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[Odyssey 1.1] Tech 1 Industrials

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Author
Deornoth Drake
Vandeo
#541 - 2013-06-21 19:19:48 UTC
Unforgiven Storm wrote:
Deornoth Drake wrote:
haulers:
racial industrials
orca
(freighters)

Why not simplify hauling skills?
Let all be licenced by ORE like the Orca
But instead of just two directions you could end up with 12 ... (13 with the noctis)
- ship hauler
- ice/ore/gas hauler
- scan resistant
- ...

Racial ships -> PVP (PVE) - fighting
ORE ships -> industrial stuff including hauling

Just an idea ... not yet elaborated



for hauling the NPC corp that should be used should be the Interbus not ORE, that means a new industrial skill book, yes, but at least we put the ships in the correct place.

Even better :-)
Ranger 1
Ranger Corp
Vae. Victis.
#542 - 2013-06-21 19:19:59 UTC
Frostys Virpio wrote:
Ranger 1 wrote:
I'm not making any judgements just yet, but it might be helpful to clarify the priorities a player has when choosing a T1 hauler.

1: Max cargo capacity

2: This is a tie between alignment time (for those who manually pilot) and speed (for those who fly AFK).

3: Warp speed

4: Tank (a distant last)


All controled by low slots/rigs wich mean we only really need 1 hauler/race and as many low slots as possible so anyone can fit thier hauler to his own exact specification.


That would be one way to go I suppose, but I'm not in favor of it.

I was merely quantifying the obvious, because it's easy to lose perspective in this. Obviously the number of low slots would have a direct bearing on how flexible the hauler will be and what it's max capabilities are.

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Dersen Lowery
The Scope
#543 - 2013-06-21 19:21:05 UTC  |  Edited by: Dersen Lowery
The only niche I can think of for T1 industrials is as disposable haulers in WH space, where mass limits make Orcas and freighters more conditionally desirable. Even then, they have to compete against Prowlers.

In response to Zaxix's question, I remember from my noob days seeing a lot of advice about Amarr hauler alts, because the Bestower was the best deal until you got to Gallente Industrial... IV, I think. So they might have taken that into consideration when they made the Bestower the ne plus ultra hauler in the basic line. As Dave Stark points out, it's better at low skills than other haulers are at high skills, so it's now the perfect low-SP alt hauler. Just don't put anything valuable in it, because it's also a tin can that flies like a slug.

The interesting thing is that there are highly customized haulers, they just aren't industrials. The cargo-expanded Magnate; the warp-speed and align-time rigged CovOps; the cloaked and interdiction-nullified T3; the Venture, Retriever and Mackinaw (for ore and gas) and the Skiff if you need a stiff tank. The old T1 logistics ships, true to their names, had large cargo holds, presumably with the design intention that they would supply combat ships with ammo and other charges. In fact, if you're doing a general revamp of industrials, that would be an interesting place to start: Imagine a Jettison to... command that allows you to shoot a jetcan of stuff toward another ship, or something similar that allowed the logistics ships to do full-on combat logistics.

In the mean time, this is... well, given the design decision to continue to regard lower-case l logistics as dull and boring, this isn't bad. But that's a design decision, not an inevitable outcome. It could be a lot more interesting. The Millenium Falcon was a hauler.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Linna Excel
Center for Advanced Studies
Gallente Federation
#544 - 2013-06-21 19:23:48 UTC
Extra roles:
ship hauler
ore/mineral hauler
PI hauler

Or you can do the easy thing and remove all indys from the game and let an ore ship or two handle that.
Linna Excel
Center for Advanced Studies
Gallente Federation
#545 - 2013-06-21 19:25:00 UTC
One question: why take away the iteron V's role as the best hauler and give it to the amarr?
Dave Stark
#546 - 2013-06-21 19:29:44 UTC  |  Edited by: Dave Stark
Ranger 1 wrote:
Keep in mind though that Orca's are very slow and very expensive in comparison.


keep in mind with an mwd it still has more ehp, cargo, and aligns faster than any of the t1 industrials. (so, in every way that matters)
Frostys Virpio
State War Academy
Caldari State
#547 - 2013-06-21 19:33:13 UTC
Ranger 1 wrote:
Frostys Virpio wrote:
Ranger 1 wrote:
I'm not making any judgements just yet, but it might be helpful to clarify the priorities a player has when choosing a T1 hauler.

1: Max cargo capacity

2: This is a tie between alignment time (for those who manually pilot) and speed (for those who fly AFK).

3: Warp speed

4: Tank (a distant last)


All controled by low slots/rigs wich mean we only really need 1 hauler/race and as many low slots as possible so anyone can fit thier hauler to his own exact specification.


That would be one way to go I suppose, but I'm not in favor of it.

I was merely quantifying the obvious, because it's easy to lose perspective in this. Obviously the number of low slots would have a direct bearing on how flexible the hauler will be and what it's max capabilities are.


Well make it 2 then. One on each race start more tanky and one more "hauly"?

That is not a real word right?
Michael Harari
Genos Occidere
HYDRA RELOADED
#548 - 2013-06-21 19:35:45 UTC
Rise, i think what a lot of people want is a reason to cross train.

if I have minmatar battlecruiser V, I still get useful things out of caldari battlecruiser V.

But with your new industrial, if I have gallente industrial V, there is no reason for me to train any other racial industrial, as every race is pretty much identical.

Not that it is any different now, but I think people wanted something unique about each race.
Ranger 1
Ranger Corp
Vae. Victis.
#549 - 2013-06-21 19:43:15 UTC
Dave Stark wrote:
Ranger 1 wrote:
Keep in mind though that Orca's are very slow and very expensive in comparison.


keep in mind with an mwd it still has more ehp, cargo, and aligns faster than any of the t1 industrials. (so, in every way that matters)

I'll have to take your word for it that it aligns faster, but how does it compare on the speed, warp speed and most importantly price factors?

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Ranger 1
Ranger Corp
Vae. Victis.
#550 - 2013-06-21 19:43:33 UTC
Frostys Virpio wrote:
Ranger 1 wrote:
Frostys Virpio wrote:
Ranger 1 wrote:
I'm not making any judgements just yet, but it might be helpful to clarify the priorities a player has when choosing a T1 hauler.

1: Max cargo capacity

2: This is a tie between alignment time (for those who manually pilot) and speed (for those who fly AFK).

3: Warp speed

4: Tank (a distant last)


All controled by low slots/rigs wich mean we only really need 1 hauler/race and as many low slots as possible so anyone can fit thier hauler to his own exact specification.


That would be one way to go I suppose, but I'm not in favor of it.

I was merely quantifying the obvious, because it's easy to lose perspective in this. Obviously the number of low slots would have a direct bearing on how flexible the hauler will be and what it's max capabilities are.


Well make it 2 then. One on each race start more tanky and one more "hauly"?

That is not a real word right?

It is now. Smile

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Dave Stark
#551 - 2013-06-21 19:50:25 UTC
Ranger 1 wrote:
Dave Stark wrote:
Ranger 1 wrote:
Keep in mind though that Orca's are very slow and very expensive in comparison.


keep in mind with an mwd it still has more ehp, cargo, and aligns faster than any of the t1 industrials. (so, in every way that matters)

I'll have to take your word for it that it aligns faster, but how does it compare on the speed, warp speed and most importantly price factors?


with an mwd it aligns in one cycle, which is 10 seconds, which is lower than any align time listed in the OP. although i appreciate those times are without skills.

speed is irrelevant with warp to 0, and with the increased capacity you'd still do 1 trip on auto pilot in the time it took the other ships to do 3 or so manually.

obviously the orca costs more, but i didn't think cost was a factor in balancing?
Coriele Calec
Center for Advanced Studies
Gallente Federation
#552 - 2013-06-21 21:01:03 UTC
I am still very much wondering who these ships are for. Who's supposed to fly them? What's the typical mission?

They've got no prereqs to speak for, so they're easy to get into. Obviously, we need a "noobhauler", and they all fit that role well. Low prereq's, cheap hulls. My own meagre fortune was built largely out of trading Quafe across the Everyshore/Sinq border, I was a Merchant-Prince of Space Soda.

I don't think tanking your Indy's are optional if you intend to ply any of the traderoutes (Jita->Dodixie->Hek->Rens, Jita->Amarr). The value of the cargo you can carry without getting yourself turned into wreckage is related to the EHP of your ship, and - ignoring a discussion about how big the tank should be on either the tanky or the non-tanked version - the available EHP is going to restrict the kind of missions a T1 is suitable for. What kind of range are we expecting these to be used to haul?


Then we have speed, where the warpspeed appears to be the same for both versions (Unless I've forgotten how to read? I do that sometimes), which means that it comes down to slowboat speed and align time.

Align time is always time, but the differential seems small - even on the Jita->Rens run, the supposedly "faster" hauler is going to save how many minutes? If I'm not autopiloting, I'd say its about on par for a poorly-timed toilet break? If I am autopiloting, I can use the velocity differential to improve my speed. Am I autopiloting?

And what's the average number of jumps for a mission for one of these? Am I doing Jita->Amarr? Or Hek->Amarr?


If you want a low-training time, small investment way to get your loot somewhere where it sells better? Go for it. Wanna do it while you're watching the screen of your main, or cooking dinner by autopiloting? These'll certainly get the job done, with the added bonus of being capable of doing it on an alt with incredibly low skill requirements. Wanna move some materials in the My First Industry Job Kit? Have at it. Wormholes with mass restrictions? Here's your choices.

But that's pretty much it. Expanding your mining corporation? The Orca is more accessible than Racial Industrial V, and while it costs more than an Iteron, it is certainly worth it: The utility of the hangar, the size of the cargo bays, the EHP (the 3 flights of ECM drones *cough*). Manufacturing in Bahromab? Orca - need more cargo. Arbitrage between Jita and Dodixie? Orca - EHP to pass through Niarja.


If the primary concern is dev time, then yeah, this works great. No significant changes either way, and the art teams off-handed display of poor taste was brutally veto'ed (Look at this way guys, you design great ships! You might not like them yourself, but we do!)

But meh. Its not an impressive design. We've got 12 ships that all crowd the same niche, and there's no real reason why that niche should be the focus of T1 industrials, outside of not spending too much time on it now, when we might, maybe, at some point, Soon™, be rethinking the whole thing.
mkint
#553 - 2013-06-21 21:06:49 UTC  |  Edited by: mkint
Is it true that industrial ships, originally when first launched, were supposed to do industry? Like build stuff or whatever? I hope when it comes time to do them right, it's more than just specialized bays. Otherwise, this update is pretty yawn-worthy. Just to note though, most of the times I've bought an industrial, it was balanced by price and capacity. I don't usually buy itty 5's because of the price. Most of the time I buy an industrial it's because I need to haul something that's farther away from my home base. I consider them disposable, and thus, buy the cheapest one that will do the job in the market I'm working. Balance based on price, in this case, leaves me with interesting decisions. Looks like interesting decisions aren't going to be so much a thing any more.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Ersahi Kir
Brutor Tribe
Minmatar Republic
#554 - 2013-06-21 21:10:45 UTC
Ranger 1 wrote:
Keep in mind though that Orca's are very slow and very expensive in comparison.


An orca with a MWD warps about as fast as any large cargo hauler, can haul a lot more, and can get over 200k EHP easilly. It costs more, but it's a lot less attractive to gank if you fit a DCII on it.

So unless you're planning on losing your high sec hauler to ganks, cost really isn't much of an issue. That doesn't even include the added bonus of being able to fit gang links or haul fitted ships. The orca flat out invalidates every single tech 1 industrial ship for high sec use, and will continue to do so with the proposed changes.
Heinel Coventina
University of Caille
Gallente Federation
#555 - 2013-06-21 21:57:36 UTC  |  Edited by: Heinel Coventina
If I'm to rebalance the haulers:

Amarr - Bestower gets ship maintenance bay (nomad ship)

Caldari - the Badgers get much more substantial tank, and counter gank combat capabilities (ecm bonus?).

Gallente - each iteron gets a substantial ore bay according to make

Minmatar - all but the basic variant gets scanning and analyzer bonus


Deep space transports could then be improved versions of the above.
Pashino
Venice Academy
#556 - 2013-06-21 22:08:11 UTC
Observations/comments:

1) Mammoth is the one Industrial that most *looks* like it was designed to haul stuff, and fits the Minmatar design philosophy. No doubt the Art departments' instincts are to make any ship presented to them more beautiful or curious looking but they need to recognize when something is fine as it is, however 'boring' that might seem to them.

2) That some races pay more attention to hauling than others and thus have more variety of haulers is reasonable. Giving each an equal numbers of models is getting way too cookie cutter, and life is not that tidy outside of a spreadsheet. I do agree with the idea of some of the Gallente haulers getting specialized roles, though.

3) Things like align time and tank on an industrial are irrelevant for 90% of the population but certain groups pay close attention to those details and they do make a difference in places like WH's.

4) Enabling all Industrials to be driven at lvl 1 racial skill is beyond stupid. Right now Iteron V's are selling like hotcakes, and it's a good bet manufacturers are already stockpiling 1000's of Bestowers in advance of future updates after having seen this thread. The need to spend time raising a new skill to equip another races' Indies should exist as a counterbalance to perceived benefits of that target ship.
Kueyen
Angharradh's Aegis
#557 - 2013-06-21 22:12:07 UTC
I agree mostly with Unforgiven Storm's general idea, but it's not far enough!

Many have made the point that the design space for industrials is dominated by cargo capacity, and that all other attributes are distant seconds. Another point that continues to return is that the Orca beats every T1 industrials AND the T2 deep space transports at this task by virtue of its versatility, its combined cargo holds, and its tank.
To me the only logical conclusion is to first equalize the racial T1 cargohold sizes (so the design space moves back to racially diverse tanking methods, speed, and agility), and then make the large ones just a bit better than ONE thing an Orca can do, at least at skill level V:

  • Give the speedy/tanky racial hulls (the Iteron Mark I (yes, rename it to that), the Badger Mark I, the Wreathe and the Sigil) a cargohold of 1K m³ and a generic cargohold of 10K + 2K/level m³ (20K m³ @ V). Vary average-T2-fit agility/tank from destroyer/destroyer to cruiser/cruiser across the factions, and make them go 6AU/s.

  • Give the hauly racial hulls (the Iteron Mark V, the Badger Mark II, the Mammoth and the Bestower) a cargohold of 1K m³ and a fleet hangar that holds 25K + 5K/level m³ (50K m³ @ V). Remove a few lows to account for no longer needing expanders to reach these numbers. Vary average-T2-fit agility/tank from battlecruiser/destroyer to battleship/cruiser across the factions, and make them go 3AU/s.

  • Give the Iteron Mark II, the Iteron Mark III and the Iteron Mark IV to Interbus, rename them, add a skill for Interbus industrials, and give them a cargohold of 1K m³ and each a specific hold that holds 100K + 20K/level m³ (200K m³ @ V, yes, THAT much. My Orca holds over 170K m³ of ore, and still has a decent tank and the ship maintenance bay on top of that!), and an agility/tank of battlecruiser/cruiser. I'll leave it up to CCP Rise and CCP Fozzie to come up with 3 useful/thematic specialised holds; these could be Ores/Minerals, Ices/Ice Products/Fuel, and PI/Moongoo. They go 3 AU/s.

  • Give the Hoarder to Interbus too (same skill), rename it, and give it a cargohold of 1K m³ and a 250K + 50K/level m³ ship maintenance bay (500K m³ @ V), including refitting ability. Agility/Tank should be battlecruiser/cruiser. Also 3 AU/s.

  • When the time comes, give the Blockade runners a cargohold of 1K m³ and a generic cargohold of 5K + 1K/level m³ (10K m³ @ V) that is unscannable, and keep it capable of fitting a covert ops cloak. Agility/Tank should vary from destroyer/destroyer to cruiser/cruiser across the factions. They stay at 9AU/s. Pretty much the same as they are now.

  • When the time comes, give the Deep Space Transports a cargohold of 1K m³ and a fleet hangar of 50K + 10K/level m³ (100K m³ @ V), and self-defense capabilities. Agility/Tank should be destroyer/cruiser to cruiser/battlecruiser across the factions (if it's possible for a skiff, it's possible here). Make them go 4.5 AU/s. This is a ship I'd be willing to buy at the 150-180M isk price they currently stand at.

Each of the abovementioned special holds would of course be unaffected by modules or rigs. To account for that, remove 2 or 3 low slots from all industrials and transports. Make sure that mission agents look in these extra holds for materials required for mission completion, and fix this for mining barges and exhumers too! Similarly, in-space "loot all" should go into the special hold when applicable too.

This is, of course, just one opinion among over 500 others by now; I hope it contributes to CCP doing something truly inspired with industrials (and transports).

Until all are free...

Khira Kitamatsu
#558 - 2013-06-22 00:09:55 UTC
I came to this thread via "the Mittani" website after reading the article there to see exactly what my favorite CCP employee was doing with Industrials and though some of the new ideals that have been suggested look nice...I am kinda disappointed.

So before I make a real comment, and serious suggestion on what I would like to see in the way of Industrials(something I have great interest in) I will put some thought into it and then write my ideals down. Then come back and post them. :)

Have some good ideals - especially for the blockade runners. Bear

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Khira Kitamatsu
#559 - 2013-06-22 00:18:21 UTC
Linna Excel wrote:
One question: why take away the iteron V's role as the best hauler and give it to the amarr?


I'd like to know this questions answer as well? If you must, just give them both the same max amount - then let people decide which the prefer based on looks. This isn't really rocket science and doesn't need to be so complicated.

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Khira Kitamatsu
#560 - 2013-06-22 00:19:50 UTC
Kueyen wrote:
I agree mostly with Unforgiven Storm's general idea, but it's not far enough!

Many have made the point that the design space for industrials is dominated by cargo capacity, and that all other attributes are distant seconds. Another point that continues to return is that the Orca beats every T1 industrials AND the T2 deep space transports at this task by virtue of its versatility, its combined cargo holds, and its tank.
To me the only logical conclusion is to first equalize the racial T1 cargohold sizes (so the design space moves back to racially diverse tanking methods, speed, and agility), and then make the large ones just a bit better than ONE thing an Orca can do, at least at skill level V:

  • Give the speedy/tanky racial hulls (the Iteron Mark I (yes, rename it to that), the Badger Mark I, the Wreathe and the Sigil) a cargohold of 1K m³ and a generic cargohold of 10K + 2K/level m³ (20K m³ @ V). Vary average-T2-fit agility/tank from destroyer/destroyer to cruiser/cruiser across the factions, and make them go 6AU/s.

  • Give the hauly racial hulls (the Iteron Mark V, the Badger Mark II, the Mammoth and the Bestower) a cargohold of 1K m³ and a fleet hangar that holds 25K + 5K/level m³ (50K m³ @ V). Remove a few lows to account for no longer needing expanders to reach these numbers. Vary average-T2-fit agility/tank from battlecruiser/destroyer to battleship/cruiser across the factions, and make them go 3AU/s.

  • Give the Iteron Mark II, the Iteron Mark III and the Iteron Mark IV to Interbus, rename them, add a skill for Interbus industrials, and give them a cargohold of 1K m³ and each a specific hold that holds 100K + 20K/level m³ (200K m³ @ V, yes, THAT much. My Orca holds over 170K m³ of ore, and still has a decent tank and the ship maintenance bay on top of that!), and an agility/tank of battlecruiser/cruiser. I'll leave it up to CCP Rise and CCP Fozzie to come up with 3 useful/thematic specialised holds; these could be Ores/Minerals, Ices/Ice Products/Fuel, and PI/Moongoo. They go 3 AU/s.

  • Give the Hoarder to Interbus too (same skill), rename it, and give it a cargohold of 1K m³ and a 250K + 50K/level m³ ship maintenance bay (500K m³ @ V), including refitting ability. Agility/Tank should be battlecruiser/cruiser. Also 3 AU/s.

  • When the time comes, give the Blockade runners a cargohold of 1K m³ and a generic cargohold of 5K + 1K/level m³ (10K m³ @ V) that is unscannable, and keep it capable of fitting a covert ops cloak. Agility/Tank should vary from destroyer/destroyer to cruiser/cruiser across the factions. They stay at 9AU/s. Pretty much the same as they are now.

  • When the time comes, give the Deep Space Transports a cargohold of 1K m³ and a fleet hangar of 50K + 10K/level m³ (100K m³ @ V), and self-defense capabilities. Agility/Tank should be destroyer/cruiser to cruiser/battlecruiser across the factions (if it's possible for a skiff, it's possible here). Make them go 4.5 AU/s. This is a ship I'd be willing to buy at the 150-180M isk price they currently stand at.

Each of the abovementioned special holds would of course be unaffected by modules or rigs. To account for that, remove 2 or 3 low slots from all industrials and transports. Make sure that mission agents look in these extra holds for materials required for mission completion, and fix this for mining barges and exhumers too! Similarly, in-space "loot all" should go into the special hold when applicable too.

This is, of course, just one opinion among over 500 others by now; I hope it contributes to CCP doing something truly inspired with industrials (and transports).


Really like some of these suggestions. :)

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