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Upcoming Changes To Industrials?

First post
Author
Kadl
Imperial Academy
Amarr Empire
#21 - 2013-05-12 19:26:06 UTC
CCP Ytterbium wrote:
We're changing the skill requirements for Industrials as with all other ships for Odyssey.


However, the roles / attributes themselves will have to stay as they are for a while longer - we initially planed for them to go in the expansion as well, but they slipped out due to lack of time.

Tech1 Industrial overhaul has a high priority on our balanc-o-meter though - once battleships are updated, they'll be the last tech1 sub-capital hulls that need to go through the Tiericide fires.

Plans we have for them so far is to have the same kind of treatment than we've done with the Mining Barges. Have one Industrial variation with good mobility, low EHP and low cargo for quickly moving things around, another with low mobility, low EHP and high cargo for bulk transport and the last one with good defenses but poor mobility / cargo to compensate.

Which of course poses a problem with Gallente industrials and their 5 variations - as CCP Fozzie keeps saying all the time, if all else fail we'll shuffle the last two unused Iteron variations to have a dedicated bay for Spiced Wine and Exoctic Dancers P


News! Thank you for the update. When considering mobility please look at agility, time to warp, and warp speed as opposed to speed.
Derath Ellecon
University of Caille
Gallente Federation
#22 - 2013-05-12 20:15:41 UTC
Rengerel en Distel wrote:
Phoenix Jones wrote:
Actually the mining barge changes were very successful. It is a matter of opinion though.

The industrials are much different than the mining barges though. Most people care about 1 thing with them.

M3

The more m3 it has, the more we haul, the faster we get things done, the faster we get to go back to pew pew. The high m3 hauler better have some massive m3 ability. I'm talking about 150,000 m3 range. If you really want to restrict it, give that mass hauler the old freighter restrictions so the orca still has a role.



The problem with adding m3 is that you're adding the value of the cargo you carry (in general). The T1 industrials just don't have the EHP to survive as well as an orca or freighter (and even they are weak with the amount of dps thrown out now).

It is really the freighter line that should get a change.



And the biggest problem IMO is that i don't see any way to give any of the T1 industrials enough EHP to make them safe anyhow.
Phoenix Jones
Small-Arms Fire
#23 - 2013-05-12 21:13:36 UTC
It doesn't need allot of ehp to fufill the role. If adaptation can be translated to the deep space transport, that'll do.

I am sick of having to haul 800,000 m3, 20,000m3 at a time.

I will freighter 800,000 to a location, then spend 1 to 2 hours literally taking itty bits of it back and forth where it needs to go. That is not fun. Literally unfun. Waste of time, boring. Give me a ship that can hold 150,000 m3. It saves me an hour and a half. I can go do other things, join my fleet mates, and have a good time.

It needs to be addressed. I am solely concerned about mass and m3.

Yaay!!!!

Megarom
Shiva
Northern Coalition.
#24 - 2013-05-12 22:04:49 UTC
I think there is some design space in having one hauler be better on levels 1-3 and other being better on levels 4 and 5. Actually there is quite a lot of design space there if you put your best man on the case ;-)
GreenSeed
#25 - 2013-05-12 22:40:29 UTC  |  Edited by: GreenSeed
CCP Ytterbium wrote:
if all else fail we'll shuffle the last two unused Iteron variations to have a dedicated bay for Spiced Wine and Exoctic Dancers P

all else must fail.



on a serious note, industrials should have cargo refitting, like on Transport tycoon deluxe. say an ittyV can choose between different configurations 40km3 of cargo unrestricted, 100k but only of capital parts with an increase in tank and lower align, 60k but only of ore/minerals with a lower tank and increased align speed, 200k but only for ship hulls, paired with increased tank and much longer align time. and lower cargo/ better tank/alignment for a transport like experience on a budget.

it can be done with the subsystem interface that's already in place.

not being able to move capital parts/ship hulls sucks, and no, a 700m isk mining command ship is not a solution.
Warde Guildencrantz
Caldari Provisions
Caldari State
#26 - 2013-05-13 04:49:40 UTC
Jason Xado wrote:


The first one sounds like a blockade runner and the last one sounds like a deep space transport. So what will make the tech 2 and tech 1 roles different if the tech 1 ships have the same roles as the tech 2?


because you will never see any T1 haulers warping cloaked or having 30k ehp and a warp strength bonus?

...thought that would be obvious, are you implying that making the T1 boats vary with mobility and cargohold amount more largely than they currently do is a bad idea? It's better than having useless ships.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Bloody Wench
#27 - 2013-05-13 05:19:17 UTC  |  Edited by: Bloody Wench
CCP Ytterbium wrote:
We're changing the skill requirements for Industrials as with all other ships for Odyssey.


However, the roles / attributes themselves will have to stay as they are for a while longer - we initially planed for them to go in the expansion as well, but they slipped out due to lack of time.

Tech1 Industrial overhaul has a high priority on our balanc-o-meter though - once battleships are updated, they'll be the last tech1 sub-capital hulls that need to go through the Tiericide fires.

Plans we have for them so far is to have the same kind of treatment than we've done with the Mining Barges. Have one Industrial variation with good mobility, low EHP and low cargo for quickly moving things around, another with low mobility, low EHP and high cargo for bulk transport and the last one with good defenses but poor mobility / cargo to compensate.

Which of course poses a problem with Gallente industrials and their 5 variations - as CCP Fozzie keeps saying all the time, if all else fail we'll shuffle the last two unused Iteron variations to have a dedicated bay for Spiced Wine and Exoctic Dancers P



Honestly you could just make 3 ORE haulers, then have some :lore:

With ORE producing a new line of hi-tech transport ships at such a low price point, the Empires are unable to compete and as such have discontinued production of their own transports in favour of importing them from ORE.

Kinda like Detroit and China.


If you really MUST have a racial variant, then that's fine, you can still build them. Like a 60's Mustang or GTHO, or you can buy the ones with Air Con and cruise control from China.

[u]**Shepard Wong Ogeko wrote: **[/u]  CCP should not only make local delayed in highsec, but they should also require one be undocked to use it. Then, even the local spammers have some skin in the game. Support a High Resolution Texture Pack

Josilin du Guesclin
Aliastra
Gallente Federation
#28 - 2013-05-13 07:55:48 UTC
Jason Xado wrote:


The first one sounds like a blockade runner and the last one sounds like a deep space transport. So what will make the tech 2 and tech 1 roles different if the tech 1 ships have the same roles as the tech 2?

That the blocade runner will still be able to use a cov ops cloak, and the DST will probably be tougher than the T1 version and will have the warp stab bonus.
Xeraphi
Perkone
Caldari State
#29 - 2013-05-13 12:33:23 UTC
I love procurers. If you put a dcu on a retriever to have any tank at all, it's the same yield but the procurer has near twice the ehp. Plus when the belts are far away there's enough cap to not have to double jump. They rock.

What didn't make sense to me was that a mining barge carrying 4-5 mil of ore is 2-3x ehp of an industrial ship that's probably carrying more valuable stuff than that.

The orca changes look to make orca more accessible as a mini-freighter without having to be a miner first. That's great but how do you afford one when the prior stage in haulers is 30,000 m3 and made of tissue paper?

I'd like to see all the industrials be slightly more tanky and/or have higher max cargo so that you don't have to put max cargo expanders and rigs just to get the job done only to die if anything sneezes at you.

However I think making the gradation be small = tanky and speedy to large = slow and paperthin is a mistake and they need to have appropriate tankiness for the size. Speed = less cargo and bigger cargo = less speed. Big size = bigger tank. Small size = less cargo = speedier.

In order of MAX cargo I'd like to see:
1 SUPERFAST/Tiny Cargo 5,000 m3 - Minmatar Mk1
2 FAST/Most Flexible Fitting/Low Cargo 15,000 m3 - Amarr Mk1 Caldari Mk1 Gallente Mk1 Minmatar Mk2 (enough cargohold and lows to add some tank for around 10,000 m3 cargo "average use" fit)
3 Standard/LESS FAST/Small Cargo 20,000 m3 - Gallente Mk2 Minmatar Mk3
4 SUPER TANKY/Medium Cargo 30,000 m3 - Amarr Mk2 Gallente Mk3
5 BIG CARGO 50,000 m3/MediumTanky - Caldari Mk2 Gallente Mk4 Minmatar Mk4
6 HUGE CARGO 60,000 m3/Not Flexible Fitting/StillTanky - Gallente Mk5

Orca is still higher m3 (still the mini-freighter) but this would even out the progression a ton.

I also love the racial advantages in the current industrials and would be sad to see them all be the same 3 ships. This would have 6 ship classes divided among 4 races and keep the flavour of our current beloved indy's while making them actually useful on the spacelanes.

Racial Priorities
Amarr - TANKY: Flexibility (leans towards tankiness via bonuses?), Supertanky
Caldari - PRIORITIZATION: Flexibility, Big Cargo
Gallente - CHOICE: Flexibility, Standard, Supertanky, Big Cargo, HUGE Cargo
Minmatar - SPEED: Superfast, Flexibility (leans towards speed via bonuses?), Standard, Big Cargo


T2s need a bit more cargohold as well. :P

The entry level haulers would be much more flexible and capable of being fitted for a particular job - higher tank, speed, or cargo. The higher cargo haulers would see much favor in wormholes and for PI, and would be great as a poor noob's ore hauler when they can't afford an orca yet. I'd like to see the prices stay fairly low despite that more ore would be needed to build more tank, but reflect the way the ships would be more specialized in purpose.

Anyway, just an idea to make hauling less of a chore. Big smile

New target lock death animation problem #1 ^ eye strain and pain Temporary workaround found to one of these.

Phoenix Jones
Small-Arms Fire
#30 - 2013-05-13 13:28:54 UTC  |  Edited by: Phoenix Jones
Xeraphi wrote:
I love procurers. If you put a dcu on a retriever to have any tank at all, it's the same yield but the procurer has near twice the ehp. Plus when the belts are far away there's enough cap to not have to double jump. They rock.

What didn't make sense to me was that a mining barge carrying 4-5 mil of ore is 2-3x ehp of an industrial ship that's probably carrying more valuable stuff than that.

The orca changes look to make orca more accessible as a mini-freighter without having to be a miner first. That's great but how do you afford one when the prior stage in haulers is 30,000 m3 and made of tissue paper?

I'd like to see all the industrials be slightly more tanky and/or have higher max cargo so that you don't have to put max cargo expanders and rigs just to get the job done only to die if anything sneezes at you.

However I think making the gradation be small = tanky and speedy to large = slow and paperthin is a mistake and they need to have appropriate tankiness for the size. Speed = less cargo and bigger cargo = less speed. Big size = bigger tank. Small size = less cargo = speedier.

In order of MAX cargo I'd like to see:
1 SUPERFAST/Tiny Cargo 5,000 m3 - Minmatar Mk1
2 FAST/Most Flexible Fitting/Low Cargo 15,000 m3 - Amarr Mk1 Caldari Mk1 Gallente Mk1 Minmatar Mk2 (enough cargohold and lows to add some tank for around 10,000 m3 cargo "average use" fit)
3 Standard/LESS FAST/Small Cargo 20,000 m3 - Gallente Mk2 Minmatar Mk3
4 SUPER TANKY/Medium Cargo 30,000 m3 - Amarr Mk2 Gallente Mk3
5 BIG CARGO 50,000 m3/MediumTanky - Caldari Mk2 Gallente Mk4 Minmatar Mk4
6 HUGE CARGO 60,000 m3/Not Flexible Fitting/StillTanky - Gallente Mk5

Orca is still higher m3 (still the mini-freighter) but this would even out the progression a ton.

I also love the racial advantages in the current industrials and would be sad to see them all be the same 3 ships. This would have 6 ship classes divided among 4 races and keep the flavour of our current beloved indy's while making them actually useful on the spacelanes.

Racial Priorities
Amarr - TANKY: Flexibility (leans towards tankiness via bonuses?), Supertanky
Caldari - PRIORITIZATION: Flexibility, Big Cargo
Gallente - CHOICE: Flexibility, Standard, Supertanky, Big Cargo, HUGE Cargo
Minmatar - SPEED: Superfast, Flexibility (leans towards speed via bonuses?), Standard, Big Cargo


T2s need a bit more cargohold as well. :P

The entry level haulers would be much more flexible and capable of being fitted for a particular job - higher tank, speed, or cargo. The higher cargo haulers would see much favor in wormholes and for PI, and would be great as a poor noob's ore hauler when they can't afford an orca yet. I'd like to see the prices stay fairly low despite that more ore would be needed to build more tank, but reflect the way the ships would be more specialized in purpose.

Anyway, just an idea to make hauling less of a chore. Big smile


People still generally go for the largest cargo capacity of a industrial. The ship bonuses are somewhat mute, as most people won't go for the smallest ship with the smallest bay. Rarely is there such a emergency where you need to get bullets on the field to supply the front (people will literally just cyno in a ship and eject bullets, or people will just access the carrier's bay).

People generally do not mind that transports are slow. They almost solely focus on how much it can hold. There are allot of cheap items that are Very Large (cruisers, towers, fighters, etc). Right now when the iteron V becomes available to all at level 1, it'll be one of the best haulers out there (It actually might turn into the Only industrial hauler out there). The bestower goes away, the badgers.. meh. Hauling 30,000m3 (all level 1 skills, cargohold expanders II's and T1 rigs) on the Itty will make it the best ship to fly hands down. Nobody, outside of some specific fit or purpose, or Roleplaying, will ever bother with the other industrials especially when the Iteron will turn what would have been 2 trips, and possibly an extra hour, into 1 trip and that extra hour free'd for people to go do funner things.

The skill change without the ship review will exterminate almost every T1 industrial out there.

Some food for thought. The Sigil is probably the fastest T1 industrial out there. It can be fit to fly fast, quick, very agile, etc.

It is almost never used. The Bestower trumps it at every turn. Now the bestower is slow, lunky, takes forever to warp, but it is used 1000X more than the Sigil because it can hold 4 to 5000 more m3 than the Sigil.

(I'm sure a bunch of people just looked up the Sigil and said "WTF that exists"?)

Yaay!!!!

Mike Whiite
Deep Core Mining Inc.
Caldari State
#31 - 2013-05-13 14:03:45 UTC
I'd like to see a Industrial set up specificly for the movement of fitted ships.

If possible much like a trailer for cars on a truck of train, so it's visable what ships are transported, (works directly as a drawback,)


as or the Deep Space Transports.

Either give them more cargohold so they have some use in high sec, or give them some nullifier effect so the have better survivablility in 0.0.
Liang Nuren
No Salvation
Divine Damnation
#32 - 2013-05-13 14:42:50 UTC  |  Edited by: Liang Nuren
CCP Ytterbium wrote:
We're changing the skill requirements for Industrials as with all other ships for Odyssey.


However, the roles / attributes themselves will have to stay as they are for a while longer - we initially planed for them to go in the expansion as well, but they slipped out due to lack of time.

Tech1 Industrial overhaul has a high priority on our balanc-o-meter though - once battleships are updated, they'll be the last tech1 sub-capital hulls that need to go through the Tiericide fires.

Plans we have for them so far is to have the same kind of treatment than we've done with the Mining Barges. Have one Industrial variation with good mobility, low EHP and low cargo for quickly moving things around, another with low mobility, low EHP and high cargo for bulk transport and the last one with good defenses but poor mobility / cargo to compensate.

Which of course poses a problem with Gallente industrials and their 5 variations - as CCP Fozzie keeps saying all the time, if all else fail we'll shuffle the last two unused Iteron variations to have a dedicated bay for Spiced Wine and Exoctic Dancers P


Can you make them packaged ship haulers instead? Little cargo with a ship maint bay? Maybe 2 cruisers tagging along? :)

-Liang

Ed: Actually, I highly encourage the ship maint bay hauler over the good defenses hauler. We've seen your guys' idea of defenses on DST and I'll just pass. Blink

I'm an idiot, don't mind me.

Mara Pahrdi
The Order of Anoyia
#33 - 2013-05-13 22:10:16 UTC  |  Edited by: Mara Pahrdi
Warde Guildencrantz wrote:
It's better than having useless ships.

On my specialized hauler char my Sigils align in 5.3s, go at 244 m/s (560 m/s ab) and warp at 8.9 au/s. It still goes at 61m/s when cloaked. I could swap the rigs for more subwarp speed, but I'm fine with the stats as they currently are. In fact, the only thing CCP could improve in my view is m3 Twisted.

If they make this thing any faster, the only remaining difference to a T2 Transport would be the cov ops cloak and subwarp speed when cloaked.

Remove standings and insurance.

Celeste Taylor
Ruby Dynasty
#34 - 2013-05-14 05:06:40 UTC
Maybe have the Iteron V be that weird utility hauler by giving it a small drone capacity or extra slots for salvaging or other creative uses. Perhaps it will be able to replace the dreaded "Battle Badger."
Xeraphi
Perkone
Caldari State
#35 - 2013-05-19 14:49:54 UTC
Phoenix Jones wrote:
People still generally go for the largest cargo capacity of a industrial. The ship bonuses are somewhat mute, as most people won't go for the smallest ship with the smallest bay. Rarely is there such a emergency where you need to get bullets on the field to supply the front (people will literally just cyno in a ship and eject bullets, or people will just access the carrier's bay).

People generally do not mind that transports are slow. They almost solely focus on how much it can hold. There are allot of cheap items that are Very Large (cruisers, towers, fighters, etc). Right now when the iteron V becomes available to all at level 1, it'll be one of the best haulers out there (It actually might turn into the Only industrial hauler out there). The bestower goes away, the badgers.. meh. Hauling 30,000m3 (all level 1 skills, cargohold expanders II's and T1 rigs) on the Itty will make it the best ship to fly hands down. Nobody, outside of some specific fit or purpose, or Roleplaying, will ever bother with the other industrials especially when the Iteron will turn what would have been 2 trips, and possibly an extra hour, into 1 trip and that extra hour free'd for people to go do funner things.

The skill change without the ship review will exterminate almost every T1 industrial out there.

Some food for thought. The Sigil is probably the fastest T1 industrial out there. It can be fit to fly fast, quick, very agile, etc.

It is almost never used. The Bestower trumps it at every turn. Now the bestower is slow, lunky, takes forever to warp, but it is used 1000X more than the Sigil because it can hold 4 to 5000 more m3 than the Sigil.

(I'm sure a bunch of people just looked up the Sigil and said "WTF that exists"?)


Currently, people almost HAVE to go for max cargo just to get the job done. If there were more m3 as a baseline we'd suddenly see a lot more variety in industrials - rigged for tank, speed OR cargo instead of OMG MUST HAVE MOAR M3. I'd love a speedy, tiny hauler for the tiny jobs (instead of trying to put cargo expanders+rigs on a frig, lol!) Even more I'd love an ore/ship hauler in between the current Itty V and the Orca.

T2 blockade runners almost give me my tiny speedy hauler but way too expensive and a long train. Haulers should be alts, not mains, unless you want to train them for all hauling types just because you feel like it. T2 DST isn't what I need in a pre-Orca ore hauler with 50,000 m3 bay.

Sigil is lovely, it's so much prettier than the Bestower too. Maybe I should train Amarr... but then I'd have to take time from my main. Too much to train on my main still, to make moneys, to afford an orca... haha.

New target lock death animation problem #1 ^ eye strain and pain Temporary workaround found to one of these.

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#36 - 2013-05-19 14:54:31 UTC
Celeste Taylor wrote:
Maybe have the Iteron V be that weird utility hauler by giving it a small drone capacity or extra slots for salvaging or other creative uses. Perhaps it will be able to replace the dreaded "Battle Badger."


I saw a video of a itty 5 killing a megathron solo.
Linna Excel
Center for Advanced Studies
Gallente Federation
#37 - 2013-05-19 15:59:11 UTC
CCP Ytterbium wrote:
We're changing the skill requirements for Industrials as with all other ships for Odyssey.


However, the roles / attributes themselves will have to stay as they are for a while longer - we initially planed for them to go in the expansion as well, but they slipped out due to lack of time.

Tech1 Industrial overhaul has a high priority on our balanc-o-meter though - once battleships are updated, they'll be the last tech1 sub-capital hulls that need to go through the Tiericide fires.

Plans we have for them so far is to have the same kind of treatment than we've done with the Mining Barges. Have one Industrial variation with good mobility, low EHP and low cargo for quickly moving things around, another with low mobility, low EHP and high cargo for bulk transport and the last one with good defenses but poor mobility / cargo to compensate.

Which of course poses a problem with Gallente industrials and their 5 variations - as CCP Fozzie keeps saying all the time, if all else fail we'll shuffle the last two unused Iteron variations to have a dedicated bay for Spiced Wine and Exoctic Dancers P


For the gallente you can have 2 ships that are in-betweeners. Say one half mobility and half cargo and the other half mobility half defense, or half defense and half cargo. Or give them one well rounded cargo ship that has a good balance between all three and have the other one as either a more expensive upgrade of that ship or maybe an armed trap ship. Oh look, it's a freighter... with 125 bandwidth and 8 high slots.
feihcsiM
THE B0YS
#38 - 2013-05-19 19:02:56 UTC
CCP Ytterbium wrote:
We're changing the skill requirements for Industrials as with all other ships for Odyssey.


However, the roles / attributes themselves will have to stay as they are for a while longer - we initially planed for them to go in the expansion as well, but they slipped out due to lack of time.

Tech1 Industrial overhaul has a high priority on our balanc-o-meter though - once battleships are updated, they'll be the last tech1 sub-capital hulls that need to go through the Tiericide fires.

Plans we have for them so far is to have the same kind of treatment than we've done with the Mining Barges. Have one Industrial variation with good mobility, low EHP and low cargo for quickly moving things around, another with low mobility, low EHP and high cargo for bulk transport and the last one with good defenses but poor mobility / cargo to compensate.

Which of course poses a problem with Gallente industrials and their 5 variations - as CCP Fozzie keeps saying all the time, if all else fail we'll shuffle the last two unused Iteron variations to have a dedicated bay for Spiced Wine and Exoctic Dancers P



One of them should be given negligible cargo capacity but a small ship maintenance bay, say enough to carry a single assembled cruiser, or possibly battlecruiser (not sure if too much?).
It would be a genuinely useful ship.

It's the end of the world as we know it and I feel fine.

SilentStryder
#39 - 2013-05-20 02:31:15 UTC  |  Edited by: SilentStryder
The last two Gallente Industrials should be Battle Industrials maybe make 1 with a decent sized Drone Bay for "SURPRISE" and maybe make a 3 Hard Point other Industrial... They could be Gallente Q-Ships. and against anything other then frigs and maybe destroyers there combat capability would be novelty.
ZAKURELL0 LINDA
KarmaFleet
Goonswarm Federation
#40 - 2013-05-20 04:26:39 UTC
Phoenix Jones wrote:
-- WALL --
(I'm sure a bunch of people just looked up the Sigil and said "WTF that exists"?)

I do use Sigil for normal freights, when the m3 is HUGE Bestower wouldnt help anyway...... bestower is a too easy insta-pop target What?

RIP Iron Lady