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Racial Diversity - Fight against the 6/6/6 ships with a choice of color!

Author
Sakkar Arenith
Kenmei Corporation
#1 - 2013-04-13 17:53:23 UTC
Dear EVE community,

I don't know about you, but I have been playing this game since early beta, and with increasing frequency I find myself in a wow clone where all ships are basically the same, but where we can choose the color.

Lets examine the situation for a second:

For years now, we have lacked any real distinction between the races, its bad enough that cross training has been prevalent since forever, but fine, different race different design philosophy.

BUT, especially recently we see the races losing even the most basic distinction.


Remember how the races used to be (or at least deigned to be)?

Amarr

The straight forward battle race, no bullshit, hardly any Electronic Warfare.

Amarr were supposed to be the "honorable" race, spoiled by millenia of supremacy as the first among the stars. Their Ships are supreme armored by the toughest alloys ever conceived by the "past jovian" races . They don't care about speed, they have time.

Their weapons are excellent, designed to strike perfectly and impressively at any distance, most advanced, most effective, but efficiency doesnt matter much to the Amarr, since they are the supreme rulers of their domain.

They are so advanced that they are the only one of the four races that use Antimatter reactors even, not because they want speed, but because those power their impressive weapons.

The only thing they use outside of their golden shells and glorious burning light, is their advances in capacitor denial in the form of Energy Neutralizers and to a lesser extent Nosferatu modules.

S.s.: slow speed, very few med slots, godly amounts armor and capacitor, a great many of low and high slots with lasers being the best, yet most inefficient weapon system, coupled with capacitor warfare.


Caldari:

A tough race, a cold race, efficiency is the name of the game. Hardened on their not-fully terra-formed world, the Caldari have been frozen into shape by the elements.

Left with no reprise from their world they had to meld themselves into being ruthlessly efficient at everything they do. Survival at all costs.

When the Gallente came to their world the caldari were still only an industrial civilization, however their spirit and distinctiveness was already fully formed. They absorbed all they considered advanced, while rigorously abhorring that which they considered weak. Which in that case was the Gallente spirit of liberty.

So when the eventual split came, the Caldari had to abandon their most precious possession, their very homeworld, in order to save the greater good, their state.

Fighting against a much stronger enemy, they were forced once again to be ruthlessly efficient, and so they had to adopt tactics and a philosophy that would make them claim every victory they could, but avoid any losses they didnt absolutely have to incur for the greater good.

As such, Caldari ships are fighting at extreme long ranges, using self guiding missiles that dont require them to put themselves into harms way, use the most advanced electronic warfare to deny the enemy from damaging your ship and to confuse them, and if all else fails: Rely on the toughest and most efficient shields of the four races.

S.s.: Caldari have Best Shields, Fire and Forget Missiles and Rail guns, that allow them to leave a fight before they get shot at. And in case they do get in a sticky situation, they have high tech jammers that confuse the living hell out out of the Enemy.


Gallente:

The Gallente are basically western Humans in the future. They are a democracy, they love liberty, they love money, they are basically us with future tech.

They are the perfect all round race. they have no preconceptions, they have very few restrictions. They hate to lose people, but when challenged they will do whatever it takes.

As such, they rely on both armor and shields, however, they dont like being shot at for long, so they invented the MWD (with the caldari) to get quickly in and out of a fight. Once in, they deploy their all ut blaster weapons to melt away the enemy quickly.

If possible, they even avoid going close range, and just let their drones do the dirty work, since dead computers dont matter.

S.s.: Gallente have burst speed, no great emphasis on tank, the highest dps at close, and drones, drones, drones... ohh yeah, Drones.


Minmatar:

Spoiled by a lush world, very little pressure was on the minmatar to quickly develop, and so when the two thousant years more advanced Amarr came, the minmatar were woefully inferior.

Quickly subdued and subsequently ensalved for generations, they eventually were able to exploit internal Amarrian weakness after a failed reclamation attempt on the Jove, and the Amarrians meeting an Empire that was a significant counterpart in size and strength, the Gallente.

So, secretly aided by the Gallente, the minmatar fought an rebellion of attrition. While in no way equal to the Amarrians, their entire philosophy was to single out and overwhelm Amarrian vessels with speed and numbers. Destroying even one Amarrian ship was enough to justify most losses.

S.s.: Minmatar ships, have bad cap, bad ehp, and below average damage. But they are super light, very fast with afterburners, they tank badly with 80% shield a bit on armor/hull. however, they are also much cheaper than the other races.


So, I ask you, the Player:

How much cooler would EVE be if there was a much stronger focus on these vastly different designed philosophies. Imagine the variety of tactics, and fighting style emerging from that, fighting an amarrian ship would be vastly different than fighting a gallente ship.

Instead of just one race, there would be 4 distinct experiences to go about in eve, instead of mastering F1-F4 in three days, you could spend a decade exploring the distinctiveness of all races.

Imagine how awe inspiring EVE would be!

Post to make it happen.
Syrias Bizniz
some random local shitlords
#2 - 2013-04-13 18:27:29 UTC
I really like the idea to have 4 TOTALLY different races. However, after all its humans that play the game, and they don't play it to lose. They will always pick the best ship for the purpose, no matter which race it belongs to. So if everyone flew amarr ships, then the one guy trying to kill amarr ships will either use caldari or minmatar ships. Because the slow amarr hulls just can't keep up with them and are bound to die. So everyone will fly minmatar and caldari, because it's the only way to stay competitive.
This procedure takes some time, and at the end you will see only few ships flown in very special styles, making 90% of all the ships in EVE undesirable, because to make them work, you'd have to specialize and weaken yourself in every other aspect - while the other ships will be able to adapt to YOU within a glimpse and totally ruin your day.

This is why ships from different races are similar in their playstyle. It's the metagame. If they didn't patch them to be similar, they could just delete EVE and code 'Rock Paper Scissors: Online'
Jon Joringer
Republic University
Minmatar Republic
#3 - 2013-04-13 20:28:58 UTC
The recent teircide movement is, unfortunately, taking us farther away from racial diversity. It would be great though. I'm a bit of a role-player so when I started EVE and rolled Minmatar, I was fully committed to the intensive training time required to get the most out of our ships and to a guerrilla-warfare style of play. It makes me a bit sad to see those things go away bit by bit.
Abrazzar
Vardaugas Family
#4 - 2013-04-13 20:40:45 UTC
Once the current tiericide and balancing is finalized, tested and considered good, they can work on individualizing the races (again), making them different, yet equal, with established tactics and countermeasures distributed in a fair manner.
Rented
Hunter Heavy Industries
#5 - 2013-04-13 21:33:54 UTC  |  Edited by: Rented
Individualizing things virtually always works out to simply making a lot of things just plain better than a lot of other things, leaving a great many things 'worthless'.

You use the example of WoW as something that isn't individualized, you're wrong. It's a class based game... it's too obvious to bother debating how wrong you are here. The problem with these kinds of 'individualized' games quite simply is that many of these 'unique traits' you so dearly crave are inherently stronger than, and very limiting to, other 'unique traits'.

Class based games like WoW are extremely individualized by nature, different classes simply do different things and/or specialize and build in different ways within their own class; they combat the inherent unbalance of this individualization by building in rock-paper-scissors designs of varying degrees of complexity. These hard-coded rock-paper-scissors designs are not suitable for the vast majority of EVE.

I enjoy how EVE's design isn't individualized, the majority of ships can do the majority of functions. Want a battle badger? You can do that. Want a combat Hulk? You can do that too. Obviously its not the greatest idea for many ships to attempt some things but the point is that ships aren't deadlocked into a specific role, they're flexible, they're not very individualized. Some ships are better suited for certain things, and many have their strengths and weaknesses, but it rarely prevents them from doing the complete opposite fairly effectively.

You probably just hate change, I don't see how you can look back into EVE's 'individualization' in the past and not see how the rifter being god of all T1 frigates, rupture being king of T1 cruisers, and ships casually outrunning missiles are bad things. How quickly you forget that EVE's 'individualization' involved 80% of ships being garbage.


TL;DR You're wrong, go away.
Ruze
Next Stage Initiative
#6 - 2013-04-13 22:35:21 UTC
Rented wrote:
Individualizing things virtually always works out to simply making a lot of things just plain better than a lot of other things, leaving a great many things 'worthless'.

You use the example of WoW as something that isn't individualized, you're wrong. It's a class based game... it's too obvious to bother debating how wrong you are here. The problem with these kinds of 'individualized' games quite simply is that many of these 'unique traits' you so dearly crave are inherently stronger than, and very limiting to, other 'unique traits'.

Class based games like WoW are extremely individualized by nature, different classes simply do different things and/or specialize and build in different ways within their own class; they combat the inherent unbalance of this individualization by building in rock-paper-scissors designs of varying degrees of complexity. These hard-coded rock-paper-scissors designs are not suitable for the vast majority of EVE.

I enjoy how EVE's design isn't individualized, the majority of ships can do the majority of functions. Want a battle badger? You can do that. Want a combat Hulk? You can do that too. Obviously its not the greatest idea for many ships to attempt some things but the point is that ships aren't deadlocked into a specific role, they're flexible, they're not very individualized. Some ships are better suited for certain things, and many have their strengths and weaknesses, but it rarely prevents them from doing the complete opposite fairly effectively.

You probably just hate change, I don't see how you can look back into EVE's 'individualization' in the past and not see how the rifter being god of all T1 frigates, rupture being king of T1 cruisers, and ships casually outrunning missiles are bad things. How quickly you forget that EVE's 'individualization' involved 80% of ships being garbage.


TL;DR You're wrong, go away.


The relation to WoW was simple: despite the classes, the developers often fold and bend to raise this race or that race in other skills in order to keep their playerbase happy. Giving rogue's some form of tanking, paladins a cloak, sorcerers a heal and barbarians a pet. While these types of additions are often smaller than the 'prime class', they continue to erode the individuality of that class, until there is no distinction.

It's not that someone who is intimately familiar with the game thinks there is no individuality. But to a new player, or outside viewer, there appears to be none. Why train Gallente, when you can use drones as an Amarrian, a Minmatar, or even a Caldari?

Seriously to the point, after this next round of changes I will have a handful of Amarr ships that I can fit hybrid/projectile weapons on, shield tank up the wazoo, ewar where it's needed, and cover my enemy in a flight of heavy drones. It isn't the fact that there are options, it's the fact that those options are now so prevalent that it's harder to see what is Amarr.

We don't have to be the best drone users, but when my hybrid shooting short range drone blaster boat is going to be only a few hundred dps under that Gallente master of it's class ... and have an almost identical slot layout to boot?



Sometimes, good gameplay does NOT relate to good backstory. EvE began as a game that said, tough ****. It's slowly evolved into a game that's seeking balance. That balance has understandably made the races very homogenized. Some players, like myself, would rather the races be very individualistic and feel extremely different.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Beaver Retriever
Reality Sequence
#7 - 2013-04-13 23:04:45 UTC
Ruze wrote:
Rented wrote:
Individualizing things virtually always works out to simply making a lot of things just plain better than a lot of other things, leaving a great many things 'worthless'.

You use the example of WoW as something that isn't individualized, you're wrong. It's a class based game... it's too obvious to bother debating how wrong you are here. The problem with these kinds of 'individualized' games quite simply is that many of these 'unique traits' you so dearly crave are inherently stronger than, and very limiting to, other 'unique traits'.

Class based games like WoW are extremely individualized by nature, different classes simply do different things and/or specialize and build in different ways within their own class; they combat the inherent unbalance of this individualization by building in rock-paper-scissors designs of varying degrees of complexity. These hard-coded rock-paper-scissors designs are not suitable for the vast majority of EVE.

I enjoy how EVE's design isn't individualized, the majority of ships can do the majority of functions. Want a battle badger? You can do that. Want a combat Hulk? You can do that too. Obviously its not the greatest idea for many ships to attempt some things but the point is that ships aren't deadlocked into a specific role, they're flexible, they're not very individualized. Some ships are better suited for certain things, and many have their strengths and weaknesses, but it rarely prevents them from doing the complete opposite fairly effectively.

You probably just hate change, I don't see how you can look back into EVE's 'individualization' in the past and not see how the rifter being god of all T1 frigates, rupture being king of T1 cruisers, and ships casually outrunning missiles are bad things. How quickly you forget that EVE's 'individualization' involved 80% of ships being garbage.


TL;DR You're wrong, go away.


The relation to WoW was simple: despite the classes, the developers often fold and bend to raise this race or that race in other skills in order to keep their playerbase happy. Giving rogue's some form of tanking, paladins a cloak, sorcerers a heal and barbarians a pet. While these types of additions are often smaller than the 'prime class', they continue to erode the individuality of that class, until there is no distinction.

It's not that someone who is intimately familiar with the game thinks there is no individuality. But to a new player, or outside viewer, there appears to be none. Why train Gallente, when you can use drones as an Amarrian, a Minmatar, or even a Caldari?

Seriously to the point, after this next round of changes I will have a handful of Amarr ships that I can fit hybrid/projectile weapons on, shield tank up the wazoo, ewar where it's needed, and cover my enemy in a flight of heavy drones. It isn't the fact that there are options, it's the fact that those options are now so prevalent that it's harder to see what is Amarr.

We don't have to be the best drone users, but when my hybrid shooting short range drone blaster boat is going to be only a few hundred dps under that Gallente master of it's class ... and have an almost identical slot layout to boot?



Sometimes, good gameplay does NOT relate to good backstory. EvE began as a game that said, tough ****. It's slowly evolved into a game that's seeking balance. That balance has understandably made the races very homogenized. Some players, like myself, would rather the races be very individualistic and feel extremely different.

So for the sake of roleplay and backstory fluff you would have 90% of the game's ships be basically useless, the way it used to be?

No. Biomass yourself.
Ruze
Next Stage Initiative
#8 - 2013-04-13 23:42:57 UTC
Beaver Retriever wrote:
Ruze wrote:
Rented wrote:
Individualizing things virtually always works out to simply making a lot of things just plain better than a lot of other things, leaving a great many things 'worthless'.

You use the example of WoW as something that isn't individualized, you're wrong. It's a class based game... it's too obvious to bother debating how wrong you are here. The problem with these kinds of 'individualized' games quite simply is that many of these 'unique traits' you so dearly crave are inherently stronger than, and very limiting to, other 'unique traits'.

Class based games like WoW are extremely individualized by nature, different classes simply do different things and/or specialize and build in different ways within their own class; they combat the inherent unbalance of this individualization by building in rock-paper-scissors designs of varying degrees of complexity. These hard-coded rock-paper-scissors designs are not suitable for the vast majority of EVE.

I enjoy how EVE's design isn't individualized, the majority of ships can do the majority of functions. Want a battle badger? You can do that. Want a combat Hulk? You can do that too. Obviously its not the greatest idea for many ships to attempt some things but the point is that ships aren't deadlocked into a specific role, they're flexible, they're not very individualized. Some ships are better suited for certain things, and many have their strengths and weaknesses, but it rarely prevents them from doing the complete opposite fairly effectively.

You probably just hate change, I don't see how you can look back into EVE's 'individualization' in the past and not see how the rifter being god of all T1 frigates, rupture being king of T1 cruisers, and ships casually outrunning missiles are bad things. How quickly you forget that EVE's 'individualization' involved 80% of ships being garbage.


TL;DR You're wrong, go away.


The relation to WoW was simple: despite the classes, the developers often fold and bend to raise this race or that race in other skills in order to keep their playerbase happy. Giving rogue's some form of tanking, paladins a cloak, sorcerers a heal and barbarians a pet. While these types of additions are often smaller than the 'prime class', they continue to erode the individuality of that class, until there is no distinction.

It's not that someone who is intimately familiar with the game thinks there is no individuality. But to a new player, or outside viewer, there appears to be none. Why train Gallente, when you can use drones as an Amarrian, a Minmatar, or even a Caldari?

Seriously to the point, after this next round of changes I will have a handful of Amarr ships that I can fit hybrid/projectile weapons on, shield tank up the wazoo, ewar where it's needed, and cover my enemy in a flight of heavy drones. It isn't the fact that there are options, it's the fact that those options are now so prevalent that it's harder to see what is Amarr.

We don't have to be the best drone users, but when my hybrid shooting short range drone blaster boat is going to be only a few hundred dps under that Gallente master of it's class ... and have an almost identical slot layout to boot?



Sometimes, good gameplay does NOT relate to good backstory. EvE began as a game that said, tough ****. It's slowly evolved into a game that's seeking balance. That balance has understandably made the races very homogenized. Some players, like myself, would rather the races be very individualistic and feel extremely different.

So for the sake of roleplay and backstory fluff you would have 90% of the game's ships be basically useless, the way it used to be?

No. Biomass yourself.


Aren't you an intellectual?

No. For the sake of having a game based on an alternate, harsh universe, I would hope that more could be done to make the races better, than just giving them what the other races have. Like, where is the famed minmatar speed? Nerfed. What about those amazing Caldari shieds and ewar? Soon to be nerfed (again).

Yep. I chose to sacrifice my advantage more than once to fly my races ships, even when Amarr sucked at pvp for years.

Stupid? Most times when you choose 'principle' over the sake of pure advantage, your not being very smart. I understand that CCP is being smart. Same way I understand that hisec will eventually be non-consensual pvp free or scamming/theft will eventually be bannable. I mean, subscriptions, more money and more balance are unarguably more intelligent paths.

This is exactly why pure socialism is considered to be the most advanced, fair form of government ever thought up, even by its sworn enemies. The only problem with this whole train of thought?

That pesky concept of uniqueness.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Sakkar Arenith
Kenmei Corporation
#9 - 2013-04-13 23:47:53 UTC
Quote:

So for the sake of roleplay and backstory fluff you would have 90% of the game's ships be basically useless, the way it used to be?

No. Biomass yourself.


So for the sake of being ******** you are just stupid like that 90% of the time?

....

Anyway, why would you even assume that many ships would be obsolete or not worth it? Distinctiveness =/ Imbalanced.

It not just about chaning ships slot layouts, its about changing race appropriate modules, like say neuts/nos would only work best on amarr ships, or ecm would be pretty caldari only.

Drones would work best on gallente, and after burners would be a staple of minmatar ships.


How idiotic is it to assume that different races would be automatically imbalanced?! Ever played starcraft or something?


And sure, picking and choosing ships of different races for gangs to benefit of the best extremes would be a viable strategy, however, if done right, sticking in your own races groups could actually provide complementing benefits by itself.

Sure it requires some very aware balancing, but hell, i could do it with an excel sheet, I kinda would expect that the Devs should be able to, and if not, I'll even offer to help.
Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#10 - 2013-04-14 01:41:23 UTC
4 distinct races for me. none of htis 6/6/6 choose your color

Amarr Militia Representative - A jar of nitro

Onnen Mentar
Murientor Tribe
#11 - 2013-04-14 01:56:29 UTC
Couldn't agree more.

I had a go at defining a bit more Minmatar racial identity in light of the current balancing direction for minmatar.
https://forums.eveonline.com/default.aspx?g=posts&t=225308&find=unread

Would be cool to see similar exercises done for the other races by people who know their race through and through. :)
Rented
Hunter Heavy Industries
#12 - 2013-04-14 03:38:39 UTC
Sakkar Arenith wrote:


Anyway, why would you even assume that many ships would be obsolete or not worth it? Distinctiveness =/ Imbalanced.

It not just about chaning ships slot layouts, its about changing race appropriate modules, like say neuts/nos would only work best on amarr ships, or ecm would be pretty caldari only.

Drones would work best on gallente, and after burners would be a staple of minmatar ships.


How idiotic is it to assume that different races would be automatically imbalanced?! Ever played starcraft or something?


And sure, picking and choosing ships of different races for gangs to benefit of the best extremes would be a viable strategy, however, if done right, sticking in your own races groups could actually provide complementing benefits by itself.

Sure it requires some very aware balancing, but hell, i could do it with an excel sheet, I kinda would expect that the Devs should be able to, and if not, I'll even offer to help.


This is how the grand game of rock-paper-scissors-online begins. You mention starcraft, you could take care to note how they balance that game; the race matchups have specific units/abilities geared specifically towards being more effective against one of their matchups than the other, this would rapidly grow more and more cumbersome of a game design if there weren't only 3 races, and thus only 3 possible race matchups (as mirror matchups are inherently balanced). Obviously EVE works much differently and there are far far more than 3 'matchups'.


You have to keep in mind what you're really asking for.
Quote:
. . . like say neuts/nos would only work best on amarr ships, or ecm would be pretty caldari only.

Drones would work best on gallente, and after burners would be a staple of minmatar ships.

You're asking for each race to have a significant advantage in a specific field. You rapidly come to a situation where a given module (for example a neut) is either worthless on everything but its intended user (amarr) or is okay on everything but very strong on the intended user (amarr). You have even said much the same yourself, "ecm would be pretty caldari only". Given this situation, you end up with either a module which is simply worthless to the majority, or the intended user (amarr In this case) must be balanced to depend on the advantage they have so as to not become simply stronger overall. You imply this case also, "after burners would be a staple of minmatar ships".

This situation rapidly elevates. Given you want this to be done with every race in possibly multiple ways, either many things become useless to the majority of ships or each race becomes dependent on their vastly different advantages. I don't think any reasonable person would find the former to be a favorable outcome for EVE, and the latter runs into problems when you discover that unique advantages are not created equally. Let us assume the latter case is chosen, specifically in regards to Amarr now being balanced around superior neuting capabilities. Suddenly we find that Amarr, who now need to be balanced around their superior neuting power, are suddenly awful against Caldari/Minmatar... but if you increase the power of neuts enough to also be effective against Caldari/Minmatar suddenly they're absolutely crippling to Gallente; if you reduce the capacitor of Cald/Min you run into entirely separate problems with active tanks... and the problems rapidly mount up. Very quickly 'balance' of this nature across multiple races and modules turns into wild guesses, with many ships rendered useless and unused.

The frequent sentiment to this is often along the lines of "just tweak the numbers until it works", but with all these balances and counterbalances there are no right numbers, the house of cards must be built on a razor's edge. The only reasonable solution is to simply provide counters to everything; the game of internet-rock-paper-scissors, which the vast majority of MMOs fall into, is born. Even so, after constructing the convoluted rock-paper-scissors design into the game, many if not most things become worthless anyways. This is due to how EVE's core design doesn't allow for each ship to have access to dozens of 'spells' that can be tweaked to create even a semblance of balance against even a moderate range of situation-matchups, and to suggest tweaks to modules could serve this purpose would simply be to run down another nightmare of unintended consequences and side effects due to how modules are shared nearly universally across ships.


TL;DR Uniqueness does inherently leads to imbalance, and the typical MMO rock-paper-scissor-ish design isn't suitable to EVE in the vast majority of cases.
Iris Bravemount
Golden Grinding Gears
#13 - 2013-04-14 03:48:00 UTC  |  Edited by: Iris Bravemount
While I see where you are pointing at, I also think that you are overreacting.

Show me an Amarr ship that uses projectiles more efficiently as a Minmatar ship.

A Gallente ship better at ECM than a Caldari ship.

Etc, etc....

Yes, after the patch, you will probably see more Armageddons with projectiles or missiles than with lasers, but that will be the pilots choice, which is the whole point of having a fitting system in the first place.

As someone said above, the ships can be fitted to suit the pilot's needs. Racial flavor comes in the form of bonuses and slot layout. Even a bonus that may seem identical can have very different effects.

Best example is an optimal range bonus for lasers. It is basically a damage bonus, because it allows more flexibility in crystal choice. The hybrid range bonus on the Rokh does not work that way because of the different nature of the guns used.

The current tiericide movement is a very good thing, even from a lore perspective, since it only makes sense that the four races have to come up with a counterpart to their rivals' ships.

The same thing happens in real life on the automobile market. The various manufacturers must come up with a counterpart for each of their competitors' cars; They need a family car, an SUV and whatnot, just to remain competitive.

Of course, if you want that all fleet warfare is dominated by Abbadons all day every day, because they are the only ship designed for sustained heavy combat, we will just have to agree to disagree.

I really hope that some day it may be possible and practical (and I don't mean mandatory, of course), to field a single-race fleet that can operate efficiently for all four races. Because at the moment, Caldari and Amarr clearly have the upper hand on fleet warfare. The Minmatar's only saving grace is the alpha from artillery, while Gallente are only used for... oh wait, they aren't used at all!

Edit: Also, don't forget that balancing the races against each other doesn't really make sense in a game where all fleets are free to chose from all races' ships. The only problem is that not doing it would lead to everyone always flying the same race.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Stan'din
Pandemic Alpha
#14 - 2013-04-14 10:42:53 UTC
Quote:
The Gallente are basically western Humans in the future. They are a democracy, they love liberty, they love money, they are basically us with future tech.


The Gallente are french formed buy some limp wristed cheese eater called Tau ceti

Your about as much use as a condom dispenser in the Vatican.

Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#15 - 2013-04-15 04:00:52 UTC
would be nice if every ewar module had 5000 cpu on it, but each race had a 99% reduction to cpu on the ewar modules for their race.

making it completely unique.

Amarr Militia Representative - A jar of nitro

Ersahi Kir
Brutor Tribe
Minmatar Republic
#16 - 2013-04-15 04:42:40 UTC
A ship that will actually get flown but is a little off fluff is better than a ship that fits fluff closely but doesn't get used.

I support racial diversity and strengths, but at the end of the day the ships need to be useful in some capacity. I just hate the number of slots allotted to each ship being equal because not all slots are created equal.
Deerin
East Trading Co Ltd
#17 - 2013-04-15 06:53:38 UTC
Iris Bravemount wrote:

Show me an Amarr ship that uses projectiles more efficiently as a Minmatar ship.


Alphabaddons :P

I agree with the OP. The ships will no longer have that "vibe". Yes they will be more powerful and maybe more useful. But we are losing an important part of gameplay for it.
Naomi Knight
Ministry of War
Amarr Empire
#18 - 2013-04-15 07:19:21 UTC
At least FW should have racial preferance.
Caldari militia ---> only caldari ships
matar militia ---> only matar ships
this way if you fighting matar vs ammar it is much different experience than fighting gallente vs caldari, atm it rly doesnt matter which race you fight for the pvp part is more or less the same .... :(

Oh and yes balancing can be done while keeping racial diversity, it is just hard and needs a lot of effort and skill/gift.

According to eve story the empires should be very different from eachother, the only difference I see is that dodixie is slightly more expensive than jita ,nothing else,and maybe some visual change green to blue but thats all.
Job Valador
Professional Amateurs
#19 - 2013-04-15 11:32:37 UTC
Have to admit though OP, the geddon is defiantly a good change theme wise. Big smile

"The stone exhibited a profound lack of movement."

Felix Judge
Regnum Ludorum
#20 - 2013-04-15 12:24:41 UTC
The more diverse, the higher the risk that this or that feature turns out to be imbalanced.

And since people will always tend strongly to use the imbalanced feature to their advantage, very soon the imbalanced feature (this ship, or that module, or that tactic) will be much used, and everything else will be little used. Remember the drake fleets not so long ago?

For the devs, it is highly complicated to create balanced diversity. So their natural "escape" is to diminish diversity between the races, in order to actually have players choose among the many possibilites more or less equally, thus actually enhancing diversity.
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