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[Odyssey 1.1] Tech 1 Industrials, Round 2

First post
Author
Akemi Kiyoura
Science and Trade Institute
Caldari State
#521 - 2013-06-28 17:08:53 UTC
Akemi Kiyoura wrote:
I still think we need something in between the Itty V and an Orca/Freighter. The difference in cost between the two hulls, not to mention the training time for the Orca/Freighter compared to an Itty V is borderline irrational.

There needs to be something that has at most 80k m3 of cargo. Why at most? To scale it with the rest of the indy freight hulls.

bump for justice.
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#522 - 2013-06-28 17:39:38 UTC  |  Edited by: Vayn Baxtor
Quote:
I still think we need something in between the Itty V and an Orca/Freighter. The difference in cost between the two hulls, not to mention the training time for the Orca/Freighter compared to an Itty V is borderline irrational.

There needs to be something that has at most 80k m3 of cargo. Why at most? To scale it with the rest of the indy freight hulls.


Somewhere, I had the idea that one should introduce a seperate group of viable in-between ships that are "missing" (as mentioned above in the quote). ORE is a good example for the introduction of the Orca; Orca being a real VESSEL.

It is big, it does the job - and though a bit too effective, it is clearly awesome. It requires dedication and it is an impressive teamwork-focused vessel that can do various industrial related tasks. And I like that literally command ship type of vessels. (hello Homeworld:Cataclysm)

Had this idea once, and maybe it is not much of a brainfart after all.
Following that idea, maybe there could be an emphasis on this Vessel Class topic afte rall; As in officially introducing a bracket that is subcap, but (much) larger than BC/BS.

I'd almost say, lets copies of the current industrial ships and having them be much larger with their respective upclassed designs, including a Noctis hull for PI, in there too.

They'd have the size to suffice anything around being dedicated haulers with special bays, PI, etc - Orca could still be boss in terms of T1 hauling etc. And creative minds could come up with a decent Orca <-> Freighter inbetweener, if necessary or desired.

So - We could have combat variants (meaning a different gameplay and style of ships) too, and the industrial ones that could tackle all the problems the current/upcoming T1 Industrials may have.

Toss in an industrial ship contest and voila.

Has to be well thought through though, and as usual, it is likely too early to have such for the game currently how it is.

But to reiterate, I really think there should be a VESSEL-class bracket; seperating from the more agile Frig <-> BS bracket and introducing this "Vessel ruleset" . They could also have shipbonuses that use "unusual skills" - Science Industrial Ship -> /Science Skills, /Industrial skills.

Lots of stuff could be played around with, but that would require a thread. Whatever, just something to think about.

Or it could just be an alternative so that there is that bridge between Orca <-> Freighter.

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

Maximus Tyberius
Free People United Inc.
#523 - 2013-06-28 18:16:43 UTC  |  Edited by: Maximus Tyberius
Maybe someone already proposed this: but anyway

To minimize the unequalities, just give Caldari and Amarr at least 1 extra industrial...

For caldari this is extremely easy... Reskin the bustard and make it Badger III (as it originally was intended to)

For amarr it is a little more tricky...perhaps adding some container like structures under the Sigil's belly, and reskin and call it Sigil Mk II Other names: Emblem, Chevron, Insignia ..(just sayin)

Some other ideas : Give Non-Gallente races a frigate-sized industrial, as easy as to attach giant secure container horizontally to a rookie ship (example) http://imageshack.us/a/img547/7484/a6eu.jpg



So we get:


: Iteron mk I = Cheap and flimsy throwaway industrial, no special ability
: Iteron mk II = agile and tanky
: Iteron Mk III = Special Ability in between (ore hold, gas hold, PI hold)
: Iteron Mk IV = Fast subwarp and Fast warp (6 AU), but VERY reduced cargohold (Itty IV model is too small for its cargo hold!)
: Iteron Mk V = Big Cargo


: Wreathe = agile and tanky
: Hoarder = Special Ability in between (ore hold, gas hold, PI hold)
: Mammoth = Big Cargo


: Badger I = agile and tanky
: Badger II = special ability in between (ore hold, gas hold, PI hold)
: Badger III (reskinned bustard) = Big Cargo


: Sigil = agile and tanky
: Sigil Mk II = (reskinned sigil) special ability in between (ore hold, gas hold, PI hold)
: Bestower = Big Cargo

Is all right for the bestower to have the biggest hold, cause it looks bigger than the Itty V.. ( I'm one of the guys that trained gallente industrial 5)


Well, there's some crazy Ideas, hope it helps...

Keep the good work!
Alvatore DiMarco
Capricious Endeavours Ltd
#524 - 2013-06-28 18:41:14 UTC  |  Edited by: Alvatore DiMarco
I think some of you are very blatantly (maybe it's deliberate?) missing the point that there isn't going to be any third "major revision" of these ships despite your insistence that there should be one. As such, you're really wasting a lot of time and burying everyone else's more-realistic suggestions under your wishful thinking.

That being said, people who wish for the Iteron V to lose some cargo space in order to balance Gallente out better and stop some of the people who are saying "Now there literally is no reason to train anything other than Gallente except being an idiot" are forgetting that the Iteron V is mostly stuck at its current cargo space because of the insufferable firestorm of whining and rageposting that would happen if it lost even half a cubic meter of space. I absolutely agree that the Iteron V should have the lowest max cargo of all the "cargo-focused" industrials, but that impending firestorm of whine.. I dunno about having to deal with that. There are better ships, despite what certain others seem to be saying. I know that if the Bestower held as much right now as it's going to, I wouldn't have had any reason to buy an Orca and I may even be able to sell it now.

Give the sigil a second turret mount, make refined gas and ice products fit into the mineral hold, let POS fuel fit into the ammo/charge hold (and maybe, maybe make it a fleet hold) and call the changes done.
Taleden
North Wind Local no. 612
#525 - 2013-06-28 19:04:16 UTC
Alvatore DiMarco wrote:
I absolutely agree that the Iteron V should have the lowest max cargo of all the "cargo-focused" industrials, but that impending firestorm of whine.. I dunno about having to deal with that.


Or, they could just change the special bay capacity bonus of the Iteron II-IV and Hoarder to use the ORE Industrial skill, while the ships themselves retain the racial industrial level 1 skill requirement and velocity bonus.

That way Gallente Industrial skill points are no longer overvalued compared to the other races, but the Iteron V doesn't require any rage-inducing nerfs and art doesn't have to spend any time rebranding the ships as ORE industrials. Everyone's happy.
Omnathious Deninard
University of Caille
Gallente Federation
#526 - 2013-06-28 19:08:31 UTC
Taleden wrote:
Alvatore DiMarco wrote:
I absolutely agree that the Iteron V should have the lowest max cargo of all the "cargo-focused" industrials, but that impending firestorm of whine.. I dunno about having to deal with that.


Or, they could just change the special bay capacity bonus of the Iteron II-IV and Hoarder to use the ORE Industrial skill, while the ships themselves retain the racial industrial level 1 skill requirement and velocity bonus.

That way Gallente Industrial skill points are no longer overvalued compared to the other races, but the Iteron V doesn't require any rage-inducing nerfs and art doesn't have to spend any time rebranding the ships as ORE industrials. Everyone's happy.

No.

If you don't follow the rules, neither will I.

Tiber Ibis
The Paratwa Ka
#527 - 2013-06-28 19:10:34 UTC  |  Edited by: Tiber Ibis
Endeavour Starfleet wrote:
Tiber Ibis wrote:

This is what I am thinking to be honest. The gallente general purpose haulers need to be the worst, or at least not as good as they are right now. The specialised haulers are so good that it seems unfair to make the gallente general purpose haulers this good also. My thoughts would be to make the iteron V a specialised hauler as well and remove the normal cargo space.


The issue is what would it be used for? I believe it was said that there was a technical reason preventing a POS fueler on this pass. (Tho in my opinion it would be better to combine all POS operations into a dedicated t2 rebalance)

Actually. Perhaps it could be used to give a good in game test of the cargo bay that isn't affected by expanders that was mentioned earlier?

One option, make the Itty V carry gas, then make the Itty IV carry regular ore. Another option could be make the Itty V carry unpacakged ships. Another option make it carry ship modules. Literally tonnes of option available.
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#528 - 2013-06-28 19:16:29 UTC
Thorne Zyman wrote:
Shepard Wong Ogeko wrote:


It is sort of circular that Industrials are designed around a specific fit.

I don't know about changing the way expanders work. That would probably break a lot of other common fits outside of T1 Industrials.

But separate bays that aren't effected by cargo expanders means we could get out of the rut of balancing Industrial ships under the assumption they will all be fit with 3 T1 cargo rigs and a T2 expander in every low slot. Just use the racial industrial skill to increase Industrial bay size. That way, ships can be given a balancing pass where the cargo capacity is one thing, and classifying the ship as being best HP, speed, or agility can be done with all available fitting space on the table.


I can only think of one example of a cargo fit ship which isn't a T1 or T2 industrial (or ORE Industrial) and that's the ol' Honour Tanked Revelation.

Adding a stacking nerf to them will fix the "all lows and rigs got to expanders" issue without changing the ships that occasionally fit one or two cargo expanders (eg, barges, some frigs, etc).


Cyno ships, salvage destroyers, Noctii, Orcas, Rorquals, T2 Industrials, mining battleships, who knows what else.

Changing expanders is beyond the scope of T1 Industrial balances and could have a lot of unintended consequences. Most notably is that is would break T2 Industrials before they get there own rebalance.

If they can put separeate bays in Iteron II - IV, they can do it to all of them. Come up with a base line for the general cargo ones, a bit bigger on the resitricted bays, a little small on the fleet hangers. Leave a decent sized expandable cargo if people still want to expand it. I can see the PI hauler being one that you would want expanders to carry command centers, since the PI only bay probably can't carry those. Once you are done dropping command centers, refit to something more suitable to just hauling PI stuff. Or some one hauling ore or minerals to market in those specific haulers, and then fit expanders to so small general bay so they can haul back some modules or ammo they bought.

Also, if they just change the base cargo and expander machanics, it still leaves the restricted bay versions in sort of an odd position. The general versions would still likely be fit for 'max expander' because all people are thinking is packing in a lot of stuff, while the restricted versions get the bonus of haulling a bunch of stuff and fitting WCSs and agility mods, using a 10% to cargo skill bonus to gain volume. You could probably fit out the ore only haulers to be a fast and agile as the Industrials in the 'fast and agile' role, while hauling 2 to 3 times more volume.


I think a separate bay meant for the cargo you are hauling is the cleanest way to get out of the 'max expanded' scheme. It would give value to actually training racial industrial for extra cargo, instead of just training Hull Upgrades II for T2 expanders and picking the ship with the most low slots. It would let people fit the ships for a role and work with the base stats, rather than immediately gimping the speed with expanders and putting a weak shield tank on ships that should fit an armor tank.

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#529 - 2013-06-28 19:29:13 UTC  |  Edited by: Vayn Baxtor
Quote:
I think some of you are very blatantly (maybe it's deliberate?) missing the point that there isn't going to be any third "major revision" of these ships despite your insistence that there should be one. As such, you're really wasting a lot of time and burying everyone else's more-realistic suggestions under your wishful thinking.


Nope. We just post because we can. And because it should be said.
It's more about finding long term solutions than the trillions of bandaids being applied everywhere. There is always a hole somewhere just because nobody is brining anything bigger.

Likewise, people been posting realistic short term changes too and, well, hello today.

And some of us want to have the industrial ships bracket get the same attention as any other epeen combat vessel out there.

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

Vincenzo Arbosa
Locust Assets
#530 - 2013-06-28 19:33:32 UTC
I just wanted to come on and say thanks. I appreciate that user feedback has been taken into consideration and I think the changes are an awesome compromise between dev wants and player dreams.

I look forward to seeing these new industrials in use, and the theorycrafting that the new revamps will lead to. Bravo.
"Leave the gun. Take the cannoli." 
Endeavour Starfleet
#531 - 2013-06-28 19:37:04 UTC
So I was thinking about this and I believe there can be a fair tradeoff for the Iteron V

Make it a poor mans hauler. It gets a bay that can fit anything but loses quite a lot of its cargo potential.
- #1 The bay can't be changed by rigs or mods. Only skills.
- #2 Max Capactiy is 25 thousand at Gal V

If you do this it will end up making Gallente completely different from the other lines. And better yet you can rebalance the Iteron Mark V to be a poor mans hauler with the build requirements reflecting that. If people don't have to invest in T2 rigs or cargo mods they might start thinking about other fitting options.

Thoughts on this? This is just my early idea based on earlier ideas posted in this thread.
Luc Chastot
#532 - 2013-06-28 19:37:54 UTC
Now, Badgers and Iterons need their names changed for these changes to be spot on perfect.

Make it idiot-proof and someone will make a better idiot.

Saeka Tyr
Sanctuary of Shadows
#533 - 2013-06-28 19:38:28 UTC
I'm just wondering if we could get two high slots in all the cloaky haulers...
Justin Thyme
The Salvage and Reclamation Guild
#534 - 2013-06-28 19:41:43 UTC
Endeavour Starfleet wrote:
So I was thinking about this and I believe there can be a fair tradeoff for the Iteron V

Make it a poor mans hauler. It gets a bay that can fit anything but loses quite a lot of its cargo potential.
- #1 The bay can't be changed by rigs or mods. Only skills.
- #2 Max Capactiy is 25 thousand at Gal V

If you do this it will end up making Gallente completely different from the other lines. And better yet you can rebalance the Iteron Mark V to be a poor mans hauler with the build requirements reflecting that. If people don't have to invest in T2 rigs or cargo mods they might start thinking about other fitting options.

Thoughts on this? This is just my early idea based on earlier ideas posted in this thread.


Well seeing as how i just rigged mine so it hold more i will selfishly say. I don't like this.
Especially as this will be the second time that I'll loose good cargo rigs (millions of isk) because of a change.

Just saying.

"Hunting rats is like mining for scrap metal... and occasionally striking gold"  I don't shoot people. That would be wrong. I do however shoot Ore Thiev...-- Justin Thyme

Goldensaver
Maraque Enterprises
Just let it happen
#535 - 2013-06-28 19:43:11 UTC
Still don't see any reason to train anything but Gallente (and maybe Minmatar) industrial to V. Less than a 10% performance difference in any one thing versus the specialized ships, but you get utterly massive speciality bays.

Less than a full frigates worth of difference from the max cargohold in both cases, but where one gets a slightly larger bay, the other gets access to huge speciality bays.

I guess I'm not even going to bother injecting another industrial skill except maybe Minmatar on my Obelisk pilot. I've already got the most important one trained up. Definitely not worth wasting another plex to train up 22 days on another racial industrial.



I mean, if the others will eventually get their own speciality bays (e.g. Caldari gets Fuel, Amarr gets starbase structures, there's a maintenance bay in there somewhere, and maybe something else) then alright. But there isn't a large enough difference in effectiveness to warrant spending 22 days training up any racial industrial skill which doesn't have access to speciality bays.
Endeavour Starfleet
#536 - 2013-06-28 19:43:59 UTC
Justin Thyme wrote:
Endeavour Starfleet wrote:
So I was thinking about this and I believe there can be a fair tradeoff for the Iteron V

Make it a poor mans hauler. It gets a bay that can fit anything but loses quite a lot of its cargo potential.
- #1 The bay can't be changed by rigs or mods. Only skills.
- #2 Max Capactiy is 25 thousand at Gal V

If you do this it will end up making Gallente completely different from the other lines. And better yet you can rebalance the Iteron Mark V to be a poor mans hauler with the build requirements reflecting that. If people don't have to invest in T2 rigs or cargo mods they might start thinking about other fitting options.

Thoughts on this? This is just my early idea based on earlier ideas posted in this thread.


Well seeing as how i just rigged mine so it hold more i will selfishly say. I don't like this.
Especially as this will be the second time that I'll loose good cargo rigs (millions of isk) because of a change.

Just saying.



Good point. Unlike changes to the other ships that generally made them better. For many existing pilots of the Inty V this would be a bit of a nerf.

So maybe my idea is out of scope for 1.1 but I do think eventually it would be something to change. Would you be more open to the idea being implemented with 3 months heads up?
Maximus Andendare
Stimulus
Rote Kapelle
#537 - 2013-06-28 19:45:25 UTC
Goldensaver wrote:
Still don't see any reason to train anything but Gallente (and maybe Minmatar) industrial to V. Less than a 10% performance difference in any one thing versus the specialized ships, but you get utterly massive speciality bays.

Less than a full frigates worth of difference from the max cargohold in both cases, but where one gets a slightly larger bay, the other gets access to huge speciality bays.

I guess I'm not even going to bother injecting another industrial skill except maybe Minmatar on my Obelisk pilot. I've already got the most important one trained up. Definitely not worth wasting another plex to train up 22 days on another racial industrial.



I mean, if the others will eventually get their own speciality bays (e.g. Caldari gets Fuel, Amarr gets starbase structures, there's a maintenance bay in there somewhere, and maybe something else) then alright. But there isn't a large enough difference in effectiveness to warrant spending 22 days training up any racial industrial skill which doesn't have access to speciality bays.
Cool story, bro. I can see the value in the other industrial lines.

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Endeavour Starfleet
#538 - 2013-06-28 19:47:59 UTC
Goldensaver wrote:

I mean, if the others will eventually get their own speciality bays (e.g. Caldari gets Fuel, Amarr gets starbase structures, there's a maintenance bay in there somewhere, and maybe something else) then alright. But there isn't a large enough difference in effectiveness to warrant spending 22 days training up any racial industrial skill which doesn't have access to speciality bays.



#1 it seems to be generally agreed that these specialized ships would be better off in the ORE line but CCP can't do that right now due to lack of art assets. This in my opinion will likely end up happening in 2-3 expansions.

#2 My personal hope is that the Tech 2 transports get changed into highly specialized craft. For instance the Caldari being a bay for almost everything POS related. And the Cov Ops one being a capital ship "Milk Cow" tender.
Goldensaver
Maraque Enterprises
Just let it happen
#539 - 2013-06-28 19:51:36 UTC  |  Edited by: Goldensaver
Maximus Andendare wrote:
Goldensaver wrote:
Still don't see any reason to train anything but Gallente (and maybe Minmatar) industrial to V. Less than a 10% performance difference in any one thing versus the specialized ships, but you get utterly massive speciality bays.

Less than a full frigates worth of difference from the max cargohold in both cases, but where one gets a slightly larger bay, the other gets access to huge speciality bays.

I guess I'm not even going to bother injecting another industrial skill except maybe Minmatar on my Obelisk pilot. I've already got the most important one trained up. Definitely not worth wasting another plex to train up 22 days on another racial industrial.



I mean, if the others will eventually get their own speciality bays (e.g. Caldari gets Fuel, Amarr gets starbase structures, there's a maintenance bay in there somewhere, and maybe something else) then alright. But there isn't a large enough difference in effectiveness to warrant spending 22 days training up any racial industrial skill which doesn't have access to speciality bays.
Cool story, bro. I can see the value in the other industrial lines.

Is the value worth 22 days of training? In my eyes, no.

Edit: basically my issue with it is tiericide for every other class made me want to run out and train up every races ships of all sizes. They all have great niches, but their niche is matched with an equal, but different niche in another race. Sure some ships came up short, but there was still value at each class for each race.

But this? There's value, sure. But there are 3 unique niches available to the Gallente that are completely unmatched by the Amarr and Caldari, and only slightly matched by the Minmatar. Why waste training time for a minor change in effectiveness, when I have access to all the goodies already.

I understand they have some plans for the future, but tiericide made me excited for all the other classes. This one doesn't change much. Gallente industrial is still the one to train.
Endeavour Starfleet
#540 - 2013-06-28 19:53:39 UTC
DJ FunkyBacon wrote:
http://themittani.com/news/industrial-homogenization-no-more

Since I can't keep my thoughts on this to a couple of condensed paragraphs, I made you another article Rise.



Good article! Would you be willing to comment about my idea for the Iteron Mark V earlier and perhaps write what you think could be done with the Tech 2 transports?