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[Odyssey 1.1] Tech 1 Industrials, Round 2

First post
Author
Evette Viliana
Aliastra
Gallente Federation
#761 - 2013-07-19 18:18:53 UTC
So... anybody have a guesstimate as to the price range for these new industrial hulls?
Utremi Fasolasi
La Dolce Vita
#762 - 2013-07-19 20:52:03 UTC
Nothing was wrong with all the original names :-(
Spotted Jaguar Bheskagor
Black Cat Trade and Indutries
#763 - 2013-07-19 21:36:47 UTC
Thank you CCP Rise for this DEV Blog and please keep up all your hard efforts.

As a pilot of many of these current versions of ships and reading thru most of this blog and will be following it routinely. I'd like to make some suggestions in changes as some have been made already.

General Changes:
1. Base warp speed should be the same all across the board for all T1 industrials.
2. Each race has a specific role to it's own story line (outlined basics below for each).
3. The Orca ore hold should be increased to compete with the 42,000 m3 capabilities proposed in the Iteron Mark IV (Miasmos) changes.
4. None of the specialty cargo holds can be increased thru modules and rigs.
5. Any future ships to be introduced should include Amarr and Minmatar based ships with bonuses to those races preferred weapons and tank repair specialties.


AMARR:
Heavily armor based and a large general cargo capacity is the big and bold Amarr way.

Sigil – The best armor of all the industrials having the best hit points of them all. 10% Armor HP + 5% Cargo Capacity.

Bestower – Capable of having the largest universal cargo space of all the industrials. 10% Cargo Capacity + 5% Maximum Velocity. Also capable of 2 turrets.

FUTURE SHIP: Laser bonus based battle Amarr hauler.


CALDARI:
Defensive is the reason for the Caldari State whether thru missile damage or being shield tanked.

Badger – As proposed having the most potential and base cargo, this industrial is also capable of defending itself in a offensive manner. 10% Heavy and Heavy Assault Missile Damage + 5% Cargo Capacity. 0 turrets, 2 launchers. With a solid dual launcher DPS, it's tank suffers.

Badger Mark II – A improved version of the Badger, yet why not be the industrial with the best shield tank? 10% Shield HP + 5% Cargo Capacity. Can carry only 2 heavy launchers yet doesn't get the damage bonuses as it's sister ship where it's shield tank is it's advantage. Also maybe needs a new name.

FUTURE SHIP: A balanced Badger utilizing both of the above at a lesser degree.


MINMATAR:
Speed and the capability to re-supply fleets is its advantage.

Wreathe – Speed is the advantage of this industrial. 10% Maximum Velocity + 5% Cargo Capacity. Has the best agility and speed of all industrials.
SIDE NOTE: It was mentioned a POS Fuel Block specialist ship be made available and as you mentioned it isn't possible ATM. The Wreathe could be a possible candidate to get bonuses in hauling both gas and ice bi-products instead.

Mammoth – Travel time is it's advantage. 10% Warp Speed + 5% Cargo Capacity. Also has a solid align time with a better then average base speed.

Hoarder – The ammunition mover in space. It is capable of being accessible in space like a fleet hanger resupplying fleets with ammunition and cap boosters. There is also a "need" to include drones in this bay. 10% Ammunition Bay Capacity + 5% Maximum Speed.


GALLANTE:
The drone based race and have the most diverse industrial ships.

Iteron – The industrial mini-drone boat. Like the Badger, able to defend itself but with drones. 10% Drone Damage + 5% Cargo Capacity. Capability only to carry 6-7 light drones.

Kyros (Iteron Mark II) – The mineral mover of space. Maybe increase it's mineral bay a bit.

Epithal (Iteron Mark III) – The PI mover of space (Take over the Primae's role yet see note at the bottom). Cargo hold will need a cargo expander to fit a command center.

Miasmos (Iteron Mark IV)- The “Mini-Orca” of space without the large tank, cargo hold, and huge bonuses. Instead of Maximum Velocity, why not something like a +10% tractor beam range and +10% Ore Capacity. Capable of its special bay to hold both compressed and standard ore, ice, and gas. With two high slots for a tractor beam and salvager to pull jettisoned cans and salvage wrecks. Not greatly tanked.

Iteron Mark V – Average is not the word this boat should be known for yet instead awesome. Give it the capability of having a larger drone bay then its smallest sister. Capable of carrying 75 m3 of drones plus the proper fitting to be actively armor tanked with a 5% armor repair rate, 5% drone damage, and 5% cargo capacity will make grinding to the Mark V worth it. The big moving and fighting industrial ship. Also needs a new name.


PRIMAE:
It was mentioned the Primae was the most under utilized ship in Eve. Two possible suggestions:

1. Many call for a ship that can move ships. Why not change the role of the Primae to become that such ship in the future? Capable of carrying 1 fitted battleship and less.

2. POS Specialist Ship – Bay designed to carry at least one control tower or any equivalant m3 worth of POS Fuels and POS Modules.
Oraac Ensor
#764 - 2013-07-20 01:00:45 UTC
Silivar Karkun wrote:
-zephyr, instead of keeping it as a shuttle, make it an archaeology ship, with improved analyzing capabilities.

Shocked The Zephyr is a SHUTTLE?????

I don't think so - I'm pretty sure it's a specialised exploration ship.
Daniel Plain
Doomheim
#765 - 2013-07-20 01:23:30 UTC
Utremi Fasolasi wrote:
Nothing was wrong with all the original names :-(

agreed. i am not particularly opposed to changing the names but i feel that it takes away the flavor of 10 years hauling history.

I should buy an Ishtar.

Nevyn Auscent
Broke Sauce
#766 - 2013-07-20 08:00:59 UTC
Daniel Plain wrote:
Utremi Fasolasi wrote:
Nothing was wrong with all the original names :-(

agreed. i am not particularly opposed to changing the names but i feel that it takes away the flavor of 10 years hauling history.

10 years of Itty V to rule them all?
They have kept the iconic names. And only changed the ones in the middle that had been falling by the wayside anyway when it comes to it.
Silivar Karkun
Doomheim
#767 - 2013-07-20 16:05:32 UTC
Oraac Ensor wrote:
Silivar Karkun wrote:
-zephyr, instead of keeping it as a shuttle, make it an archaeology ship, with improved analyzing capabilities.

Shocked The Zephyr is a SHUTTLE?????

I don't think so - I'm pretty sure it's a specialised exploration ship.


sorry, my bad, but still, atributes wise, that thing is basically a shuttle....
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#768 - 2013-07-20 16:38:52 UTC
Was an opportunity missed here?

Many Sci-fi scenarios begin with an industrial ship under attack calling for help.

In eve, unless that industrial ship is a rorqual (which is so expensive none ever leave a POS*) there's no point putting out the call. You'll be in your pod before the transmission is even finished. Even if a rescue fleet is in system, Eve mechanics ensure that a it will not arrive for at least 30 seconds.

I think this is a shame, since it's an avenue of pvp that is closed to us.

Is there a case for a class of industrial ships that are hardened enough to actually fly through a blockade (like the blockade runners aren't) without popping in 2 seconds flat?

This kind of thing used for PI in WH space, lowsec or 0.0 could be the start of some really good, escalating fights.

Aren't they the best kind?

I am thinking along the lines of 500k ehp, but slow as hell into warp. A proper industrial ship that would not look out of place in a sci-fi film.

* In actual fact we used to use a rorqual for salvaging sleeper loot in c5 combat sites while the dreads were taking down the bad guys - it meant we could halve the exposure time to hostiles in a site, but hell, it was risky :-)

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Whitehound
#769 - 2013-07-20 18:55:12 UTC
So all players who have been training for the Iteron V only to get the biggest hauler will lose 1k m3 and will wish to have trained for a Bestower instead... Ouch.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Silivar Karkun
Doomheim
#770 - 2013-07-20 19:02:15 UTC
Mournful Conciousness wrote:
Was an opportunity missed here?

Many Sci-fi scenarios begin with an industrial ship under attack calling for help.

In eve, unless that industrial ship is a rorqual (which is so expensive none ever leave a POS*) there's no point putting out the call. You'll be in your pod before the transmission is even finished. Even if a rescue fleet is in system, Eve mechanics ensure that a it will not arrive for at least 30 seconds.

I think this is a shame, since it's an avenue of pvp that is closed to us.

Is there a case for a class of industrial ships that are hardened enough to actually fly through a blockade (like the blockade runners aren't) without popping in 2 seconds flat?

This kind of thing used for PI in WH space, lowsec or 0.0 could be the start of some really good, escalating fights.

Aren't they the best kind?

I am thinking along the lines of 500k ehp, but slow as hell into warp. A proper industrial ship that would not look out of place in a sci-fi film.

* In actual fact we used to use a rorqual for salvaging sleeper loot in c5 combat sites while the dreads were taking down the bad guys - it meant we could halve the exposure time to hostiles in a site, but hell, it was risky :-)



Deep Space Transports are the solution, the problem is that they're awful right now.....
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#771 - 2013-07-20 21:07:00 UTC  |  Edited by: Vayn Baxtor
Mournful Conciousness wrote:
Was an opportunity missed here?

Many Sci-fi scenarios begin with an industrial ship under attack calling for help.

In eve, unless that industrial ship is a rorqual (which is so expensive none ever leave a POS*) there's no point putting out the call. You'll be in your pod before the transmission is even finished. Even if a rescue fleet is in system, Eve mechanics ensure that a it will not arrive for at least 30 seconds.

I think this is a shame, since it's an avenue of pvp that is closed to us.

Is there a case for a class of industrial ships that are hardened enough to actually fly through a blockade (like the blockade runners aren't) without popping in 2 seconds flat?

This kind of thing used for PI in WH space, lowsec or 0.0 could be the start of some really good, escalating fights.

Aren't they the best kind?

I am thinking along the lines of 500k ehp, but slow as hell into warp. A proper industrial ship that would not look out of place in a sci-fi film.

* In actual fact we used to use a rorqual for salvaging sleeper loot in c5 combat sites while the dreads were taking down the bad guys - it meant we could halve the exposure time to hostiles in a site, but hell, it was risky :-)



QFT.

Been also suggesting that one for the longest.
Deaf ears so far :D - but good to see somebody else with the idea.

And likewise, one could simply put in PvE/NPCs doing un-migated damage so it won't be exploited as dummy tanks easily.

Nevertheless, that is exact how I saw it. Giving a lot more HP would give the players some time to call for help. It can't be that these hulking ships pop like a balloon easily. Tiericide helped much but it could be even better.
500k is certainly too much, but raising it to a very decent value would also allow people to be more brave rather than just trying to play safe all day long.

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

Sunai Karvinoinas
#772 - 2013-07-21 13:57:58 UTC
I read a lot of arguments for and against this changes. Out of the always appearing "hater posts" I saw some good things. But unfortunately at least I'm sure there are possibilities given out of hand.

It's no fine way to force anybody skill other racial ship skills in order to get a chance to do anything specific. To have a ship what is kindly advised as a valuable transport and gank victim is no advantage at all.
To have flighing empty, because specialised cargo bays have no opportunity to keep common cargo is a hard disadvantage. You may waste time and therefore money, while flying empty.

Real great chances are lost.
What about ORE/Syndicate T1- or T2-Subsystems to customize industrials?
Industrial not only means carrying cargo! Industry has different aspects what could require a ship subsystem. I don#t want to explain it here, because there are a lot of threads left, where it has been done already.

What about adaptable, specialized containers driven by a tug-boat?

What about a basic not much specialized role, expandable by modules (scan avoidance module, armoured or/and passphrase secured cargo modules, faster overdrive modules, warp tuning modules, manouverability enhancer and so on; for instance from Syndicate)? Syndicate could provide a lot of defensive modules what are make smuggling possible or easier.

What about to move some of Iterons to a redesign by Intaki Syndicate or ORE. So they can get new options (optimize smuggling or PI issues) while you only need to reskin the ship.
What about reinventing the Primae?

Roles should be matching professions. So I see a role "smuggling", a role "industry" (not only cargo), a role "mining" (preferred for ORE industrial class enhancement) and so on. To have a non ORE industrial carrying ore will cause cross racial trainings what a re not my favorite although they are possible fast.
Maybe you will move the cargo to a Minmatar industrial with a light new skin. This could match easily.

"ORE has redesigned this cargo ship with new technologies for ore and minerals compression (vacuumisation) in order to compress cargo. This is not possible with goods because they would be destroyed."
So you get a reason and an advantage. In further expansions you may offer an ore bulk transporter.
The ORE industrial class is poor right now. There are possibilities left for developement.

My summary might be:
The roles are good thought but the way to match these roles is IMHO not the completely right one.

---

After the redesign of Industrials you may redesign the Orca (Rorqal I don't know and never will know...:)) soon. The ore capacity of it's ore cargo bay is too small at all. It have to match 3x-5x Mackinaw. IMHO the Orca common cargo bay could be reduced slightly.
Another possibility would be an ORE subcapital freighter without the Industrial Command Ship options. But this would need a new ship model or a reskinned Fenrir.
Reducing the command options down to 1 active link module while allow a much bigger drone bay and capacity could create a command ship for lower security areas.

There's still a lot to do and lot will be done, I'm sure.
Gorgoth24
Aliastra
Gallente Federation
#773 - 2013-07-22 06:52:27 UTC
I'm loving the indy changes. I've used battle itty's as "trawling" bait behind my main duo/small gang in 0.0 to great effectiveness before, and I'm thoroughly looking forward to that practice getting buffed

+1 Rise
Proddy Scun
Doomheim
#774 - 2013-07-22 13:38:09 UTC  |  Edited by: Proddy Scun
I realize this is a done deal.

Nevertheless I think someone should point out that maybe the EMperor has no clothes.

That is the better solution after the skill change was to throw out extra pointless industrials convertexisting oneof that type to the 1 of 2 industrials per race.

I sort of believe if it does not haul general cargo and has all sort of special abilities...then its not a hauler anymore. Its become something like an mini-Orca.

Idea So to save the work I suggest CCP start thinking about moving some of these new ships into other ship role lines. And increase costs and materials to reflect the specialized combat or mining advantages similar to other ships in their line of skill advancement.

The mining specialized ship should be predecessors of Industrial Command ship line as mini-Orca and mining support. The remainder need to move a specialized fleet support line and become more like combat ships sacrificing offense for charge cargo bay size and mobility...enhanced version of the old Exqueror roles or combat cousins of transports. Then obvious T2 versions could follow.
Proddy Scun
Doomheim
#775 - 2013-07-22 14:09:25 UTC  |  Edited by: Proddy Scun
Gorgoth24 wrote:
I'm loving the indy changes. I've used battle itty's as "trawling" bait behind my main duo/small gang in 0.0 to great effectiveness before, and I'm thoroughly looking forward to that practice getting buffed

+1 Rise


Of course with the new specializations baiting with empty ship will be a lot more difficult. Nothing like having a specific ship become THE Bait ship. Sure Badger had an edge before but now rebalancing will pretty much eliminate competitors for bait. Not sure you will see it used for anything else except...as an alternative to using BS to secure largish but still small high value cargos.

Heh baiting will still work. But you may actually have to carry valuables and let the victim scan out the prize first.

PS costs should go up for this "militarized"/military ready ship. Obviously there are features not required for common civilain hi sec use. So those features are EXTRA construction costs.
Proddy Scun
Doomheim
#776 - 2013-07-22 14:18:28 UTC  |  Edited by: Proddy Scun
Vayn Baxtor wrote:
Mournful Conciousness wrote:
Was an opportunity missed here?

Many Sci-fi scenarios begin with an industrial ship under attack calling for help.

In eve, unless that industrial ship is a rorqual (which is so expensive none ever leave a POS*) there's no point putting out the call. You'll be in your pod before the transmission is even finished. Even if a rescue fleet is in system, Eve mechanics ensure that a it will not arrive for at least 30 seconds.

I think this is a shame, since it's an avenue of pvp that is closed to us.

Is there a case for a class of industrial ships that are hardened enough to actually fly through a blockade (like the blockade runners aren't) without popping in 2 seconds flat?

This kind of thing used for PI in WH space, lowsec or 0.0 could be the start of some really good, escalating fights.

Aren't they the best kind?

I am thinking along the lines of 500k ehp, but slow as hell into warp. A proper industrial ship that would not look out of place in a sci-fi film.

* In actual fact we used to use a rorqual for salvaging sleeper loot in c5 combat sites while the dreads were taking down the bad guys - it meant we could halve the exposure time to hostiles in a site, but hell, it was risky :-)



QFT.

Been also suggesting that one for the longest.
Deaf ears so far :D - but good to see somebody else with the idea.

And likewise, one could simply put in PvE/NPCs doing un-migated damage so it won't be exploited as dummy tanks easily.

Nevertheless, that is exact how I saw it. Giving a lot more HP would give the players some time to call for help. It can't be that these hulking ships pop like a balloon easily. Tiericide helped much but it could be even better.
500k is certainly too much, but raising it to a very decent value would also allow people to be more brave rather than just trying to play safe all day long.


Seems you are talking about freighters :)

OK maybe smaller cheaper versions. But also keep in mind that it does not have to be slow to warp. It just has to be tackled. The problem with current haulers is that people will elect warp stabs or cargo before more tank in most cases. So basically you want to opt for haulers which are cheap enough for more folk and heavily armored/tanked is mandatory with anti-tackle and extra cargo options removed. Eh...still sounds like reduced frontier version of freighter. Maybe Minmatar version made from hollowed asteriod - lol

Idea Or maybe a freighter that can opt to go into triage mode like carrier or reinforced mode similar to POS for 5 minutes. Reinforced mode and immobility are really the only answers to a good ambush with enough forces present. Going turtle saves hauler briefly while waiting for help. But I cannot see any balanced game path where that abiltiy would be cheap 300M easy.

Covert capable transports can often thread their way through major blockades with patience and experience. But the +2 warp stab transport is really only intended for very light (1-3 ships) or inattentive gate camps and then you are really supposed to have interia fits to spin off into warp ASAP. Both those scenarios fit SciFi story plots quite well.

Gate camp rescue plots in good SciFi seldom have a hauler under continual bombardment (yes, video games do but most video game plots reek). Haulers and passenger liners are usually captured but at gunpoint rather than fully boarded. LOL- too bad EVE pilots are all sociopaths such that this doesn't work. Continual bombardment in good SciFi is usually a supercapital...just like in EVE.

Idea If you want haulers and passenger liners at gunpoint...then EVE needs to associate SPs or other value with those passengers which cannot survive being blown up but must surrender after a timer. Or some other capture value mechanism.
Proddy Scun
Doomheim
#777 - 2013-07-22 14:24:50 UTC  |  Edited by: Proddy Scun
Whitehound wrote:
So all players who have been training for the Iteron V only to get the biggest hauler will lose 1k m3 and will wish to have trained for a Bestower instead... Ouch.



CCP has explained before Amarr is the biggest and oldest of the Empire factions -- and therefore should generally have the best ships except where tradition is allowed to rule. But in the cold hard school of trade traditional is not subsidized like in military.

By all logic of EVE story Amarr industrial and trade ships should be a clear step ahead in exploiting standard tech to the T1 limits. Only new cutting edge (i.e. T2) tech might be an occasional exception.


Finally a return to racial/culture differences instead of the yielding to PC blandness of everyone is alike even when there is no outside force to make sure that happens.
Proddy Scun
Doomheim
#778 - 2013-07-22 14:46:00 UTC  |  Edited by: Proddy Scun
Spotted Jaguar Bheskagor wrote:

4. None of the specialty cargo holds can be increased thru modules and rigs.
5. Any future ships to be introduced should include Amarr and Minmatar based ships with bonuses to those races preferred weapons and tank repair specialties.
...
PRIMAE:
It was mentioned the Primae was the most under utilized ship in Eve. Two possible suggestions:
...


#3 why? I am assuming that the intent was that this hauler be faster transport between stations/systems therefore it doesnot compete with Orca haulling from belts and ore sites to the first station.

#4 has been true for all specialize holds so far (see barges, Orca etc)

#5 weapons and tank rep bonuses shouldn't apply to generic civilian haulers for reasons of economy including ship construction costs.

IdeaNow if the new specialized haulers get moved to combat fleet support line (and skills) then some combat ship bonus may well apply. But then combat ship prices should then also apply.


PRIMAE ...I don't think anyone should care unless CCP introduces BPs. I haven't been following but isn't Primae still a limited production special release ship whose limited numbers continue to dwindle every day? So eventually the problem takes take of itself.

However the idea of an EVE tug is interesting. The ability to steal... I mean move.. ships that you cannot fly. Obviously not moving with great agility and if the tug is destroyed the formerly towed ship can be boarded. Or can owner pilot ride towed ship but remain helpless while towed. Chances of towed ship being destroyed with tug should be maybe 10-20%. That idea would work better if you could overload and burn out basic hull engines (destroyed like armor) so that you could be stranded in space unless towed.
Mera Ashborn
Center for Advanced Studies
Gallente Federation
#779 - 2013-07-23 20:01:59 UTC
While it's nice CCP is taking the time to revamp Industrials have a few concerns.

1. the renaming. I rather like the names as they are now. MK I-V for Gallentes and mk I-II for Caldari make them feel, well, more industrial. that's what a efficiency-minded corporate ship designer would call them. But if we are renaming the Badger Mk II can we stay with the current naming scheme?

Caldari name their ships after A. Birds or B. Legendary creatures. While I can argue that a badger is pretty awesome and legendary, I had to google what a Tayra is. If anything i would say a Wolverine is a more applicable name, everyone has heard of them and have a pretty legendary reputation, while keeping with the furry Mustelidae family like the Badger.

2. I actually do like the specific cargoholds, what's the point of having so many gallente industrials anyways? But the planetary commodities was supposed to be Primae unique. I am still of the strong opinion that promotional ships should come with an insurance license allowing the holder to repurchase them when destroyed, i guess
Rune Scorpio
Federal Navy Academy
Gallente Federation
#780 - 2013-07-24 13:29:36 UTC
Evelgrivion wrote:
Alvatore DiMarco wrote:
Evelgrivion wrote:
Definitely an interesting revision, though I am not wholly sure about the ammo bay; ammunition support seems a bit closer to the prerogative of a black-ops ship operating far from home than a tech 1 cargo hauler.


Well, it's not like you can't put a cloak on there and pretend it's a black-ops ship operating far from home. For a tiny fraction of the cost.


Sans the crucial ability to warp while cloaked and the capacity to use a covert jump portal, but hey, details. Blink


MWD cloak trick solves that easily enough.