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[Odyssey 1.1] Tech 1 Industrials, Round 2

First post
Author
Van Kuzco
Perkone
Caldari State
#441 - 2013-06-28 02:23:48 UTC
I love the changes and specialized haulers but I think they should have a max of 2 low slots.
Endeavour Starfleet
#442 - 2013-06-28 02:54:53 UTC
Van Kuzco wrote:
I love the changes and specialized haulers but I think they should have a max of 2 low slots.


No. That would gimp them for no valid reason. They are balanced by the fact that they are specialized and cant be used like the other types of haulers which have their own aspects and use.
Arrendis
TK Corp
#443 - 2013-06-28 04:16:32 UTC
Endeavour Starfleet wrote:
Van Kuzco wrote:
I love the changes and specialized haulers but I think they should have a max of 2 low slots.


No. That would gimp them for no valid reason. They are balanced by the fact that they are specialized and cant be used like the other types of haulers which have their own aspects and use.



Well, if they drop to 2 lows, if the resists remain as they are, the Hoarder's use as a fleet tender wouldn't be compromised at all. It'll have about the same EH shield tanked as a scimitar (a little less, but not much). I suspect the other specialist hulls will look much the same.

Armor-tanked, it's a different story, but then, they're already looking like they'd be about as durable as kleenex™ when armor-tanked.
Maximus Andendare
Stimulus
Rote Kapelle
#444 - 2013-06-28 04:21:51 UTC
Edward Pierce wrote:
I have hauling PI commodities on my Caldari character in mind Rise, what's my reasonable alternative post-rebalance? You sent me from having to cross-train for the Iteron V to having to cross-train to the Iteron III, and this has taken you how long?
I don't know. If I were Rise, I'd probably ask you what you use now to pick up your PI goods, then I'd remind you that the proposed Badger Mk. II carries 36,674 m3 compared to your Badger Mk. II on TQ, clocking in at a MAX (with T2 rigs) at 21,586 m3--a whopping 42% more.

Then I'd suggest that you could use the new Badger, since its now going to haul THE MOST of the fast and tanky haulers, coming at 19,593 m3, itself a 33% improvement and within ~10% of the LARGEST Caldari Industrial currently available on TQ.

Then I'd ask that if your PI haul is *so* much more than even those two figures, I'd ask why you haven't ALREADY trained Gallente Industrial V, since you apparently need the roughly ~13% more space a max (T2 rigged) Iteron V can deliver on TQ, which completely invalidates your crying about "having" to train Gallente in order to possibly do anything with PI post-changes.

Seriously, your arguments are so bad and your tears are so great. Stop trying to sell homogenization because you are cross that the Badger Mk. II will hold ~42% more than it does now or the Badger will nearly match the Mark II on live currently and will have a strong tank, align and warp speed to boot.

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Arrendis
TK Corp
#445 - 2013-06-28 04:31:54 UTC  |  Edited by: Arrendis
Maximus Andendare wrote:

Seriously, your arguments are so bad and your tears are so great. Stop trying to sell homogenization because you are cross that the Badger Mk. II will hold ~42% more than it does now or the Badger will nearly match the Mark II on live currently and will have a strong tank, align and warp speed to boot.


I tend to think you're missing his point. To me, it seems like what Pierce is saying is: 'Hey, if this is supposed to fix the 'everyone just trains Gallente Industrials cuz duh, Itty V' tendency, it won't. Your average Joe Hauler, who's just schlepping around hi-sec being a Bad, is still going to say 'hey, I haul Ore, I should train Gallente'. And when he trains up the refining skill, he'll say 'Now I haul minerals, I guess I should train... oh, Gallente, cool.' And if he gets into PI, he'll say 'Damn, these loads of Toxic Metals are huge, I should train... huh. Gallente.''

And the trade-off for just training Gallente is... you don't have access to the ammo hauler, and your big general-purpose hauler is like 2k smaller than the biggest one. Really, not enough to worry about.

He's not upset that he's losing anything - for the love of Mittens, he's already said he can fly anything he needs to fly. What he's saying is:

'Hey, you have said part of your reasoning is to fix Problem X. This will not fix Problem X. Be aware of that.'

And he's right. It won't fix the 'everyone just trains Gallente' problem. Not by itself. Personally, I tend to think that it sets the stage for later work that will.
Endeavour Starfleet
#446 - 2013-06-28 04:48:08 UTC
Except that now you wont have to train up Gal V to be useful in these specialized roles. Most will have III good enough. Leaving plenty of training time going towards the other races for their different aspects.

Far FAR better than today where its. "Train Gal V and little else"
Arrendis
TK Corp
#447 - 2013-06-28 05:06:08 UTC
Sure. Or time for training things other than hauling - like industry and refining, or PI skills. Or even Accounting and Broker Relations. After all, what makes those other racial Industrial piloting skills more 'must-have' than the skills that directly impact your bottom line?
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#448 - 2013-06-28 05:06:16 UTC
Quote:
When the time comes that these ships get moved to the ORE lineup. (A LOT of changes in EVE need to happen first) I would love to see a contest like that. The Tier 3 battlecruisers look amazing and they likely would have looked even better as the battleships there were drawn as.

These are ships future EVE players will get into quickly. A WOW factor to how they look would help keep them in the game. Like how awesome the noctis looks.


Yeah, I like that idea with ORE concept taking over all the industrial matters or whatnots. I do not like however that the Orca has too many "too awesome" features, making it way too good for anything.
*dreams on to see the industrial ship hulls for combat :>

Nevertheless, these mentioned changes are awesome.

Now that you reminded me, I'm not sure if I'm the only one but I really wanted to see the Noctis hull be the specialized PI-vesel as it really has the aestethics(spelling) for that task.

It is unfortunate of course that Gallente would more likely become the "thang" to skill as those ships would have the distinct attributes. But I find though that "it can't THAT bad to skill it". I just think that the others just need to have some more emphasis on their traits and other nifty things.
Drones on Iteron sounds cool, somewhat what I've been hoping for a long while.

I just find it should not be gimmicks. There should be a nifty "all in" sort of implementation for each vessel, if possible. Not easy to suggest or explain unique things as there are constrains in gameplay and balance though.

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

Endeavour Starfleet
#449 - 2013-06-28 05:22:09 UTC
Arrendis wrote:
Sure. Or time for training things other than hauling - like industry and refining, or PI skills. Or even Accounting and Broker Relations. After all, what makes those other racial Industrial piloting skills more 'must-have' than the skills that directly impact your bottom line?


You choose what you want to train for in EVE. Those other ships now have roles and aspects that are useful for a large amount of pilots. As opposed to today where they are mostly just ships that sit in a hangar collecting dust from years ago where you decided that flying a hauler that looked cool isn't the best thing to do in EVE.

The point is you don't have to say. Okay I want to haul something big. Okay just got to spend the better part of a month training Gal V and I'm good to go! If you have to move one of the listed types you can say. Okay I just need Gal or mimmy II or III. Do I need to move other items? Do I need more tank to move this awesome find? Would a few drones help?

It is all far more balanced now. And the specialized ships are going to REALLY help newer players get their first big start in EVE. Especially if they can get into Nullsec doing that.
Arrendis
TK Corp
#450 - 2013-06-28 05:27:52 UTC  |  Edited by: Arrendis
Endeavour Starfleet wrote:

You choose what you want to train for in EVE. Those other ships now have roles and aspects that are useful for a large amount of pilots.

. . .

It is all far more balanced now. And the specialized ships are going to REALLY help newer players get their first big start in EVE. Especially if they can get into Nullsec doing that.


Right. Those other ships - 'Large Hauler X' and 'Small Hauler X' have roles and aspects that are useful for a large amount of pilots.

And you get one of each with Gallente Industrials I. Now, maybe you don't get the best in their class of each - but unless you're training up to skill V, you're not getting that, anyway.

You also get 3/4 of the specialized ships.

So, in terms of pure return on the time invested - if you're a newbie, which Racial Industrial skills do you train?

Gallente, maybe Minmatar after that. And now you have all 6 roles. If you don't train Minmatar? You have 5 of the 6 roles.

And keep in mind, I'm saying this as someone who can fly almost ever sub-capital in the game, for exactly the reason Pierce derided - I've stolen quite a number of them when my old WH corp found them floating in space...

... in someone's POS...

... which we blew up...

Big smile
Edward Pierce
State War Academy
Caldari State
#451 - 2013-06-28 05:31:42 UTC  |  Edited by: Edward Pierce
Arrendis wrote:
Maximus Andendare wrote:

Seriously, your arguments are so bad and your tears are so great. Stop trying to sell homogenization because you are cross that the Badger Mk. II will hold ~42% more than it does now or the Badger will nearly match the Mark II on live currently and will have a strong tank, align and warp speed to boot.


I tend to think you're missing his point. To me, it seems like what Pierce is saying is: 'Hey, if this is supposed to fix the 'everyone just trains Gallente Industrials cuz duh, Itty V' tendency, it won't. Your average Joe Hauler, who's just schlepping around hi-sec being a Bad, is still going to say 'hey, I haul Ore, I should train Gallente'. And when he trains up the refining skill, he'll say 'Now I haul minerals, I guess I should train... oh, Gallente, cool.' And if he gets into PI, he'll say 'Damn, these loads of Toxic Metals are huge, I should train... huh. Gallente.''

And the trade-off for just training Gallente is... you don't have access to the ammo hauler, and your big general-purpose hauler is like 2k smaller than the biggest one. Really, not enough to worry about.

He's not upset that he's losing anything - for the love of Mittens, he's already said he can fly anything he needs to fly. What he's saying is:

'Hey, you have said part of your reasoning is to fix Problem X. This will not fix Problem X. Be aware of that.'

And he's right. It won't fix the 'everyone just trains Gallente' problem. Not by itself. Personally, I tend to think that it sets the stage for later work that will.

These scrubs think a goon like me would ever need to fly a T1 hauler, heh.

I've been in this game long enough to either haul my stuff in Freighters or just pay scrubs like you all to move it for me. I have absolutely nothing to gain or lose with these changes, I'm simply pointing out bad design when I see it.

Arrendis, I'm glad someone was able to get the gist of the problem, I was beginning to worry I was really being that terrible at driving the point across; I was right though, it's not me, its eveo.

This is probably the last time I flew a T1 industrial, good times.

I'm done arguing this point, I'll just leave this little gem here for CCP Rise to explain to CCP Rise why this proposal is bad.
CCP Rise wrote:
For people focused on homoginization: The problem here is that we don't have a complex purpose that we are lazily fulfilling by having every ship do it the same way, what we have is a very simple purpose and far too many ships meant to fulfill it. I think the division between the 2 roles outlined here is functional, and adds a bit of depth to a relatively straight forward job, but what many of you are asking for is basically new jobs. As some have mentioned above, adding entirely new purposes to t1 industrials, or subdividing the current one adds a lot of complexity and doesn't even approach the issue of balance within the class we already have and use.

We talked about specialized bays and other unique purposes, but ultimately decided that, for now, it was important to make sure that pilots from races other than Gallente weren't compelled to cross train for an Iteron 5, and also that there was at least one reasonable alternative within your race depending on what purpose you had in mind. We want to improve on industry in general, but that is a much bigger proposition and I don't think t1 industrials is the right starting point.
Endeavour Starfleet
#452 - 2013-06-28 05:37:08 UTC
If you are a newbe who is doing anything related to mining then yes Gallente Industrial for a few levels is the way to go. Now personally I believe if CCP had the assets now and we did not have the other awful issues in EVE. Then moving those ships into ORE would be the best for newer players as they would then train towards a Noctis as well.

They don't and for the time being not being able to not completely remove "Train Gal nao" in order to give newer players an awesome way to be effective in EVE and to fix some of the issues of nullsec living. Is completely worth it.

That change can come later. And by that time EVE hopefully will be an even better game for newer pilots.
Endeavour Starfleet
#453 - 2013-06-28 05:50:33 UTC
Edward Pierce wrote:


I'm done arguing this point, I'll just leave this little gem here for CCP Rise to explain to CCP Rise why this proposal is bad.

...




Simple. He said "For now" The community said they want CCP to actually do something with these hulls and they did. They are implementing the specialized ships. I doubt they were even thinking about Hauler spawns or PI headaches or the issues that give large alliances an unfair advantage for mining when the idea of specialized holds was mentioned just. "These poor ships will continue to collect dust"

The community has found a use for these ships. Large alliances will discover what the community has suggested and they will whine and scream "OVERPOWERED!" While they continue to use lord of the asteroid belts orcas, rorqs, and freighters to solve any pesky hauler spawn or miners with tons of bonuses. Use spacerich pimped hulls for no PI trouble while setting up contracts to bring in more covert ops cloaks.

Arrendis
TK Corp
#454 - 2013-06-28 05:59:42 UTC
Personally, I agree with you - I think that this lays the groundwork for future development in assets that can make the other two races just as 'you want this' as gallente will be for industrialists, and minmatar will be for extended fleet operations.

The Amarr, IMO, should be the last ones to get a special bay - they're not innovators. They're very traditional in their approaches, and they wait to see what other folks are doing before they say 'ok, we'll do that, but better (we think)'. That's why they were late to the missile/drone games.

The Caldari, though - they're capitalists. They'll innovate, and they'll likely make it something fairly adaptable. I can conceivably see the Caldari being the ones to first say 'you know what, those are all lovely little specialist hulls. Let us introduce you to the Badger III. For Tech III. Variable subsystem configuration. It can have any of four specialized bays, or a standard cargo configuration. Same ship, purpose-fitted for the mission you're flying today. Takes the place of all six haulers, only costs five times as much. What a deal, huh?'

But that's not now. And right now? Right now, Pierce is right about whether it will solve the problem. So even if he's wrong about it being a bad idea - and I think he is - he's not wrong about it being bad design from the perspective of solving the problem CCP Rise has said it's intended to solve.
Caitlyn Tufy
Perkone
Caldari State
#455 - 2013-06-28 06:08:50 UTC  |  Edited by: Caitlyn Tufy
Edward Pierce wrote:
I have hauling PI commodities on my Caldari character in mind Rise, what's my reasonable alternative post-rebalance? You sent me from having to cross-train for the Iteron V to having to cross-train to the Iteron III, and this has taken you how long?


Guess what - if you want a drone boat, you can't skill minmatar cruiser either.

If you want to use the Badger to move PI, you can do so, you'll still do better than most options you have on TQ right now. In fact, I suspect most low sec people will still use Blockade Runners for PI, which have considerably lower cargo space, but a covert cloak. What Iteron III allows you to do is more or less skip Orca if you're running high sec industrial planets - still, any cargo hauler won't do much worse at it, as long as you know what you're doing. What the Iteron III doesn't allow you to do is load up PI + salvage or whatever and run for the market, which is a severely limiting factor - it's literally just a local boat to manage PI, that's it. You need it? Then you'll simply have to sacrifice that day of training time. You don't need it? Feel free to never skill for it in your entire career.
Endeavour Starfleet
#456 - 2013-06-28 06:10:23 UTC
What about Tech 2 Caldari? This should be in another topic but I had a thought and as you brought them up perhaps I could offer a solution of sorts?

Gal gets the T1 love for specialization right?

What about Caldari T2 love for operations?

Bustard as a POS operations ship. (Hold for all pos structures, fuelblocks, and other items POS related) This could be part of the potential of modular POS ideas.

The crane could be the capital ship tender. Designed to carry plain fuel, Drones of all kinds, etc.. And do so with the cov ops cloak so that it can serve cut off capital ships.

This is just an early idea I had and I don't claim it's balanced.
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#457 - 2013-06-28 06:11:51 UTC
Endeavour Starfleet wrote:
So more goons and large alliances come out of the woodwork against the specialized haulers. Prime example of how large alliances in this game try to derail good ideas that would benefit newer players at the slight expense of their freighters orcas and rorqs not being perfect lords of the belts in my opinion.


Why are you even going there?

Want me to play the part of the Evil Goon?


Love the specialized bays! Can't can or plastic wrap anything in them so we can cagro scan and gank the ones we know are worth it. And they are over twice as worth it as before with that massive hold. Did you know you can pack over 200mil isk worth of stuff in a PI hauler, and it will die to maybe 50mil worth of catalysts or thrashers? Awesome job making sure all the general haulers will still be fitting nothing but max cagro mods. Makes it easy to blap them with week old newbees the next time we do Burn Jita.

And the ore only version? Thanks CCP! I'm going to toss a few unfitted ones in Rorqual's ship hanger. Double my ore hauling capability. And you thought this change was sticking it to the space rich? Ha! Watch me use my wealth to jump an entire Rorqual and 4 ore Iterons full of crokite right past those wretched poors.


Now back to reality, where I build and hand out Industrials for PI kits, answer newbee questions everyday, hear endlessly about them dying to the same old gate camp. Where I fly around nullsec hauling billions worth of stuff in T1 Industrials, blockade runners, Orcas and Rorquals.

If this was all about helping the little guy, then just double the max possible cargo holds on all of them. How about we just get past the cargo expansion modification idea, and just give all of them a big separate bay. Quit assuming that it should just be a slow moving container with no other noteworthy traits.

If we are going to have restricted bays, then spread them around to all the races. You may think the ore only bay is really innovative and an addition to the line up, but as some one who has been living with restricted bays for awhile, they are a restriction. It isn't there to let you do more stuff, it is there to limit what you can do. I'd rather pick up my planet goo and a hauler spawn with the same ship than have to keep half a dozen ships that more or less hold equal volume of specific item types. And if I'm picking up hauler spawns, how about giving me something so that getting tackled by rats isn't a sure death.

You want to talk about newbees in Industrials flying around nullsec? They die quickly to gate and belt rats. Our advice if they land in a bubble is "welp". We treated racial Industrial as a prereq in training plans because training it to buff up garbage T1 Industrials was pointless. I guess we were trend setters, telling newbees not to train more than a couple levels of racial Industrial unless they had plans of blockade runners of jump freighters. Now our advice can be even simpler; a couple levels of Gallente Industrial is all that should be trained, and guys on the production/import end only have to bother with stocking Iterons II though V.



Arrendis
TK Corp
#458 - 2013-06-28 06:13:47 UTC  |  Edited by: Arrendis
Endeavour Starfleet wrote:

The community has found a use for these ships. Large alliances will discover what the community has suggested and they will whine and scream "OVERPOWERED!" While they continue to use lord of the asteroid belts orcas, rorqs, and freighters to solve any pesky hauler spawn or miners with tons of bonuses. Use spacerich pimped hulls for no PI trouble while setting up contracts to bring in more covert ops cloaks.


See, this is where I think you're running into trouble - Pierce isn't at all saying 'this is overpowered' from the viewpoint of 'I'm spacerich, how dare you little bastards try to compete'.

Large alliance already know what's going on. I've already worked up a fleet tender fitting for the proposed Hoarder. Pierce is in Goonswarm, as you've pointed out more than once. Do you think he's the only Goon watching this? It's been reported on TMDC, for crying out loud.

Large alliances don't get big (or stay big) by crying about the up-and-comers having tricks they didn't have when they started. They say 'hey, we have those tricks now, too'. And they use them.

And we will most definitely use them.

Example:

The Hoarder's not going to be useful for mineral compression. Oh noez. But the Iteron II will still hold (at max skills) 64,500m3 of minerals. It's 245,000m3 unpacked. That means 4 of them can fit into a carrier's hangar.

Currently, a Black Ops Battleship can be placed into a carrier's hangar with fuel in the fuel bay. If the new specialized bays exhibit the same behavior, this means that a carrier can haul 258,000m3 of minerals - comparable (not quite AS good, but comparable) to a jump freighter. And it'll do it for lower fuel costs, with better jump range, and the ability to be fitted, mount its own cyno if it runs into trouble, even fight back and run local reps, all of which a freighter can't do. Oh, and I almost forgot to mention, when it gets to lowsec? Instead of transferring from the far more expensive jump freighter to the still expensive and 'web me pleeeease, I want to warp!' freighter, now it's 4 trips at 4.5 au/s in ships that are likely going to be cheap and disposable enough to sell them when you get to Jita and fly a shuttle back (at 6 au/s) that you can still toss into the non-specialized cargo hold of the next special snowflake hauler to repeat the run. And those four runs will be faster than the freighter would have been at .75 au/s.

You think the large alliances haven't spotted that? You think the CFC - the Goons, FA, FCON, RZR, etc, hasn't spotted that?

The large alliances aren't worried about the little guy being able to handle a hauler spawn. Are you kidding? It means our newbies can handle hauler spawns more easily, too. So if someone from one of the big alliances is saying 'hey, I don't think this does what you think it does', it's not because we're looking down our noses at opportunities for the little guy - it's because looking for the loopholes and the unintended consequences is kinda what we do.
Endeavour Starfleet
#459 - 2013-06-28 06:23:43 UTC  |  Edited by: Endeavour Starfleet
Mineral compression and ease of transport is an issue that they are working to resolve. (Changes to hoarder's unpackaged volume.) And they can hopefully make it so that these ships with items in the holds cant be loaded into a carrier. That is where I would personally say overpowered as it has gone beyond newer players having a good single ship to something getting abused to turn carriers into uber mineral haulers.

Do large alliances really think CCP will let that happen for very long? No. That will be stopped and quick and these ships will go back to being good specialized task ships.

Edit: To make it clear I personally want CCP to have different build and reprocess values so railguns and ammo are not used for mineral compression. I don't want things easier for large alliances to build supers.
Benny Ohu
Royal Amarr Institute
Amarr Empire
#460 - 2013-06-28 06:34:40 UTC
Shepard Wong Ogeko wrote:
If this was all about helping the little guy, then just double the max possible cargo holds on all of them. How about we just get past the cargo expansion modification idea, and just give all of them a big separate bay. Quit assuming that it should just be a slow moving container with no other noteworthy traits.

these industrials are designed around what can be acheived with max expanders and cargo rigs, which leaves them with a small base bay and basically makes them require cargo expanders and rigs

but they have to be considering that your cargo increases exponentially with expanders/rigs which makes a lot of expanders/rigs pretty much the only option when fitting

if they all had bigger starting bays and cargo expanders increased cargo by a set amount, could this allow more design freedom where it came to slots/bonuses and therefore more interesting ships and fitting options without having to resort to specialist bays?

noone armour tanks an indy, even bestower/iteron, it's all shield tank