Hyperion with 8x civilian Electron Blaster cannon going against a Rohk packing 8x civilian dual 250mm railguns....
Me want

Missioning in a Macharial packing 7x civilian dual 425mm autocannons.... yes please

During the first day or so of eve, I thought these civy weapons had value as a fallback weapon in case I found myself somewhere without any ammo, and actually carried around civy electron blasters in my cargohold just in case.

But moving up to larger ships meant those civy weapons didn't get hull bonuses.
Of course you could always carry lasers with T1 crystals, and even lacking a hull bonus, they should outperform any hypothetical "civilian type" weapon. (and the cap use on the smallest size pulse lasers of each size class [ie small, medium, large] is not too bad)
Otto Weston
Pod Goo Extraction Agency
#3 - 2013-01-04 14:00:32 UTC
Yes I agree, regarding NPC Civy Seeding.
Also I like the idea of having the group of Civy stuff in a nub ship.

Yeah, ofc there'd need to be civy medium and large weps if they put in the Civy Battleship and Battlecruisers/ Cruisers etc.
Tbh the idea of having them as back up - no ammo weps, is actually quite good. Imo CCP need to look into this.

Everything's Air Droppable at least once.
Kira Vanachura
Green Visstick High
#4 - 2013-01-04 14:16:28 UTC
Those ships should never be used. Let the new guy fly a T1 tackle frig instead. Crappy battleships are useless, we don't need crap ships that people shouldn't be flying.
Kitt JT
True North.
#5 - 2013-01-04 14:44:20 UTC
Um, you realize that standard ship hulls are considered to be civilian designs.

Where it says "Raven" they mean civilian raven.

The military ones are denoted by the special hulls.
Otto Weston
Pod Goo Extraction Agency
#6 - 2013-01-04 15:18:06 UTC
Doesn't mean a Civilian corporation couldn't make a selection of its own hulls specifically designed to target the merchant shipping market.
Everything's Air Droppable at least once.
Otto Weston
Pod Goo Extraction Agency
#7 - 2013-01-04 15:22:41 UTC
Kira Vanachura wrote:
Those ships should never be used. Let the new guy fly a T1 tackle frig instead. Crappy battleships are useless, we don't need crap ships that people shouldn't be flying.


As I said, despite being less Combat Capable -

They provide larger cargo than their equivalent ships.
They are also more versatile - can choose between missiles/ turrets etc.

So they aren't crap, just different.

Also, if your friend just joined the game. Before, all you could do is aim him in a direction and then help him purchase ships later when he has the skills. This way, you could get him into big ships to help with missions etc. from the word 'go'.
Everything's Air Droppable at least once.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#8 - 2013-01-06 01:01:57 UTC
Kitt JT wrote:
Um, you realize that standard ship hulls are considered to be civilian designs.

Where it says "Raven" they mean civilian raven.

The military ones are denoted by the special hulls.


Meh, by that logic, a 1400mm Scout howitzer is also a civilian weapon, because its not a fleet issue howitzer.
A modal Light Electron blaster is a civy weapon, not just the civilian light electron blaster.

What exactly is a "civilian" weapon anyway?

A civilian is basically a non combatant, or one who engages in civil pursuits

The concept of a civilian Battleship is a bit ridiculous.
Of course, I could issue an exception for brick tanked Abaddons and Rokhs ferrying small volume high value cargo to and from trade hubs - in this case they are not suited for battle, and may not even be fit with weapons - they act as heavily armored/shielded civilian transports

A civilian freighter on the other hand...

I would say all mining vessels, industrial ships, and freighters are essentially civilian ships - of course a military may employ them for logistics, but their primary purpose would be "civil" pursuits of commerce and industry.

Of course, civilians can be armed for self defense.
A Noctis with a flight of hobgoblins is still essentially a civilian ship, as is an armed scanning frigate with core scanner probes. (combat scanners... means it will probably be supporting or aiding a combat action)


My point is its a bit silly to call anything that isn't "Navy Issue" a "civlian" item. Within EVE, we see the civilian items are ones that have little to no skill requirements, and are significantly inferior to capsuleer produced goods.

Within this context, we have 3 classes of items: Navy/Faction Items, Capsuleer items, and Civilian items.
I have no problem with expanding the sub-capsuleer item class - though I don't see much point in it except for creating an ISK sink with items that can be used for LULZ but not any serious economic or combat activity.
tankus2
HeartVenom Inc.
#9 - 2013-01-06 05:41:01 UTC
given how harmless this is for PvP and the market on the whole, I'll support this idea.

Where the science gets done