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[GOOD IDEAS] Part I - Slot Transfer Rigs

Author
The Breath
Brave New Eden
#1 - 2013-04-29 13:24:08 UTC
Hello, ccp and all evers,
Congratulating firstly on happy 10th birthday, CHEERS!Whatever, it's a age worth celebrating for a game, and same for hopeful prospect.
In fact, I have been thinking about a question, what game genre should I classify eveonline as? MMO, SLG, STG or AVG, or life simulation game, or sandbox game, or just a chating game, oh maybe tab game is the best tag for eveonline. Then I forget that, because I think out of that the game genre is unnecessary for eveonline. The really significant things, the soul of eveonline is freedom. Because gameplayers can create more special ways to playing by themselves on a unconstrained game platform. No matter how other people thinking, the freedom of action, traveling, fighting and trading is the most attractive feature for me.
But one point I cant understand, the ships are most important above all i think, because we cant leave ships if we undock station, so why cant we modify and fit our ships more freely? Why almost all ships have been designed to be one or two specific roles? And why cant we change roles of a ship by some ways or costs.
So I design Slot Transfer Rigs, I think many ships will be far more interesting in this way. Some primary informations here below.

Name: Small/Medium/Large Slot Transfer

Description: This ship modification is designed to exchange ship slots between high & med, high & low, or med & low. Every this rig can only exchange one slot. ( note: every ship can be upgraded to 8 high, med or low slots maximally ).

Expense: Whatever(I hope have no expensePirate)

Calibration cost: 50~75

Through the description, we can know that most of T1ships can fit 3 Slot Transfer Rigs, so u can exchange 3 slots freely on most of T1ships. And similarly, most of T2ships can fit 2 slot transfer rigs, so you can exchange 2 slots freely on T2ships. But all ships maximum numbers of high or med or low slots are still 8. By this change, we can fitting our ships more freely, and all ships can be more changeful.
Other hand, I hope ccp can abolish the rigs of monotonous attribute bonus, because that's so boring. I think the rigs have more interstiing use to ship.
Finally I want to say, the ships rebalance of Odyssey and previous all are sosososososososososoosoossosos boringgggggggggggggggggggggg!!!

ANNOUNCE IN ADVANCE: I will introduce another good idea about rigs and skill bonuses of ships in my next GOODIDEAS topic, LOOK OUT!

[url=https://forums.eveonline.com/default.aspx?g=posts&m=2948446#post2948446][GOOD IDEAS] Part I - Slot Transfer Rigs[/url] [url=https://forums.eveonline.com/default.aspx?g=posts&m=3156198#post3156198][GOOD IDEAS] Part II - Ship Directiveness Modification Rigs[/url] 

DataRunner Attor
Doomheim
#2 - 2013-04-29 13:33:07 UTC
This idea pops up from time to time, and every time it is shot down, the reason why it shot down is cause changing slots around tend to create generalization between ships, they lose their uniqueness.

And it makes it really...REALLY fing hard of CCP to balance.

“Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

Ruze
Next Stage Initiative
#3 - 2013-04-29 13:33:28 UTC
First, almost all of the balance and fairness of each ship is based on it's slots. They are the easiest thing to see, and can make or break a ship no matter how good it's stats are. I would also argue that each race as a default slot layout pattern, but honestly after tiericide I don't know if that's still true. Safe it to say, Amarr ships used to have the most lows, and caldari ships used to have the most mids, minnies fit the most guns on average, and gallente had the biggest drone bay (not a slot, but you get the gist). Now? Who knows.

All this said, especially in pvp, rigs are also important. Sacrificing a rig to, say, lose a low and fit an extra mid on my shield tanked harbinger would be an interesting idea, but performance wise I doubt the overall loss of that rig slot will make up for the change.

Still ... for diversities sake, I'd like to see something like this on sisi, just to get a feel for moving slots.

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?

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#4 - 2013-04-29 13:34:38 UTC  |  Edited by: Kirimeena D'Zbrkesbris
The Breath wrote:
Hello, ccp and all evers,
Congratulating firstly on happy 10th birthday, CHEERS!Whatever, it's a age worth celebrating for a game, and same for hopeful prospect.
In fact, I have been thinking about a question, what game genre should I classify eveonline as? MMO, SLG, STG or AVG, or life simulation game, or sandbox game, or just a chating game, oh maybe tab game is the best tag for eveonline. Then I forget that, because I think out of that the game genre is unnecessary for eveonline. The really significant things, the soul of eveonline is freedom. Because gameplayers can create more special ways to playing by themselves on a unconstrained game platform. No matter how other people thinking, the freedom of action, traveling, fighting and trading is the most attractive feature for me.
But one point I cant understand, the ships are most important above all i think, because we cant leave ships if we undock station, so why cant we modify and fit our ships more freely? Why almost all ships have been designed to be one or two specific roles? And why cant we change roles of a ship by some ways or costs.
So I design Slot Transfer Rigs, I think many ships will be far more interesting in this way. Some primary informations here below.

Name: Small/Medium/Large Slot Transfer

Description: This ship modification is designed to exchange ship slots between high & med, high & low, or med & low. Every this rig can only exchange one slot. ( note: every ship can be upgraded to 8 high, med or low slots maximally ).

Expense: Whatever(I hope have no expensePirate)

Calibration cost: 50~75

Through the description, we can know that most of T1ships can fit 3 Slot Transfer Rigs, so u can exchange 3 slots freely on most of T1ships. And similarly, most of T2ships can fit 2 slot transfer rigs, so you can exchange 2 slots freely on T2ships. But all ships maximum numbers of high or med or low slots are still 8. By this change, we can fitting our ships more freely, and all ships can be more changeful.
Other hand, I hope ccp can abolish the rigs of monotonous attribute bonus, because that's so boring. I think the rigs have more interstiing use to ship.
Finally I want to say, the ships rebalance of Odyssey and previous all are sosososososososososoosoossosos boringgggggggggggggggggggggg!!!

ANNOUNCE IN ADVANCE: I will introduce another good idea about rigs and skill bonuses of ships in my next GOODIDEAS topic, LOOK OUT!


interesting idea, but it might ruin balance between ships. Also
Expense: -1 rig slot that is occupied by that rig.

/me imagines inties trading high slots for mids/lows, droneboats/marauders sacrificing highs for mids/lows and all other kinds of ships that have unused utility highs.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Zan Shiro
Doomheim
#5 - 2013-04-29 14:09:24 UTC
DataRunner Attor wrote:
And it makes it really...REALLY fing hard of CCP to balance.



this basically. We have a working model of how hard it is to balance varyng slots already in game, it be the T3's.

Someone says nerf Tengu. I say which one since hybrid tengu can be described by many words, op is not one of them.

A big part the t3 issue is the nerf hammer is hard to apply. Most have thier "op" sub and slot setups. But that same t3 hull with a different sub setup and therefore different slots setup can be utter trash.

why we really don't need ships dropping utility highs for more tank or gank. Why ccp has thier setups as is now. They want you to pick either tank or gank, or run something in between that does neither very well.
Max Kolonko
Caldari Provisions
Caldari State
#6 - 2013-04-29 14:22:35 UTC
Drone ships (hi to low)
Bhaalgorns (med to hi)
ships that lack med slot for e-war but have utility high (high to med)
ships that lack DPS low but have utility high (hi to low)


Balance that
Reaver Glitterstim
The Scope
Gallente Federation
#7 - 2013-05-01 08:44:08 UTC
What I have gathered from reading this thread:

  1. It is too good because it gives you options.
  2. It is not good enough because it costs a rig slot and provides no benefit.
  3. This idea has been shot down in the past because it's obviously terribad and blah blah circular reasoning.
  4. The slots used to be well-defined a long time ago and waah waah memories.
  5. 1 and 2 are usually stated by the same people.


What I haven't heard said of this topic:

  1. Cyclones will be able to fit hardeners.
  2. People will break the EVE Terms of Service agreement by using Primaes for electronic warfare.
  3. The Prophecy will out-DPS the Myrmidon.
  4. The Badger Mk II won't suck anymore.
  5. Nobody will care because an hours-old character can haul battleships in a 66,913.7m3 Iteron Mk V.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

StrongSmartSexy
Phenix Revolution
#8 - 2013-05-01 11:18:52 UTC
This idea wouldn't be as game-breaking as detractors would like to think provided that the calibration cost of this rig was high enough such that you couldn't fit more than one per ship - one slot transfer per ship.
Also, an appropriately high manufacturing cost for these rigs would also help temper their supposed "OPness".
Reaver Glitterstim
The Scope
Gallente Federation
#9 - 2013-05-01 17:26:16 UTC
StrongSmartSexy wrote:
This idea wouldn't be as game-breaking as detractors would like to think provided that the calibration cost of this rig was high enough such that you couldn't fit more than one per ship - one slot transfer per ship.
Also, an appropriately high manufacturing cost for these rigs would also help temper their supposed "OPness".
I agree, in fact that was my initial assessment. Though I feel they shouldn't necessarily be expensive, because making things expensive really only takes it away from poorer players. But I'm thinking it should offer a penalty that will help balance in some way--and the tech 1 should have a stronger penalty than the tech 2. And it should cost 250 calibration.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Gizznitt Malikite
Agony Unleashed
Agony Empire
#10 - 2013-05-01 21:19:04 UTC
DataRunner Attor wrote:
This idea pops up from time to time, and every time it is shot down, the reason why it shot down is cause changing slots around tend to create generalization between ships, they lose their uniqueness.

And it makes it really...REALLY fing hard of CCP to balance.


Pretty much this....

The isk/production cost of the rig is moreless irrelevant... it's the effect the rig has on game play that is majorly important... It throws most of the last years ship balancing Waaaayyyy out of whack, as you turn armor tankers into shield tankers or vice versa...

The ONLY moderately acceptable means to balance this is to give it a 350 Calibration cost per rig. Then, you are sacrificing 2-3 rig slots to swap a module. Anything less than this, and it's straight up broken!
sabre906
The Scope
Gallente Federation
#11 - 2013-05-01 21:43:17 UTC
DataRunner Attor wrote:
This idea pops up from time to time, and every time it is shot down, the reason why it shot down is cause changing slots around tend to create generalization between ships, they lose their uniqueness.

And it makes it really...REALLY fing hard of CCP to balance.


"Uniqueness" as in suckage. Ships with slot layouts that uniquely suck should remain that way?Lol

Using this rig already nerfs the boat compared with one that does not have that naturally sucking slot layout, in the form of 1 fewer rig slot. It's still uniquely suck, just not by as much. But this must not be, as only a select few are allowed good slot layouts, so that everybody and their mother fly them.Cool
Jason Sirober
Native Freshfood
Minmatar Republic
#12 - 2013-05-02 02:25:22 UTC
sabre906 wrote:
DataRunner Attor wrote:
This idea pops up from time to time, and every time it is shot down, the reason why it shot down is cause changing slots around tend to create generalization between ships, they lose their uniqueness.

And it makes it really...REALLY fing hard of CCP to balance.


"Uniqueness" as in suckage. Ships with slot layouts that uniquely suck should remain that way?Lol

Using this rig already nerfs the boat compared with one that does not have that naturally sucking slot layout, in the form of 1 fewer rig slot. It's still uniquely suck, just not by as much. But this must not be, as only a select few are allowed good slot layouts, so that everybody and their mother fly them.Cool


^^^ What he said
Zan Shiro
Doomheim
#13 - 2013-05-02 13:05:49 UTC
sabre906 wrote:

Using this rig already nerfs the boat compared with one that does not have that naturally sucking slot layout, in the form of 1 fewer rig slot




this is a case by case thing really.


A common rig on a shield boat could be EM resist rig for caldari. Usually does not fit in the mids after your run the SE(s) or ASB os SB, invul + thermal resist and the rest e-war (to include tackle gear) and prop mod so all slots taken.

So I take this new rig, fit it, take utility high to mid and shoehorn an EM resist module in. I am not nerfed by less 1 slot. One slot for many caldari is almost always a real nice to have is a resist rig. I'd say its almost damn near caldari law to have one on ships (besides drake maybe and I still like it on them too) lol. Whether a real deal resist rig, or this new rig that lets me fit one more mid module to be module based resist the end is the same. Moar resists.

With this new rig I lose nothing. I in fact get buffed nicely. I get 2 bene's from this.

1. The shield rig now a slot changer rig lets me run 1 more module resist to not have sig radius penalty. A small bene but it is there

2. Even a base stat passive resist amp has more resists than the resist rig. I get more resists from this upgrade.
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#14 - 2013-05-03 01:31:41 UTC
Marauders and a few cap ships would get pretty ridiculous with this.

thhief ghabmoef

The Breath
Brave New Eden
#15 - 2013-05-10 09:00:49 UTC
DataRunner Attor wrote:
This idea pops up from time to time, and every time it is shot down, the reason why it shot down is cause changing slots around tend to create generalization between ships, they lose their uniqueness.

And it makes it really...REALLY fing hard of CCP to balance.


Not always, I think the uniqueness is only for original ships. Because every ship have original design, this decide the uniqueness of ships, and we can only modify two or three slots at the expense of general rigs bonus or other improvements. So if one ship was designed suitably for me, I would never fit the slot transfer rigs.

[url=https://forums.eveonline.com/default.aspx?g=posts&m=2948446#post2948446][GOOD IDEAS] Part I - Slot Transfer Rigs[/url] [url=https://forums.eveonline.com/default.aspx?g=posts&m=3156198#post3156198][GOOD IDEAS] Part II - Ship Directiveness Modification Rigs[/url] 

The Breath
Brave New Eden
#16 - 2013-05-10 09:03:21 UTC
Max Kolonko wrote:
Drone ships (hi to low)
Bhaalgorns (med to hi)
ships that lack med slot for e-war but have utility high (high to med)
ships that lack DPS low but have utility high (hi to low)


Balance that

Smart man! All pilots can balance their ships by themselves like that way, and this change is good for small ships I think, they will become stronger wild beasts.

[url=https://forums.eveonline.com/default.aspx?g=posts&m=2948446#post2948446][GOOD IDEAS] Part I - Slot Transfer Rigs[/url] [url=https://forums.eveonline.com/default.aspx?g=posts&m=3156198#post3156198][GOOD IDEAS] Part II - Ship Directiveness Modification Rigs[/url] 

Alvatore DiMarco
Capricious Endeavours Ltd
#17 - 2013-05-10 09:05:09 UTC  |  Edited by: Alvatore DiMarco
Two or three re-allocated fitting slots can be worth more than ten rigs if chosen and fitted correctly.

Absolutely not. This must never happen. In fact, I'd willingly wager that it will never happen.

There are no words to express how terrible and broken this idea is, the absolute ruin it would bring upon the game and how you should feel for suggesting it. If you cannot understand this, I simply do not know what to say to you.

No. A thousand times no.
The Breath
Brave New Eden
#18 - 2013-05-10 09:10:27 UTC
StrongSmartSexy wrote:
This idea wouldn't be as game-breaking as detractors would like to think provided that the calibration cost of this rig was high enough such that you couldn't fit more than one per ship - one slot transfer per ship.
Also, an appropriately high manufacturing cost for these rigs would also help temper their supposed "OPness".


No, I cant agree balacing in this way. Because that’s meaningless, if most ships can fit only one this rig. There are many other ways to balance.

[url=https://forums.eveonline.com/default.aspx?g=posts&m=2948446#post2948446][GOOD IDEAS] Part I - Slot Transfer Rigs[/url] [url=https://forums.eveonline.com/default.aspx?g=posts&m=3156198#post3156198][GOOD IDEAS] Part II - Ship Directiveness Modification Rigs[/url] 

The Breath
Brave New Eden
#19 - 2013-05-10 09:14:22 UTC
Alvatore DiMarco wrote:
Two or three re-allocated fitting slots can be worth more than ten rigs if chosen and fitted correctly.

Absolutely not. This must never happen. In fact, I'd willingly wager that it will never happen.

There are no words to express how terrible and broken this idea is, the absolute ruin it would bring upon the game and how you should feel for suggesting it. If you cannot understand this, I simply do not know what to say to you.

No. A thousand times no.

Oh, calm down plz man, just a discussion,
dont you want to experience this change?

[url=https://forums.eveonline.com/default.aspx?g=posts&m=2948446#post2948446][GOOD IDEAS] Part I - Slot Transfer Rigs[/url] [url=https://forums.eveonline.com/default.aspx?g=posts&m=3156198#post3156198][GOOD IDEAS] Part II - Ship Directiveness Modification Rigs[/url] 

Alvatore DiMarco
Capricious Endeavours Ltd
#20 - 2013-05-10 09:17:09 UTC  |  Edited by: Alvatore DiMarco
The Breath wrote:
StrongSmartSexy wrote:
This idea wouldn't be as game-breaking as detractors would like to think provided that the calibration cost of this rig was high enough such that you couldn't fit more than one per ship - one slot transfer per ship.
Also, an appropriately high manufacturing cost for these rigs would also help temper their supposed "OPness".


No, I cant agree balacing in this way. Because that’s meaningless, if most ships can fit only one this rig. There are many other ways to balance.


You're right. You can balance them other ways too; for example having them consume 400 Calibration and also having the module only run at 50% or 75% efficiency, whether that be increased operation cost or reduced effectiveness.

Even if a single "re-slot" rig cost 400 calibration and had an effectiveness penalty of 60% (meaning the module is either only 40% of normal effectiveness or costs 60% more capacitor to run) this idea would still be horribly broken and terrible.

The Breath wrote:

Oh, calm down plz man, just a discussion,
dont you want to experience this change?


I'm quite calm, and no I do not want to experience this "change".
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