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[Odyssey 1.1] Tech 1 Industrials

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Tu'yak Marowshay
Original Sinners
Pandemic Legion
#741 - 2013-06-24 17:03:44 UTC
Phoenix Jones wrote:
Long as we get something that can move mass amounts (between 100,000 m3 and 200,000 m3), in some-type of configuration (not a freighter, jump freighter, or Orca), that involves either the T1 ships, the Deep Space Transports, or some new transport ship, I'll be happy. i really could care less of the utility, the tank, the "special abilities". Just something that can handle the movement of a mass bulk order where a Orca or Freighter can't do, in a ship that doesn't cost a billion isk.

I could have recovered the 4 hours of moving crap I just did, because that was in no way, shape, or form, fun or enjoyable.


Surely you're joking. - yes?
Michael Harari
Genos Occidere
HYDRA RELOADED
#742 - 2013-06-24 17:09:45 UTC
Taleden wrote:
Michael Harari wrote:
CCP Rise wrote:
(up to 6au/tick instead of 4.5au/tick)


Because warp speed doesnt affect warp acceleration, i would make the difference even bigger.


Or, take this opportunity to fix the warp acceleration problem so that warp speed bonuses matter more in general.

I've always hated how lazily ships warp -- even "fast" ships take 10 seconds to get off grid after they finish aligning, and another 10 seconds after appearing on grid to slowly cost to a stop. It'd be much snazzier if the transitions were more sudden. Imagine how exciting it looks when a fleet comes out of warp in other sci-fi universes, like Star Wars or even Star Trek: ships appear in the distance and close the gap in seconds, and then abruptly drop back to "normal space" speeds. Way cooler looking.


I believe this has come up before, and the answer was that it would require reworking of all the warp code.
Ugleb
Jotunn Risi
#743 - 2013-06-24 17:10:37 UTC
Totally have not read the whole thread, just CCP Rise's posts.

What I want to see in EVE is a 'Millenium Falcon' type industrial ship, although not as universally awesome. ;)

I think there is room in EVE for an indy ship that can actually fight back. Why is that every indy hull in the game is designed to be ultimately defenceless against anything that can land a point on it? Ultimately the only variable is how long it will take for you to die or hope to burn back to gate.

How about a class with a small to miedium sized capacity that can stand up to a single tackle frigate long enough that it has a hope of either driving off the tackle or one side bringing in help to swing the fight?

Why must every indy pilot be resigned to losing their ship as soon as they are pointed?

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Malcanis
Vanishing Point.
The Initiative.
#744 - 2013-06-24 17:15:08 UTC
Liastr wrote:
Malcanis wrote:
Steve Ronuken wrote:
Can we drop a lowslot from all of them and give them a hardwired damage control II?


It's a core principle of EVE that people should be allowed to make bad choices.


This. Though I like the idea of barring or limiting cargo expanders in haulers (like Damage controls, so there is a precedent for the mechanic) and giving them a generous base cargo hold increase (maybe equivalent to half a rack of expanders?) would be a good thing. I think that this would free pilots to actually use those low slots to make meaningful decisions about ship fitting.

Right now 90% of industrials have all cargo expanders in the lows. To me, this is a sign of bad design that is easily rectified. IMHO. it also makes sense to limit cargo expanders...


Are you maybe thinking of stacking penalties?


"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Phoenix Jones
Small-Arms Fire
#745 - 2013-06-24 17:17:07 UTC
Tu'yak Marowshay wrote:
Phoenix Jones wrote:
Long as we get something that can move mass amounts (between 100,000 m3 and 200,000 m3), in some-type of configuration (not a freighter, jump freighter, or Orca), that involves either the T1 ships, the Deep Space Transports, or some new transport ship, I'll be happy. i really could care less of the utility, the tank, the "special abilities". Just something that can handle the movement of a mass bulk order where a Orca or Freighter can't do, in a ship that doesn't cost a billion isk.

I could have recovered the 4 hours of moving crap I just did, because that was in no way, shape, or form, fun or enjoyable.


Surely you're joking. - yes?


Lord I wish. It is what it is, and what it is (industrials currently) is terrible. There is a massive void inbetween Indy (50,000 m3) and freighter (900,000 m3), that needs to be addressed with something besides the orca.

Yaay!!!!

Orakkus
ImperiaI Federation
Goonswarm Federation
#746 - 2013-06-24 17:18:55 UTC  |  Edited by: Orakkus
CCP Rise wrote:

So, whats the plan? Although I am a bit nervous about backlash coming from the other direction, I want to take your feedback and try to do something that makes you guys more excited. As far as I can tell, there's a few common concerns/desires that you're hoping for with these ships:

  • Make them all useful
  • Make them as different from each other as possible
  • Add new function/purpose where possible

  • Most of these could be said in different ways, but essentially it seems that in-so-far as balance allows, you want more niche applications, more character, and more differentiation. To me this seems reasonable, as long as it doesn't obligate people people to cross train for very basic needs.


    Woot! Everyone can get behind this idea!


    CCP Rise wrote:
    So, here's what we're looking at doing to address these points:

  • Special purpose bays - This will be for Hoarder, Iteron Mark II, III, and IV. We wanted to do this originally, but held back because of concerns about racial inequality. Based on feedback I'm now hoping you guys will be fine with this inequality, as long as it isn't so favored towards Gallente that no one would ever train another race for hauling.

  • K, I like where this is going because really, with the change made that you don't need the racial frigate skill prior to training up a racial industrial, any "inequality" really isn't at such a scale as to be a concern.

    CCP Rise wrote:

  • More separation between the two basic hauler types - I want to achieve this through several means including giving the faster haulers better warp time (up to 6au/tick instead of 4.5au/tick), taking a mid slot away from the cargo focused versions to highlight the tank on the others (this will partly be counter-acted by giving back the second high to the cargo versions), along with other small changes to make some of the tankier haulers stand out a bit more.

  • More quirkiness overall - I won't go into specifics right now, and it won't be anything extremely drastic, but I want to try and get each ship within a role set apart from the others as much as possible to avoid any feeling of homogenization (though I still feel that the very simplistic hauling system doesn't provide a lot of room for variation that wouldn't severely handicap some ships).

  • I have a slight issue here. I know why CCP wants to have every race to have a Fast/Tanky hauler and a heavy cargo hauler, mainly because it justifies the Tech 2 versions and their roles. The problem is that you really don't need that justification and in the case of making industrials more unique, it really gets in the way. All you really need for each race is a heavy hauler. Outside of that, feel free to take the other racial hauler and give it some of its own uses. (*cough* I heard the blog 2nd Anomaly from the Left has a few thoughts *cough*). The benefit of doing that is that the basics are covered, plus each race will have a unique Tech 1 hauler that people will want to cross-train for.

    Oh, and before I forget, thank you for doing the hard work to get this right. As a player of Eve Online for 7+ years, it makes me want to keep playing.

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    Cibil McDuff
    Hedion University
    Amarr Empire
    #747 - 2013-06-24 17:24:20 UTC
    CCP Rise wrote:


  • Make them all useful
  • Make them as different from each other as possible
  • Add new function/purpose where possible



  • Idea: Make each race better at carrying certain types of cargo, i.e. the Bestower can be excellent at carrying slaves and gets a 10% reduction in slave cargo m3.

    That is an RP example, other ideas for bonus' could be:

    - 10% reduction in ammo m3 per level
    - 10% reduction in ship m3 per level
    -10% reduction in module m3 per level
    -10% reduction in mineral m3 per level

    So all industrials would have similar potential m3 but then differentiate based on what they are used to carry!

    How does this sound?
    Maximus Andendare
    Stimulus
    Rote Kapelle
    #748 - 2013-06-24 17:30:08 UTC
    Phoenix Jones wrote:
    Tu'yak Marowshay wrote:
    Phoenix Jones wrote:
    Long as we get something that can move mass amounts (between 100,000 m3 and 200,000 m3), in some-type of configuration (not a freighter, jump freighter, or Orca), that involves either the T1 ships, the Deep Space Transports, or some new transport ship, I'll be happy. i really could care less of the utility, the tank, the "special abilities". Just something that can handle the movement of a mass bulk order where a Orca or Freighter can't do, in a ship that doesn't cost a billion isk.

    I could have recovered the 4 hours of moving crap I just did, because that was in no way, shape, or form, fun or enjoyable.


    Surely you're joking. - yes?


    Lord I wish. It is what it is, and what it is (industrials currently) is terrible. There is a massive void inbetween Indy (50,000 m3) and freighter (900,000 m3), that needs to be addressed with something besides the orca.
    You think 25x the cargo room of a T1 is too big for a freighter?? :P

    I think the larger glaring issue is that the Orca, which, again, is a mining support ship, does the job better than specialized haulers. DSTs are left in obscurity as Orcas fill up the spacelanes with their capacious generic cargo bay, their ship maintenance bay and their ore hold. Again, I ask myself why this mining support ship does the job--in a much quicker timeframe now--than specialized ships....hauling ships, no less, that pilots spend their time training into. I'm not talking about freighters, which, while taking more time to train, again, than said Orca, do their job fairly well with the sizable cargo bays they have, although they could probably stand to have a mild ehp buff now that tier 3 BCs can make ganks so much less expensive than a proper fleet of BSs. That, or just add a low slow so those freighter captains can decide between cargo expander, DCU, nano, Istab, etc.

    Maybe the Orca's general cargo bay needs to be nerfed; I think it'd be too soon to make that determination considering that we don't know what future industrial changes Rise hinted at are coming down the pipe. I'm hoping that they're planning a few more ships to the ORE Industrial line that perform similarly to a Noctis, in that it's very good in one aspect of industry. But who can say for sure?

    What we can say is that DSTs are broken, the Orca does a better job than most haulers, is significantly cheaper than a freighter, and can carry assembled ships with stupidly high EHP numbers.

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    Kirimeena D'Zbrkesbris
    Republic Military Tax Avoiders
    #749 - 2013-06-24 17:32:55 UTC
    Cibil McDuff wrote:

    -10% reduction in module m3 per level
    -10% reduction in mineral m3 per level

    So all industrials would have similar potential m3 but then differentiate based on what they are used to carry!

    How does this sound?

    -10% module m3 per level is far superior to mineral m3 if you take into account popular mineral compression method: create t1 modules and refine them at destination. But mineral bonus may still find some use in mining ops.

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

    Daenna Chrysi
    Omega Foundry Unit
    Southern Legion Alliance
    #750 - 2013-06-24 17:35:30 UTC
    Phoenix Jones wrote:
    Tu'yak Marowshay wrote:
    Phoenix Jones wrote:
    Long as we get something that can move mass amounts (between 100,000 m3 and 200,000 m3), in some-type of configuration (not a freighter, jump freighter, or Orca), that involves either the T1 ships, the Deep Space Transports, or some new transport ship, I'll be happy. i really could care less of the utility, the tank, the "special abilities". Just something that can handle the movement of a mass bulk order where a Orca or Freighter can't do, in a ship that doesn't cost a billion isk.

    I could have recovered the 4 hours of moving crap I just did, because that was in no way, shape, or form, fun or enjoyable.


    Surely you're joking. - yes?


    Lord I wish. It is what it is, and what it is (industrials currently) is terrible. There is a massive void inbetween Indy (50,000 m3) and freighter (900,000 m3), that needs to be addressed with something besides the orca.



    counting the orca, rorqual and jump freighters, the void is not that big. Altough I wish there was a cheaper alternative for the jump freighter.
    Hexatron Ormand
    Center for Advanced Studies
    Gallente Federation
    #751 - 2013-06-24 17:35:34 UTC
    I come across questions from newbies that we take on, if there are any ships between those t1 industrials.. and freighters.

    Often people look for ways to transport "medium sized" heaps of goods (compared to a freighter volume), that may also be faster than a freighter. I heard this is many channels by now, the question if there is somthing "bigger than a t1, but smaller than a freighter"


    So i think there is some sort of demand for ships that can take on 100k - 200k m³


    Even though i think that those t1 ships are for sure too "small" to take on such a load. So no clue if it would be possible to "resize" any of them to look bigger and take on such a role? Even though i bet it would look awkward. May really be better for some future plans if new ships are introduced.

    Just throwing it out there for some additional ideas or thoughts.
    Maximus Andendare
    Stimulus
    Rote Kapelle
    #752 - 2013-06-24 17:50:19 UTC
    Hexatron Ormand wrote:
    I come across questions from newbies that we take on, if there are any ships between those t1 industrials.. and freighters.

    Often people look for ways to transport "medium sized" heaps of goods (compared to a freighter volume), that may also be faster than a freighter. I heard this is many channels by now, the question if there is somthing "bigger than a t1, but smaller than a freighter"


    So i think there is some sort of demand for ships that can take on 100k - 200k m³


    Even though i think that those t1 ships are for sure too "small" to take on such a load. So no clue if it would be possible to "resize" any of them to look bigger and take on such a role? Even though i bet it would look awkward. May really be better for some future plans if new ships are introduced.

    Just throwing it out there for some additional ideas or thoughts.
    A ship carrying this amount would probably better served at the T2 line with any upcoming DST changes. Actually, though, if any new Industrial ships are in the works, I'd love to see ORE Industrials added that specialize in assembled ship hauling, salvage loot, etc., depending, of course, with how the T1 changes pan out.

    Enter grid and you're already dead, destined to be reborn and fight another day.

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    Vladimir Norkoff
    Income Redistribution Service
    #753 - 2013-06-24 18:04:29 UTC
    Ugleb wrote:
    What I want to see in EVE is a 'Millenium Falcon' type industrial ship, although not as universally awesome. ;)

    I think there is room in EVE for an indy ship that can actually fight back. Why is that every indy hull in the game is designed to be ultimately defenceless against anything that can land a point on it? Ultimately the only variable is how long it will take for you to die or hope to burn back to gate.

    How about a class with a small to miedium sized capacity that can stand up to a single tackle frigate long enough that it has a hope of either driving off the tackle or one side bringing in help to swing the fight?

    Why must every indy pilot be resigned to losing their ship as soon as they are pointed?
    Indeed! There is a long and storied history of weaponized transport vehicles.

    As you mentioned there is the Millenium Falcon. Imagine the Millenium Badger being able to fight off a squadron of TIE-Tristans, and even chase the lone survivor towards that small moon.

    And let us not forget every post-apocalyptic film where a school bus, fuel tanker, or cargo hauler is turned into giant menacing weapons platform. Where an armed-to-the-teeth Bestower is chased across the wastelands of nullsec by a marauding band of Rifters.

    Then there is the big grand-daddy of all badass haulers... Optimus #$%ing Prime! Okay, maybe haulers shouldn't transform into giant robots. But they should still be able to kick some ass. Why? Because of Optimus Prime.
    sol Aumer
    Sebiestor Tribe
    Minmatar Republic
    #754 - 2013-06-24 18:06:25 UTC
    I would like to see an ORE Strategic Industrial With subsystem like expansions so you can customize your industrial ship.
    These subsystems would give the hull all of its ship and skill bonuses.
    This would allow the player to fit bonuses and that would free up module spots for interesting load outs.

    Just my thoughts.



    Daenna Chrysi
    Omega Foundry Unit
    Southern Legion Alliance
    #755 - 2013-06-24 18:13:04 UTC
    Maximus Andendare wrote:
    Hexatron Ormand wrote:
    I come across questions from newbies that we take on, if there are any ships between those t1 industrials.. and freighters.

    Often people look for ways to transport "medium sized" heaps of goods (compared to a freighter volume), that may also be faster than a freighter. I heard this is many channels by now, the question if there is somthing "bigger than a t1, but smaller than a freighter"


    So i think there is some sort of demand for ships that can take on 100k - 200k m³


    Even though i think that those t1 ships are for sure too "small" to take on such a load. So no clue if it would be possible to "resize" any of them to look bigger and take on such a role? Even though i bet it would look awkward. May really be better for some future plans if new ships are introduced.

    Just throwing it out there for some additional ideas or thoughts.
    A ship carrying this amount would probably better served at the T2 line with any upcoming DST changes. Actually, though, if any new Industrial ships are in the works, I'd love to see ORE Industrials added that specialize in assembled ship hauling, salvage loot, etc., depending, of course, with how the T1 changes pan out.


    ORE dedicated freighter, but no jump capacity since that function can already be serviced by jump freighters and carriers, 400k m3 of cargo hold, variable by skill, and 750k - 1mil m3 of ship maint bay.

    Gypsio III
    Questionable Ethics.
    Ministry of Inappropriate Footwork
    #756 - 2013-06-24 18:16:31 UTC  |  Edited by: Gypsio III
    I think large haulers are a fundamentally bad idea. Rapid movement of large volumes of goods results in the development of One Big Hub at the cost of smaller sub-hubs, which not only hinders new players from competing in market trading and industry as easily because this single hub is more easily dominated by fewer players, but also results in the depopulation of outlying highsec areas and the migration of players into a single region, with unfortunate consequences for hamsters and cumulative greater dependence on the single hub.

    Obviously doing this overnight would cause economic chaos, so some sort of system of gradually reducing cargohold size would be necessary. Also, none of this will happen. Lol
    Dave Stark
    #757 - 2013-06-24 18:20:08 UTC
    CCP Rise wrote:
  • Make them all useful

  • then with the large cargo haulers you need to start again from scratch, because as i pointed out the bestower ***** on everything else for equal or lesser SP at it's primary role.
    Elandra Grimm
    Caldari Provisions
    Caldari State
    #758 - 2013-06-24 18:26:43 UTC
    I guess it's not really a T1 idea, but the regular haulers have always bothered me a little in the implementation. Essentially, they're all the same, with a different skin. You always put cargo expanders in, and otherwise, they pretty much all end up looking very similar, but for the skin.

    Leave a broken system alone, IMO. Since getting rid of all t he haulers would be problematic.

    Someone in one of the previous topics mentioned subsystems, which IMO, would lend itself to truly configurable and distinct industrial haulers.

    You can do what you like with the other subsystems, and I mean weapons, propulsion, et al. What I'm concerned with is the mechanicals, the one that gives you cargo cap and the like. Here are some ideas I had.

    Collier subsystem: minimal general storage, zero ore, and but a special bay that can store ammo types only, that can be accessed while in space, like opening a can.

    Security subsystem: no ore storage, no other specialized storage, relatively small general storage that self destructs on ship destruction leaving nothing in the bay as loot.

    Mining subsystem: Nuff said. No general storage, or very little, and large ore/ice/gas storage

    Hauler subsystem: No ore storage (I mean disallow type, ore in this bay), and good sized general storage.

    And so on.


    Also, to mitigate the hyper optimization, give the subsystems a x0 bonus to all hull expansion fittings in the low slots.

    Additionally, you could think of making the other subsystems affect your storage, for instance, your gunnery/high slot subs might halve the bay space in favour of weapons. Or your propulsion sub might give a penalty in favour of more speed.

    So, you could have fast, armed, high security haulers with small cargo, or make it medium cargo to lose the speed or guns. Etc.

    I think CCP went at the Industrial ships in a lackadaisical fashion. It's like they went 'oh well, they just haul stuff, give them big bays and no slots, no one will care because everyone hates industrials'.

    The framework exists to make industrials really interesting, and flexible, but I don't see how nerfing and tweaking what you have is going to get you there. IMO, you're going to have to put in something better that works and get people to pretty much stop using the old crappy stuff.

    Ellie
    MeBiatch
    GRR GOONS
    #759 - 2013-06-24 18:35:20 UTC
    CCP Rise wrote:
    Jowen Datloran wrote:
    Thank you for listening to the feedback, Rise. Much appreciated.
    CCP Rise wrote:

  • Special purpose bays - This will be for Hoarder, Iteron Mark II, III, and IV. We wanted to do this originally, but held back because of concerns about racial inequality. Based on feedback I'm now hoping you guys will be fine with this inequality, as long as it isn't so favored towards Gallente that no one would ever train another race for hauling.

  • This is as much an issue as people having to train Caldari ship skills if they want to fly a powerful ECM or missile boat.


    People keep saying this but it is simply not true. It would be if there was a counterpart for the other races. If you don't want to train missiles, its okay because you can train lasers. In this case, there is no option for Caldari or Amarr to counter balance, even if it was a different bay.


    how about for the winter expansion you do another player made design to fill in the missing ships like you guys did with the abc's... i remember for years ammar was missing a frig... so its ok to not have them in the game for several months...

    There are no stupid Questions... just stupid people... CCP Goliath wrote:

    Ugh ti-di pooping makes me sad.

    Dave Stark
    #760 - 2013-06-24 18:38:57 UTC
    Malcanis wrote:
    I'll remind you that you haven't lost a single m^3 of cargo space from your Ity5.

    That part of your post that I highlighted is the key here: when there's only one ship worth using, it's time to fix that situation.


    while we're reminding each other of things. can i remind every one what happened to the last non combat focused ship type that was rebalanced because "only one ship was worth using"? the situation didn't change, the crown was merely passed.

    as is the case here with regard to high volume haulers.