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[Odyssey 1.1] Tech 1 Industrials

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Author
Kor Kilden
Thukker Tribe Holdings Inc.
#561 - 2013-06-22 01:17:49 UTC
Is the mammoth losing a high slot? I Which should I pull from my standard low/wspace/npc null mammoth, the cloak or the combat probes?
Caleb Ayrania
TarNec
Invisible Exchequer
#562 - 2013-06-22 01:21:31 UTC
Another simple solution would be making RIGS that grant Bay slots.

The different Industrials would then get variations of bonus to these bays capacity, and no need for a long complicated tweaking of the actual ships any further.

The really neat side effect would be that the limited edition ships, and faction variants would be easy to make interesting and better than the normal industrials. The ORE industrial would ofc get a major boost the any ORE and MINERAL BAY, and better than existing T1. So 4% bonus to specific bay type per level, where it would be 5% or 6% on say interbus or SOE version etc..

Ideally small, medium and large BAY RIG would go on only industrial ships ofc, but small for the venture, primae, and noctis, and medium for Industrials, and large for Rorqual and Orca.

Might even allow the BAY-RIGs to go on more ship types and make it a whole new modular way of purposing ships.

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#563 - 2013-06-22 01:48:38 UTC
Luc Chastot wrote:
Honestly Rise, just get rid of the excess industrials.



And use the vacant ones for some other jobs Pirate

Using tablet, typoes are common and I'm not going to fix them all.

Verran Skarne
4 Marketeers
#564 - 2013-06-22 02:34:30 UTC
I'm late to this party, but some thoughts I had while trying to catch up :)

Why not consider using the "extra" haulers as specialized transports that can hold mass quantities of certain types of goods? For example, instead of a 25k m3 generic cargo hold, what if the Iteron Mk. IV had a 50k m3 ore hold (perfect for those mining ops?)

This could be expanded further of course, but if I think about the things that we use haulers for today or have in the past, I get the following list:

- Moving ore from mining barges to POS/station during mining ops, or moving bulk ore/goods OUT of a wormhole to a station in high-sec (far more mass efficient than orca, even if it takes far more trips)
- Picking up PI goods from customs offices and moving it around.
- Doing "quick pickups" for goods in high-sec when we don't need the cargo capacity of a freighter. The align time on the Orca (slower than a freighter!) really makes it less efficient for high-sec transport unless you have a really long way to go in it.
- Running courier missions when you need a midsize cargo hold.
- Carrying extra ammo for fleet resupply during fleet ops (warp hauler to safe, possibly cloak it, fleet comes to safe to rearm)
- Deploying POSes and POS modules.


The list wouldn't be complete without what we use the T2s for:

Blockade Runners:
- Moving high-value, low volume stuff through any security space, due to unscannable/cloak/fast/align
- Resupply in gatecamp/wardec situations, where you know people are waiting to pounce.

Transport Ships:
- Hauling during mining ops in non-secure space (due to natural +2 warp strength and added tank)


I don't think it would be a huge stretch to see different types of industrials focused on certain types of activities, instead of just the two roles currently envisioned. I think this would also allow for more T2 hulls in the future if taken to its logical conclusion.

Just my 2 Iskies on the subject :)
Mara Rinn
Cosmic Goo Convertor
#565 - 2013-06-22 02:50:40 UTC
Linna Excel wrote:
One question: why take away the iteron V's role as the best hauler and give it to the amarr?


Counter question: why is there a "best" hauler?
Shereza
Center for Advanced Studies
Gallente Federation
#566 - 2013-06-22 03:32:27 UTC
While I appreciate that the mammoth will continue to have a designated, CCP-endorsed role in the game I have to say that it falling to the wayside as the hoarder takes over the heavy hauling role might not have been a bad thing. I've always felt that the mammoth looks a lot more like a battlecruiser, or even a "heavy" cruiser, than a lot of other ships in the game. It's ugly and blocky, but it also looks like it could sport multiple turrets or launchers and break several kneecaps.

While turning the mammoth into a combat ship instead of a hauler is unlikely to say the least I would still like to use it to springboard a suggestion that "combat industrials" become a defined, official role. Specifically these ships ought to receive one weapon bonus for small turrets and/or launchers, 3 or 4 high slots, and one mobility or, perhaps, tank (2.5%/level shield/armor/hull or shield/armor resistance for example, something useful but not in the same league as on combat ships) bonus. They should pack less cargo than the other two hulls and less base EHP than the dedicated "defensive" hauler.

Basically I'd like to see them have the potential to have 75%-80% of a frigate's firepower, 50-75% of a frigate's "tank," a decent enough hauling capacity to make them worthwhile, and a price tag to dissuade people from using them as low-level mission/complex/whatever runners.

Just a thought.
Leskit
Pure Victory
#567 - 2013-06-22 04:03:35 UTC
Ripard Teg wrote:

Rise has done great work so far as he's gone... but I feel like not a lot of imagination has been put into this compared to other ship classes because it's "boring." It's hard to put our faith in an uncertain future for these ships because there's no telling when or if that uncertain future will ever come to pass, particularly with past evidence as a guide.


I'm with Ripard on this one...meaningful racial diversity can be achieved across haulers without making one superior to others, or making them all the nearly identical.

ArrowSome ideas to help the thought process:
resistance bonus
active tanking
shield/armor amount bonus
prop mod bonus
agility/align time bonus
signature radious
bonus to defensive ewar (target spectrum breaker?)
etc.
RampoIIa
Throw More Dots
#568 - 2013-06-22 04:09:25 UTC


WARP SPEED DIFFERENCES

Small ones warp faster, large ones slower
Molic Blackbird
Orion Faction Industries
Orion Consortium
#569 - 2013-06-22 04:16:45 UTC
What role do these industrial ships fulfill? Outside of a new player that lacks skill points and ISK to fly a Blockade runner or DST, I can't think of any reason to use these industrial ships. It takes about 1 month of skill training and the tech 2 haulers aren't that expensive. They are cheaper then Battleships after Tiericide. That leaves the current industrial ship design with a very niche role to fulfill.

For combat ships, a cheap ship can have uses. For industrials, there isn't much of a role for a cheap throwaway ship.
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#570 - 2013-06-22 04:55:12 UTC  |  Edited by: Vayn Baxtor
Shereza wrote:
While I appreciate that the mammoth will continue to have a designated, CCP-endorsed role in the game I have to say that it falling to the wayside as the hoarder takes over the heavy hauling role might not have been a bad thing. I've always felt that the mammoth looks a lot more like a battlecruiser, or even a "heavy" cruiser, than a lot of other ships in the game. It's ugly and blocky, but it also looks like it could sport multiple turrets or launchers and break several kneecaps.

While turning the mammoth into a combat ship instead of a hauler is unlikely to say the least I would still like to use it to springboard a suggestion that "combat industrials" become a defined, official role. Specifically these ships ought to receive one weapon bonus for small turrets and/or launchers, 3 or 4 high slots, and one mobility or, perhaps, tank (2.5%/level shield/armor/hull or shield/armor resistance for example, something useful but not in the same league as on combat ships) bonus. They should pack less cargo than the other two hulls and less base EHP than the dedicated "defensive" hauler.

Basically I'd like to see them have the potential to have 75%-80% of a frigate's firepower, 50-75% of a frigate's "tank," a decent enough hauling capacity to make them worthwhile, and a price tag to dissuade people from using them as low-level mission/complex/whatever runners.

Just a thought.



Been trying to push that idea and thought for the longest. Nobody fancies it (other than us two :D!)
And there could still be a hauler variant and a combat variant. It is apparently too complicated for others to imagine, as well as to just give a decent all-rounder hauler. t2 will have more than enough of an advantage once tiericide hits the higher brackets.

Using tablet, typoes are common and I'm not going to fix them all.

Alvatore DiMarco
Capricious Endeavours Ltd
#571 - 2013-06-22 05:09:21 UTC
Kor Kilden wrote:
Is the mammoth losing a high slot? I Which should I pull from my standard low/wspace/npc null mammoth, the cloak or the combat probes?


Actually, it looks like that's still the stat changes from when the Hoarder was going to be the high-capacity hauler. Rise must have changed the name and left the rest, unaware that there is a significant difference between the Hoarder's layout and the Mammoth's. I wouldn't anticipate a highslot change just yet.
Ehronn
Perkone
Caldari State
#572 - 2013-06-22 05:16:26 UTC
My idea that would let people customize any of the haulers however they wish

why not instead of having a fixed base cargo size.

why not make a cargo bay mod

so without the cargo bay mod there would be 0 base cargo space.

you add 1 cargo bay mod you gain say 5k or 8k m3
you add 2 cargo bays you have another 5k or 8k m3

also since you have created seperate holds on Ore ships

you could turn similar into mods


so you could have cargo bay mod, Ore hold mod, Drone bay mod

so in your low slots you could really customize your industrial similar in style to t3 ships

so say you had 5 low slots you could do like 1 cargo bay mod, 2 ore hold mods and damage control and some other low slot mod

or they could add all 5 ore hold mods leaving 0 cargo space

or they could have 4 cargo bays and 1 cargo expander

or whatever you get the basic idea.....



turn the actual bonuses into fittings, so you could have full customization of the role of the indy. Swap out cargo bays and add Ore holds, or heck want to add a little offense drop a drone bay in, or mix it up :)


I think it would be pretty cool to customize your indy's that way.



anyhow probably crazy idea, it is after 1am here, sleepy and rambling...
Alvatore DiMarco
Capricious Endeavours Ltd
#573 - 2013-06-22 05:38:17 UTC
A T3 industrial ship should really just be a T3 industrial ship rather than a hodgepoged frankenstein'd T1 ship.
Warde Guildencrantz
Caldari Provisions
Caldari State
#574 - 2013-06-22 06:04:48 UTC
thanks for listening about the mammoth ccp rise/ art department.

Cry

i luff the ship

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

Sizeof Void
Ninja Suicide Squadron
#575 - 2013-06-22 06:21:57 UTC
CCP Rise wrote:
Thanks for reading, looking forward to feedback as always.

Hmm... I rather doubt this, but read on then, Rise.

Based on the proposed changes and the supplementary paragraphs, I see only quick-and-dirty homogenizing tweaks and a lot of hand-waving excuses for not fixing them correctly and completely now. I'm sure that you all want to move on to something more interesting - like rebalancing HACs - but, this isn't a valid reason for doing a half-***ed, ****-poor job on the T1 industrials and vaguely suggesting that you'll get back to them again... later . Really, it smells a lot like "put the new guy on the job, since no else wants to do it, but tell him not to waste much time on it, either, 'cause we have more interesting ships to still fix".

So, -1 for intent.

With regards to the specific changes listed... my feedback is "no", across the board. You aren't fixing any of the long-standing problems, and you are actually making some of them even worse. These ships haven't been tweaked for years, and you want to get it all done in a few days? Right.

So, -1 for the changes.

Quite frankly, we'll all be better off if you leave the ships unchanged, as-is, for now, until someone eventually decides to take the job more seriously in hand and redesign the haulers, and their roles, correctly from the ground up. In the meantime, go work on the HACs - you know you want to.

Apologies for rather harsh feedback, but that's just how it looks.
Deornoth Drake
Vandeo
#576 - 2013-06-22 06:36:29 UTC  |  Edited by: Deornoth Drake
Move all the racial industrials to interbus (i.e. excluding the Noctis, ORE Industrial) or maybe split them between interbus and ORE, in addition to the transport ships, freighters and jump freighters.
Then interbus can modifiy the ships and give them different roles (if they want to)

a) max. cargo - one high slot
b) mining support - two high slots (e.g. cloak and tractor or salvager and tractor) - possible ORE industrial
c) fleet support - ship maintenance + fleet hangar (something like a mobile fitting plattform)
d) scan resistant cargo hold - the name
e) agile/fast hauler
f) tanky hauler
g) exploration hauler - two high slots and scanning bonus

When it comes down to moving ships, introduce a way to immobilize a ship (similar to courier contract, just without having to setting up a contract). The. the ship becomes valid cargo for freighters and could be mobilized again given a station or ship maintenance bay (at a POS or in a ship).

No haulers with racial touch, i.e. no logistic (repping) or electronic warfare hauler

Idea behind:
Racial ship skillis for "combat" ships including repping and boosts
Faction ship skills (currently only OREand possibly interbus) for non-combat, e.g mining and possibly hauling & hauling

edit: you could combine this idea with the proposed one, just spread the additional haulers of gallente and minmatar to interbus/ORE
Alara IonStorm
#577 - 2013-06-22 06:44:13 UTC  |  Edited by: Alara IonStorm
I think you should ditch Cargo Expanders. Make them increase by a static amount and sort them into sizes for Frigates, Cruisers and Battleships.

Small 1 PG / 1 CPU = 100m3
Medium 75 PG / 20 CPU = 200m3
Large 500 PG / 30 CPU = 300m3

Why? Because you know how Industrials will turn out being fit 99% of the time. Shield Tank + Cargo Expanders. The rigs should give an order of say 5% increase. That would make Cargo Expanders more for non Cargo Ships that need extra space and the Rigs more optional with a lesser impact.

I think Industrials and other Transports should have close to their max hold - the Cargo Rigs built in instead of 90% of their hold being dependent on a few modules. The Orca should also have its ORE Hold greatly increased to compensate.

This way you can actually use those low slots for things other then cargo and those mids for other things then the only real tanking option. Cargo Expanders just do to much for these ships, I would like to see them dethroned.

Finally I think you should release the Badger Mk III Model for a 3rd Caldari Ship and create a new Amarr Industrial. That creates 3 types of Industrials.

1. Speed
2. Agility
3. Use your Imagination

And leaves 2 left overs that can be middle grounds between 1 and 2 and 2 and 3 exclusive to Gallente instead of having 4 left overs.
Imperium Romanus
Yamagata Syndicate
Northern Coalition.
#578 - 2013-06-22 06:44:35 UTC
@CCP_Rise - Why not add an ore hold to the industrials that don't have a clearly defined role and voila! You got ore/mining haulers.
Dave Stark
#579 - 2013-06-22 07:16:13 UTC
Imperium Romanus wrote:
@CCP_Rise - Why not add an ore hold to the industrials that don't have a clearly defined role and voila! You got ore/mining haulers.


because then only 2 races have specialised ore haulers and 2 races don't. that's a bigger problem than having a bunch of "somewhere in the middle haulers that don't really do much"
Vherana
Native Freshfood
Minmatar Republic
#580 - 2013-06-22 09:00:01 UTC
CCP Rise wrote:

BESTOWER
Slot layout: 1H(-1), 4M, 6L(+2); 1 turrets , 0 launchers


BADGER MARK II
Slot layout: 1H(-1), 6M, 4L(+1); 1 turrets , 1 launchers

MAMMOTH
Slot layout: 1H, 5M(+2), 5L(+2); 1 turrets , 0 launchers

ITERON MARK V
Slot layout: 1H(-1), 5M, 5L; 1 turrets , 0 launchers


Why are you removing 1 utility high slot?

You are killing the use of those big haulers in W-Space! It's mandatory to fit cloak and probe launcher - you may not know, but there are no star gates ;)