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Ship Bonuses, Good or Bad?

Author
Erutpar Ambient
The Scope
Gallente Federation
#1 - 2013-07-26 21:44:04 UTC
Ship bonuses have been a subject of discontent for a while. One ship gets awesome bonuses like damage and tracking and another gets shield resist and optimal range. One of the things that these very specific bonuses do is limit the ship to doing very specific things. Maybe that's good for tech I ships, but there should be more customization for higher skill ships. Ships that could have multiple builds and even some less than viable builds. Because what is success without the chance to fail?

I propose changing ship bonuses from modifying active modules directly to modifying support modules.

What I think would be the best method would be for the ship bonuses to modify 2 or 3 entire sets of rigs.
For instance: A brutix could have a bonus to Hybrid,Armor and Capacitor rigs. Or a myrm could have Drones,armor and capacitor.

Why rigs?

Because your bonuses compete for the slots you're given. It also means you can build your ship thousands of different ways while keeping your ship fully bonused. Currently if you fly a ship with, for instance, an armor rep bonus and you decide armor tanking takes away too much dps and go passive shield fit. This means you're giving up one of your bonuses for your ship, where the other ship may have the damage+tracking mod and is unaffected by the decision to go shield tank.

The rep bonused ships are gimped because to utilize the rep you have to build your ship around them with at least 3 moduals at the very minimum for it to be effective at all, much less sustainable. Or you can ignore the rep bonus and instead fly around in a technically single bonus ship.

If you bonus rigs instead of the modules you can still have a rep bonused ship. You can still have damage and tracking mod ships. You can still have armor and shield resist mod ships (only not blanketed resists). You can make many different ships this way. Ones that play to you or your corp/alliance's style. Instead of picking ships for their bonus, you create a ship with the bonuses you want.

And rigs already have a very good set of restrictions. You can only fit 2 damage mods on a ship and nothing more. That'll prevent a 3x damage blap ship. With the right numbers and rig adjustments this change would keep things on about the same playing field as now. We'd just have more customization.

And I do realize there are plenty of ships that have specialized roles that may not fall into the realm of rig bonuses. Its not that big of a deal to have some module bonuses remain. I just think the main things like armor, shield and weapons at least should go rig bonus.

If TI is for noobs then they can stay hard to fail. At Least do something like this for T2.
Let me know what everyone thinks.
Corun Deluse
Japanese Capacitor Company
#2 - 2013-07-27 00:55:14 UTC
Sounds strangely like tech3 ships.
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#3 - 2013-07-27 01:04:13 UTC  |  Edited by: Vayn Baxtor
Quote:
Sounds strangely like tech3 ships.


Yeah. But could be much better balanced. Just by the calibration value of ships.


Quote:
Ship bonuses have been a subject of discontent for a while. One ship gets awesome bonuses like damage and tracking and another gets shield resist and optimal range. One of the things that these very specific bonuses do is limit the ship to doing very specific things. Maybe that's good for tech I ships, but there should be more customization for higher skill ships. Ships that could have multiple builds and even some less than viable builds. Because what is success without the chance to fail?


That's true. Most ships that are seen as awesome by the community are most of the time the ones that just have the best "ship bonus constellation", usually DMG/ROF.

I, too, would love to see more flexibility in the ship bonuses, especially in ways of opening new fitting possibilities and other out-of-the-box playstyles. Right now, one cannot really do that.
As soon you as you try to do something not in cookie cutter fashion -> failfit, etc.

I think the game would have been a lot more interesting if the subsystem mechanic would have been applied to T1 and T2 ships, brining in HUNDREDS of possibilities to fit one's ship - kind of like how one can have multiple awesome builds in other prominent games (Did not play League of Legends, but I'm guessing that game relies heavily on such).

Since it is apparently too complicated for anybody to imagine such with subsystems, I think using rigs should do.
Just remember that players could be in disadvantage if they don't have rigs in the first place. Nevertheless, it would make the game certainly more fun.


I don't fancy the forum expressions, but I will just tag along and say +1.

edit:
I think it would be best to rearrange the actual ship bonuses at the same time, so that the actual ships that have DMG/ROF won't just stack more awesome. That said, I'd say have dmg/rof be removed from the ships that have them and have it only to appear if they fit the rigs.
Again, there might be the necessity to revamp the calibration value of each ship.

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

ShahFluffers
Ice Fire Warriors
#4 - 2013-07-27 01:25:47 UTC
This idea falls under the "looks good on paper but not so well in reality" category.

There will ALWAYS be bonuses that people covet more than others. Giving any ship (that we currently have right now) the ability to change it's bonuses will simply result in people hyperspecializing (see: min/maxing) their ship in such a way that if others are not doing the same thing in the same ship, then they will never perform as well in that specialty.

Tech 3 ships are an example of this. A multitude of combinations can be made using their various subsystems... but only a few configurations are viable (because they are simply superior to any other combination through their bonuses and traits).

Granted, Tech 3 ships were terribly balanced when they were introduced... but re balancing them will be equally terrible as it will be a perpetual rat-race to keep all the sub-systems viable in the face of people searching for the optimum configuration(s) that simply outclasses all others (again, because certain traits will always be infinitely more useful than others).



Also...

- Tech 1 = "generalist" ships... good at a certain role but with good flexibility.
- Tech 2 = "specialist" ships (or supposed to be anyways)... excellent at a certain role but with limited flexibility.
- Tech 3 = not sure what they are going to do with this one... supposedly they will have access to "watered down" Tech 2 specialties but maintain Tech 1 flexibility.
Erutpar Ambient
The Scope
Gallente Federation
#5 - 2013-07-27 02:56:12 UTC
ShahFluffers wrote:
This idea falls under the "looks good on paper but not so well in reality" category.

There will ALWAYS be bonuses that people covet more than others. Giving any ship (that we currently have right now) the ability to change it's bonuses will simply result in people hyperspecializing (see: min/maxing) their ship in such a way that if others are not doing the same thing in the same ship, then they will never perform as well in that specialty.

Tech 3 ships are an example of this. A multitude of combinations can be made using their various subsystems... but only a few configurations are viable (because they are simply superior to any other combination through their bonuses and traits).

Granted, Tech 3 ships were terribly balanced when they were introduced... but re balancing them will be equally terrible as it will be a perpetual rat-race to keep all the sub-systems viable in the face of people searching for the optimum configuration(s) that simply outclasses all others (again, because certain traits will always be infinitely more useful than others).



Also...

- Tech 1 = "generalist" ships... good at a certain role but with good flexibility.
- Tech 2 = "specialist" ships (or supposed to be anyways)... excellent at a certain role but with limited flexibility.
- Tech 3 = not sure what they are going to do with this one... supposedly they will have access to "watered down" Tech 2 specialties but maintain Tech 1 flexibility.


Yes i understand that because it can't be put into practice, it can only look good on paper. How it works in reality we really don't know yet because the numbers would have to be decided upon and some of the rigs would have to be changed to make sure the bonuses affect all rigs equally. IE reduce resistance rigs to prevent them from getting out of control.

That being said, the reason i believe rigs would work the best is because of the way they already work.

Think of it like this, choose a ship and imagine how it's rigged now. Then think about if that ship lost it's regular bonuses. Then imagine now that the ship is bonused on Damage/Tank/cap rigs.

Example: Megathron: A Mission runner would have 3 Cap recharge Rigs. A PvPer would probably have 3 turret rigs and a Fleet Mega probably has 3 Trimark armor pumps.

Now lets say that the 3 rig bonuses give each rig slot 2/3 the bonus of what the ship would of had previously. Then overall you end up with the same amount of buff as the 2 Ship bonuses. So with 1 Tech 1 ROF rig, your guns will shot 16.66... % faster. With 2 it's double that minus the diminishing returns, but that's as far as you can bump damage up with a 200 calibration cost. So you can't get too crazy with damage thanks to rigs already being good to go. On the other hand though, if you went with 3x Trimark you'd end up with (whatever they decide)% increase in armor, however you'll lose the ROF and Tracking bonus completely. And then (if they use this system of 3 bonused rigs) you could have the capacitor rigs bonuses and lose some tank and damage but you could pretty much afk a mission with reps going if that's what you're into.

There's really not a whole lot of room for ships to be OP here. And there's really not a whole lot of room for one build that is x amount more viable than yours. And there's going to be specific combinations that'll be more effective on eachother with the same ship.

Another thing this will impact too. Medium Rails are losing even MORE tracking. It's now to the point where rails accuracy is going to be effected much more by optimal range than by tracking modules. That means currently Gallente ships are going to be at a disadvantage using rails. If they made this change, gallente could use medium rails effectively.

If you do think there are problems in this idea, please explain.

Also all my examples are of Gallente, that's what i have the most experience flying. For others, throw in shield maybe electronics and astronautics. Maybe have each race with each ship having different things? And all the rigs i'm thinking are tech I. Maybe with tech II the bonuses would be equal to the full bonus of the prior ship bonus ie 25% ROF on a megathron for 1 tech II module? Maybe it's too OP, who knows.
Erutpar Ambient
The Scope
Gallente Federation
#6 - 2013-07-27 04:19:26 UTC
Corun Deluse wrote:
Sounds strangely like tech3 ships.


The difference between this and Tech III ships is that Tech III ships can (in their original concept) effectively fill multiple ship roles. Such as Logistics, fleet boost or Covert/Recon junk. Rigs on the other hand cannot change the role of a ship.

All this change will do is make each ship a little more flexible at it's job. Currently all ships are designated armor/shield tank either by slot availability or by a bonus on that ship. This change would take away the designation of tank type by bonus by allowing each ship to fit a different bonused rig but it also wont' take away the ability of the ship to also make use of it's armor rig bonus. By the nature of this method, fitting all rigs with bonus will give you the full strength of your training to that ship type. Currently, if you don't use all bonused modules, you lose out on the effectiveness on the ship you fly. That means you wasted your time training the ship higher than 1 on that specific bonus.

With the Tiericide changes, all of the ships have pretty much been put on the same playing field as all the rest of the other ships of that class. This means if you have a ship with non-weapon bonuses it's going to be very much forced into that build or be significantly disadvantaged compared to the other ships with only weapon bonuses. Lets face it, weapon bonuses on a ship are redundant. Of course you're going to have weapons on that ship, and you're going to have as many of that weapon as there are hardpoints for them. That means the ships with only weapon bonuses are free to fit any module they want and the ships with other module bonuses are strongly encouraged to fit that other module or risk effectiveness.

As for Tech 3 ships. Why not build off of this model? Your subsystems could give you a bonus for a rig line OR a specific bonus for specific roles. ie: RR bonuses or Ganglink instead of the Rig Line bonus. Then a Tech 3 ship would be really be, fully customizable. And when you go up against one, you'll never know what they are ahead of time. Even if you recognize the visual sub-systems. Maybe that would be a great selling point for T3's to keep them desirable? ;)
Erutpar Ambient
The Scope
Gallente Federation
#7 - 2013-08-01 04:48:24 UTC
Shameless self bump;

Does nobody else really like this idea?

I guess i should clarify that this bonus would be in place of Module bonuses, Not in addition to.
Whitehound
#8 - 2013-08-01 05:33:40 UTC
Erutpar Ambient wrote:
Shameless self bump;

Does nobody else really like this idea?

I guess i should clarify that this bonus would be in place of Module bonuses, Not in addition to.

No, thanks.

I like the ships with their unique look and their unique bonuses. It is what makes this game alive. If a ship's abilities cannot be estimated at least by some degree just by looking at its hull and type name, then it makes the game ridiculous to play.

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

Erutpar Ambient
The Scope
Gallente Federation
#9 - 2013-08-01 06:44:37 UTC
Whitehound wrote:
Erutpar Ambient wrote:
Shameless self bump;

Does nobody else really like this idea?

I guess i should clarify that this bonus would be in place of Module bonuses, Not in addition to.

No, thanks.

I like the ships with their unique look and their unique bonuses. It is what makes this game alive. If a ship's abilities cannot be estimated at least by some degree just by looking at its hull and type name, then it makes the game ridiculous to play.


This won't really change that at all. You'll still be limited by the bonuses on the hull, the slot layout, ship attributes and the fitting.
Missile ships will have missile bonuses, hybrids will have hybrids. Armor will have armor bonuses, shield will have shield.
You would still be able to assess the potential of a ship "by some degree" just by looking at it.

Currently you see a ship and you know what it's specific role is designated. So you know very much what it's capability is. It's too easy in my opinion to asses the threat of a ship currently. Too many fights are avoided based on this knowledge.

One thing i could see happening: a ship is fit with 3x tank rigs and loaded with auto cannons instead of lasers/hybrids. That'd be a very tough threat to assess upon first glance. Does that make it that much more of a threat? Probably not, unless you're counting on very specific resists when you engage. Does it give extra flavor/customization? Very much so.


You mention Uniqueness is what makes the game alive, but then in the next sentence you say that the ships must fit a specific mold or the game is ridiculous to play. That my friend is a contradiction. This idea doesn't remove any uniqueness from any ship. On the contrary it adds immense uniqueness to all ships. You can make tons of different versions of the same ship while not really affecting it's play style to a major extent. That, my friend, is alive.
Whitehound
#10 - 2013-08-01 09:35:45 UTC
Erutpar Ambient wrote:
This won't really change that at all. You'll still be limited by the bonuses on the hull, the slot layout, ship attributes and the fitting.

No. The variety comes with the modules, and fixed bonuses to hulls only adds to it, because it does not copy it and is different.

Again, no, thanks. I am good.

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

monkfish1234
State War Academy
Caldari State
#11 - 2013-08-01 09:40:09 UTC
Not sure i have ever seen anyone say that their is any problem with ship hulls having bonus'. that concept is both proven and generally accepted as a core feature of EVE.

what people do find issue with is balance, this is an entirely differant matter, and is pretty much always in flux.

Changing how ship bonus' work wouldn't really change anything, there would always be a fotm or something that slipped slightly out of balance, it's just the way games like this work.
Ronny Hugo
KarmaFleet
Goonswarm Federation
#12 - 2013-08-01 10:03:28 UTC
+1
But there's a character minimum, so, ehm. I wrote this.
Erutpar Ambient
The Scope
Gallente Federation
#13 - 2013-08-01 19:37:05 UTC
Whitehound wrote:
Erutpar Ambient wrote:
This won't really change that at all. You'll still be limited by the bonuses on the hull, the slot layout, ship attributes and the fitting.

No. The variety comes with the modules, and fixed bonuses to hulls only adds to it, because it does not copy it and is different.

Again, no, thanks. I am good.


Fixed bonuses actually reduce the variety of modules that function on a ship. If you have a bonus to Armor rep and don't use an Armor rep, you are then losing that bonus and your ship is technically a single bonused hull. If you don't utilize the bonuses on your ship it is less effective than a ship that does utilize all of it's bonuses.

In this regard ships that have double weapon system or attribute bonuses have a much more diverse fitting option than ships with a non-weapon module bonus.

example: Brutix - Has a Armor Rep bonus. To effectively utilize the Armor Rep Bonus you must equip armor resist Modules and Rigs. The rigs slow the ship down and the armor resist modules take up slots that could be Weapon Upgrades. This makes the Brutix extra Slow when trying to get into Blaster Range and It also reduces the Damage the Brutix does when/if it does actually make it into Blaster range. Some people choose to go with a shield fit to increase the ship's ganking ability. If you do go with a shield fit then the Brutix effectively becomes a single Bonus hull.

So to what you said, Fixed bonuses actually take away from the variety modules create.
monkfish1234 wrote:
Not sure i have ever seen anyone say that their is any problem with ship hulls having bonus'. that concept is both proven and generally accepted as a core feature of EVE.

what people do find issue with is balance, this is an entirely differant matter, and is pretty much always in flux.

Changing how ship bonus' work wouldn't really change anything, there would always be a fotm or something that slipped slightly out of balance, it's just the way games like this work.

There have been a couple of problems with ship bonuses that i've seen discussed. Mostly it's in the upcoming and recent ship rebalancing. The first was with the BC rebalance. The 2 Gallente combat ships have the same armor repair bonus. This has been an issue for many people because it really makes the 2 ships fill the same specific role, small gang/solo pvp. And actually reduces the likelihood of them being used for large fleets. If you use the ships in a Fleet then the Rep bonus is worthless. So you could either use a worthless fit, or not use the Rep and have a single bonused hull. Instead fleet comps will always be a ship with double universal bonuses.

The second time i've seen the issue with a rep bonus was with the HAC rebalance placing a shield booster bonus on the Vagabond. Though they just moved the old bonus directly to the hull and were giving this as an extra bonus, it really did create a weird spot where using the bonus narrowed the ship's fitting ability dramatically, or not using the bonus, again, wasted this possible bonus.

As for the FOTM, with the rig fitting restraints there is already a system of balance in place. The new FOTM ships will always be based on module balance, not necessarily the ship itself.

Another solid point about this idea: Basically all ships of the desirable sizes would be fleet AND solo worthy ships. No more exclusion based on static ship bonuses. You could build on whatever you think looks good. :)
Erutpar Ambient
The Scope
Gallente Federation
#14 - 2013-08-06 04:29:21 UTC
Shameless self bump, with numbers!

Lets have some examples here.

Thorax 5% bonus hybrid damage 7.5% bonus tracking. for a total of 25% damage 37.5% tracking.
Lets say we buff Hybrid rigs by 30% per level for a total of +150%.

1 Hybrid Collision accelerator + 150% = 25% or 10% for the rig and 15% for the ship bonus.
2x hybrid collison accelerator + 150% = 50% or 20% for the rigs and 30% for the ship bonus.
1 Medium Hybrid metastasis adjuster +150% = 37.5% or 15 for the rig and + 22.5 for the ship bonus.
2x Medium Hybrid metastasis adjuster + 150% = 75% or 30 for the rigs and 45 for the ship bonus.
3x Medium Hybrid metastasis adjuster +150% = 112.5% or 45 for the rig and 75% for the ship bonus.

1x collision accelerator + 2x metastasis ends up being 15% damage and 45% tracking. Very similar to the base status of the ship but also you have more options. And of course you could always choose any of the other rigs including optimal, falloff, cycle time etc. much more flavor.

How about something different. How about a Brutix. 50% damage + 37.5% armor rep.

Lets say 80% per level hybrid rigs and 25% per level on armor rigs.
Then 1x collision accelerator + 400% = 50% or 10% for the rig and 40% for the ship bonus
2x col accel + 400% = 100% or 20% for the rig and 80% for the ship bonus
1x Medium Auxiliary Nano Pump + 125% = 33.75% or 15% for rig 18.75% for ship bonus
2x Medium etc etc = 67.5% or 30% rig 37.5% bonus
3x medium etc etc = 101.25% or 45% rig 56.25% bonus

1col accelerator + 2x nano pump = 40% medium hybrid bonus and 37.5
So maybe a bit less powerful but, because the rigs are so diverse, you can split that into many different areas. One thing to consider though would be the resist rigs. Maybe 25% per level (or 150%) is too much for an armor rig. But then again maybe it's not. You'll only be rigging one resist per rig. that'd be 75% resist per rig. If you use 3 then you lose out on other rigs and become sort of brick-like. It would be very effective for filling a resist hole, that's for sure, but no more blanket resists on top of other bonuses. You could also apply it to a Trimark too. increase your HP substantially.

There would be some need to adjust some of the rigs to put them in line with this change, especially the Tech II rigs. Maybe just adjusting their Calibration cost could work wonders. But i do believe this could be where it's at for the future of ship rebalance. Every ship would have an amazing amount of customability. You could make a high tracking small ship blapper. That might make you more susceptible to same sized/larger blap ships. Or conversely you could make an all damage or all tank or manipulated fitting ship. But no matter what you do you can make the ship that you want to use the way you want to use it. And all ships would be just as viable for Large Fleet, Small Gang and Solo flying if rigged correctly.
Lugia3
Federal Navy Academy
Gallente Federation
#15 - 2013-08-06 10:15:25 UTC
Erutpar Ambient wrote:
Shameless self bump, with numbers!

Lets have some examples here.

Thorax 5% bonus hybrid damage 7.5% bonus tracking. for a total of 25% damage 37.5% tracking.
Lets say we buff Hybrid rigs by 30% per level for a total of +150%.

1 Hybrid Collision accelerator + 150% = 25% or 10% for the rig and 15% for the ship bonus.
2x hybrid collison accelerator + 150% = 50% or 20% for the rigs and 30% for the ship bonus.
1 Medium Hybrid metastasis adjuster +150% = 37.5% or 15 for the rig and + 22.5 for the ship bonus.
2x Medium Hybrid metastasis adjuster + 150% = 75% or 30 for the rigs and 45 for the ship bonus.
3x Medium Hybrid metastasis adjuster +150% = 112.5% or 45 for the rig and 75% for the ship bonus.

1x collision accelerator + 2x metastasis ends up being 15% damage and 45% tracking. Very similar to the base status of the ship but also you have more options. And of course you could always choose any of the other rigs including optimal, falloff, cycle time etc. much more flavor.

How about something different. How about a Brutix. 50% damage + 37.5% armor rep.

Lets say 80% per level hybrid rigs and 25% per level on armor rigs.
Then 1x collision accelerator + 400% = 50% or 10% for the rig and 40% for the ship bonus
2x col accel + 400% = 100% or 20% for the rig and 80% for the ship bonus
1x Medium Auxiliary Nano Pump + 125% = 33.75% or 15% for rig 18.75% for ship bonus
2x Medium etc etc = 67.5% or 30% rig 37.5% bonus
3x medium etc etc = 101.25% or 45% rig 56.25% bonus

1col accelerator + 2x nano pump = 40% medium hybrid bonus and 37.5
So maybe a bit less powerful but, because the rigs are so diverse, you can split that into many different areas. One thing to consider though would be the resist rigs. Maybe 25% per level (or 150%) is too much for an armor rig. But then again maybe it's not. You'll only be rigging one resist per rig. that'd be 75% resist per rig. If you use 3 then you lose out on other rigs and become sort of brick-like. It would be very effective for filling a resist hole, that's for sure, but no more blanket resists on top of other bonuses. You could also apply it to a Trimark too. increase your HP substantially.

There would be some need to adjust some of the rigs to put them in line with this change, especially the Tech II rigs. Maybe just adjusting their Calibration cost could work wonders. But i do believe this could be where it's at for the future of ship rebalance. Every ship would have an amazing amount of customability. You could make a high tracking small ship blapper. That might make you more susceptible to same sized/larger blap ships. Or conversely you could make an all damage or all tank or manipulated fitting ship. But no matter what you do you can make the ship that you want to use the way you want to use it. And all ships would be just as viable for Large Fleet, Small Gang and Solo flying if rigged correctly.


Suddenly you have a 30 million ISK Vindicator.

"CCP Dolan is full of shit." - CCP Bettik

Roime
Mea Culpa.
Shadow Cartel
#16 - 2013-08-06 10:51:07 UTC
Erutpar Ambient wrote:

Fixed bonuses actually reduce the variety of modules that function on a ship. If you have a bonus to Armor rep and don't use an Armor rep, you are then losing that bonus and your ship is technically a single bonused hull. If you don't utilize the bonuses on your ship it is less effective than a ship that does utilize all of it's bonuses.

In this regard ships that have double weapon system or attribute bonuses have a much more diverse fitting option than ships with a non-weapon module bonus.


You're oversimplifying things. Not capitalizing on your hull bonus does not make a ship more inefficient for the task you fit it for.

Quote:
example: Brutix - Has a Armor Rep bonus. To effectively utilize the Armor Rep Bonus you must equip armor resist Modules and Rigs. The rigs slow the ship down and the armor resist modules take up slots that could be Weapon Upgrades. This makes the Brutix extra Slow when trying to get into Blaster Range and It also reduces the Damage the Brutix does when/if it does actually make it into Blaster range. Some people choose to go with a shield fit to increase the ship's ganking ability. If you do go with a shield fit then the Brutix effectively becomes a single Bonus hull.


First of all rep rigs don't make ships slower anymore, and Brutix is one of the fastest BCs.

Lets take the Brutix example and your concept of losing "efficiency". When you fit it with shields and max gank, what do you get? Right, the most efficient Combat BC in terms of dps. The fact that you are not using the rep bonus doesn't make it worse in the task you have in mind, quite contrary.

See how this affects your claim of versatility? There are plate/AAR Brutixes, dual rep Brutixes, full armor buffer Brutixes and shield Brutixes, and all work in their tasks.


Quote:
There have been a couple of problems with ship bonuses that i've seen discussed. Mostly it's in the upcoming and recent ship rebalancing. The first was with the BC rebalance. The 2 Gallente combat ships have the same armor repair bonus. This has been an issue for many people because it really makes the 2 ships fill the same specific role, small gang/solo pvp. And actually reduces the likelihood of them being used for large fleets. If you use the ships in a Fleet then the Rep bonus is worthless. So you could either use a worthless fit, or not use the Rep and have a single bonused hull. Instead fleet comps will always be a ship with double universal bonuses.


So what about the ships without local rep bonuses? In your mind they must be also worthless for solo and small gang.

.

Erutpar Ambient
The Scope
Gallente Federation
#17 - 2013-08-06 19:48:06 UTC
Lugia3 wrote:

Suddenly you have a 30 million ISK Vindicator.

Thanks to calibration costs you can only fit 2 damage Rigs on a ship and nothing else. Also you'd need the Turret tracking AND the Web velocity bonus to actually be a vindicator. Which brings up a good point. Some of these specialty bonuses need not be changed to this new style of bonus. the web bonus can still be a stand alone bonus. This is mostly for the generalistic Bonuses like Damage Tank and attribute adjustments. Specialty bonuses could and should still remain.

Roime wrote:

You're oversimplifying things. Not capitalizing on your hull bonus does not make a ship more inefficient for the task you fit it for.

On the contrary, Fitting a ship for a task that your hull bonus isn't meant for does make it more inefficient for that task than another ship that is. In this example think Brutix vs Talos. What sets them apart is the Rep bonus vs tracking bonus. (as well as turret size). Fitting a Talos with a shield tank and gank full realizes it's potential with both bonuses filled. Doing the same with the Brutix nets you a loss of a bonus. So you could just use the Talos for that role. Then what do you use the Brutix for? The same role as a Myrm basically. Only you have to get on top of your target to really do damage which will be reduced because of the Low slots you lose to fit your Rep and the resist modules to support it. And your tackling will be reduced because you need a MWD to get in range and you'll probably need at least 1 cap booster to keep your weapons rep and mwd active. That leaves you with very very narrow fitting options. This ship should just come standard with a premade fit already saved for you.

Quote:

First of all rep rigs don't make ships slower anymore, and Brutix is one of the fastest BCs.

Lets take the Brutix example and your concept of losing "efficiency". When you fit it with shields and max gank, what do you get? Right, the most efficient Combat BC in terms of dps. The fact that you are not using the rep bonus doesn't make it worse in the task you have in mind, quite contrary.

See how this affects your claim of versatility? There are plate/AAR Brutixes, dual rep Brutixes, full armor buffer Brutixes and shield Brutixes, and all work in their tasks.

So in your examples you have 2 that utilize the AAR bonus. The other 2 just ignore it. And yes you're right about the rigs, but the plates still eat up speed. So we have 4 different fits for a Brutix mentioned here. Is this your idea of "Versatility"? So for the 2 plate Brutix you lose speed because of armor tank. The dual rep eats up cap you need for weapons and mwd. And the fact that the shield Brutix is not just viable but also preferred in most cases is proof itself that the Armor Rep bonus is wrong.

Quote:

So what about the ships without local rep bonuses? In your mind they must be also worthless for solo and small gang.

This "assumption" you made is obviously just trolling. You know as well as i do that ships without local rep bonuses are much more versatile. A dual weapon bonus leaves a ship only needing to fill it's high slots with the weapon system receiving this bonus to be a full effeciency. Anything else on the fit is purely on the pilots hands. A tank resist bonus doesn't need to fit a module to function. In fact, not only does it function alone, it also functions on many other things including AAR effeciency. If you take 20% less damage the rep only has to repair 80% as much. This means the AAR is 25% more effective. If you take 50% less damage the rep only has to repair half as much, thus making it twice as effective.

The Local Rep bonus ONLY affects Local Reps. You must fit a local rep to receive this bonus and to make it viable you must also fit additional modules to increase it's efficiency enough to be able to keep up with the incoming damage of 1 ship, much less multiple. And then there's that, multiple ships. No matter how great your fit is, there will always come a time when your local repair cannot out repair the damage of enough ships. That's when this bonus is no longer viable and as you can plainly see by the Fleet Doctrines of larger entities, you don't just ignore the bonus, you pick another ship where you can use the full extent of your training time on that ship type.

Local reps are the only bonuses that create a situation that narrows the utility of their ships to function only for basically 1 role. And even beyond that they only function for a handful of fits to even be able to use the bonus.

I still stand behind my idea.
Psycros
Evasive Finance
#18 - 2013-08-09 08:10:36 UTC  |  Edited by: Psycros
That's an interesting concept to say the least. If you think about it, a ship should be really defined by how big its hull is and, more importantly, how its divided up. How much room does it have for engines and so on? How much cargo space? How much propulsion can it fit? If its a big ship and you want it to still have some pep, its gotta have a good chunk of space devoted to thrusters, gravity controls and other tech of that kind. Not much different from seagoing vessels, honestly. If we're talking about a non-combat military ship (transport, support vessel and so on) it will need to be larger than a civilian version in order to allow for more defensive systems (armor, shield, countermeasures, etc). Rigs or something like them would be the logical way to modify the basic role of a vessel. "Calibration" really represents the concept of, "how much can I modify this hull in a certain way before I break it?" I can see what you're getting at here - way more customization without a huge extra load on the servers. I can certainly get behind that. While we're at it..maybe we should consider the whole idea of "slots" as their currently defined in EVE. I've never really understood why you have low and mid-slot items that do essentially the same job with varying degrees of effectiveness and/or marginally different focus. When I started playing I thought maybe the slot types represented how deeply integrated into the ship they were. It seemed logical since power plant stuff, cargo holds and so on were low slot - that is, pretty fundamental to a ship's performance. Sadly, I soon realized the inconsistency in that theory or any other theory I could come up with. For example, say low slots represent engineering - power, thrust, CPU and other things that are really the "heart" of a spaceship. How am I increasing turret tracking with low mods exactly..boosting power to the aiming servos? Seems like if a ship could aim turrets faster it simply would, and without needing to waste a slot. A targeting computer add-on makes more sense and it lets us pretend that the middle slots are the "command and control" range of equipment. High slots are obviously gear with external connections - weapons, remote reppers and so on. Shield reppers are mid-slot, suggesting their mostly just a series of optimized power relays, frequency modulators and that sort of technobabble. But wait - armor reppers are low slot mods! How can this be, if lows are supposedly the very guts of a ship? Shouldn't armor modules be midslotted as well?? This is when I started wondering if there was any logic behind the slot system at all. Frankly I would like to see each range of slots replaced with a number similar to calibration. You would still have high, mid and low modules but ships would have "zones" instead of slot categories. You'd be able to cram as many modules into the high, mid and low "zones" as the zone allowed for. That limit would be akin to a cargo container's size and each module would have a size as well. How a ship's hull was portioned up between zones would depend on the ship's basic role, the ship design philosophies of its manufacturer and so on. Think of MMOs where they have bags that will only hold certain types of crafting items and you have a good idea of what I'm talking about. Say I want to build the fastest transport in the galaxy. OK, you fill the low zone with power grid and propulsion modules, but now you have minimal room for cargo. So maybe you install a rig that converts part of your mid-zone to low zone, allowing you to put a cargo expander in there. Naturally, this leaves you with less room for defensive systems (which would ALL be mid zone except for defender weapons).

Its a variation on what we already have to be certain, but IMHO a more believable and interesting one.
Voxinian
#19 - 2013-08-09 13:16:38 UTC  |  Edited by: Voxinian
What I want to see is being able to buy a certain ship design and class and then being able to customize it completely. Custom slot layout, custom preset bonuses you can choose from, more bonus the more you have to pay for it. Indeed a bit like T3, but even more customize options, thus also the HP distribution and default resisistance. This will make pvp also a lot more challenging as you can´t tell anymore just by looking at the opponent ship what fit he is most likely using and what the strong points of the ship has.
Maximus Aerelius
PROPHET OF ENIGMA
#20 - 2013-08-09 15:29:04 UTC
Voxinian wrote:
What I want to see is being able to buy a certain ship design and class and then being able to customize it completely. Custom slot layout, custom preset bonuses you can choose from, more bonus the more you have to pay for it. Indeed a bit like T3, but even more customize options, thus also the HP distribution and default resisistance. This will make pvp also a lot more challenging as you can´t tell anymore just by looking at the opponent ship what fit he is most likely using and what the strong points of the ship has.


And balance is thrown completely out of the window never to return. No, in the name of the four empires, no.
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