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Make Deep-space Transports Null-viable

Author
Nikk Narrel
Moonlit Bonsai
#21 - 2013-09-04 18:39:01 UTC
Orakkus wrote:
2. Make it a "jumpy" transport, which would mean keeping its current tank, have the ability to jump to a cyno. Ideally I would like more hauling capacity, moving it to a more "intermediate" type hauler between current industrials and freighters, possibly through a bonus to cargo containers.

Potential uses: Transport in and out of nullsec for small time industrialists/PI operators/minors, etc. anyone who doesn't want to waste tens of millions in fuel costs to transport goods to/from 0.0

Having it cloaky or with specialized cargo treads too much on current ships like the Blockade Runner, or the new Odyssey 1.1 industrials. The two options above give DSTs their own flavor and usefulness and either would be a nice addition to any person's arsenal.

This would actually make it a winner, in my opinion.

Something with more raw cargo capacity than a carrier, but less than a JF.
Since it won't be hauling ships like a carrier does, no conflict. (Obviously no triage or fighters either, LOL)

I would suggest it never have more than 25% of an equivalent JF cargo capacity.
Rune Sevalle
The Scope
Gallente Federation
#22 - 2013-09-04 19:31:48 UTC
Orakkus wrote:
I'll agree that the DST doesn't really have a place yet in Eve, though it is slated for review. Personally, I only see two options:

1. Make it a "combat" transport, which will mean really beefing it up. Basically it will need to be battleship/battlecruiser tankable + be fast + be really good at taking out frigates before anyone would consider using one. The problem with that is that becomes a very powerful, very usual ship in several non-hauling roles. The caveat to that is that the expense of this type of DST would hinder it being used as a BC/BS replacement.

Potential Uses: Heavy Transport into hotspots/during wardecs. "Minelayer" that allows a small gang to large fleet to have extended operations by carrying additional ammo and bubbles.

2. Make it a "jumpy" transport, which would mean keeping its current tank, have the ability to jump to a cyno. Ideally I would like more hauling capacity, moving it to a more "intermediate" type hauler between current industrials and freighters, possibly through a bonus to cargo containers.

Potential uses: Transport in and out of nullsec for small time industrialists/PI operators/minors, etc. anyone who doesn't want to waste tens of millions in fuel costs to transport goods to/from 0.0

Having it cloaky or with specialized cargo treads too much on current ships like the Blockade Runner, or the new Odyssey 1.1 industrials. The two options above give DSTs their own flavor and usefulness and either would be a nice addition to any person's arsenal.


The issues with number 2 are then you may as well just go for the JF. If anyone is about to help you jump a hauler, they'll want to get the bang for their buck and have the greater cargo space. Not to mention, this wouldn't at all make the DST unique. It would just be the JF's tiny red-headed stepbrother. We have enough group hauling in Null-sec as it is. I think a decent amount of us are looking for something we can just jump in and do our thing, without worrying about cyno chains.
Nikk Narrel
Moonlit Bonsai
#23 - 2013-09-04 19:36:29 UTC
Rune Sevalle wrote:
The issues with number 2 are then you may as well just go for the JF. If anyone is about to help you jump a hauler, they'll want to get the bang for their buck and have the greater cargo space. Not to mention, this wouldn't at all make the DST unique. It would just be the JF's tiny red-headed stepbrother. We have enough group hauling in Null-sec as it is. I think a decent amount of us are looking for something we can just jump in and do our thing, without worrying about cyno chains.

Except that the JF is wildly out of the price range of too many pilots to be seriously used, in many cases.
Something like 6 billion ISK last time I looked.

This would still be very ISK intensive, but for many pilots a far more viable option.
Rune Sevalle
The Scope
Gallente Federation
#24 - 2013-09-04 19:40:23 UTC
Nikk Narrel wrote:
Rune Sevalle wrote:
The issues with number 2 are then you may as well just go for the JF. If anyone is about to help you jump a hauler, they'll want to get the bang for their buck and have the greater cargo space. Not to mention, this wouldn't at all make the DST unique. It would just be the JF's tiny red-headed stepbrother. We have enough group hauling in Null-sec as it is. I think a decent amount of us are looking for something we can just jump in and do our thing, without worrying about cyno chains.

Except that the JF is wildly out of the price range of too many pilots to be seriously used, in many cases.
Something like 6 billion ISK last time I looked.

This would still be very ISK intensive, but for many pilots a far more viable option.


The reason for that is because of the fact the JF CAN jump. Point is, we don't need another jump bridge hauler. We have that. I understand some haulers don't like saving up for a big expensive ship with a long training-time, but that's what makes the JF an enticing goal in the first place.
Nikk Narrel
Moonlit Bonsai
#25 - 2013-09-04 19:51:32 UTC
Rune Sevalle wrote:
Nikk Narrel wrote:
Rune Sevalle wrote:
The issues with number 2 are then you may as well just go for the JF. If anyone is about to help you jump a hauler, they'll want to get the bang for their buck and have the greater cargo space. Not to mention, this wouldn't at all make the DST unique. It would just be the JF's tiny red-headed stepbrother. We have enough group hauling in Null-sec as it is. I think a decent amount of us are looking for something we can just jump in and do our thing, without worrying about cyno chains.

Except that the JF is wildly out of the price range of too many pilots to be seriously used, in many cases.
Something like 6 billion ISK last time I looked.

This would still be very ISK intensive, but for many pilots a far more viable option.


The reason for that is because of the fact the JF CAN jump. Point is, we don't need another jump bridge hauler. We have that. I understand some haulers don't like saving up for a big expensive ship with a long training-time, but that's what makes the JF an enticing goal in the first place.

Your non jumping freighter is a fraction of the cost of the jumping version, probably about 20-25% by comparison.

If the DST jumps in price to a similar ratio, I could deal with that.

Heck, I can fly the JF already. I just can't afford to buy one except on the test server.
Orakkus
ImperiaI Federation
Goonswarm Federation
#26 - 2013-09-04 20:05:22 UTC  |  Edited by: Orakkus
Rune Sevalle wrote:

The reason for that is because of the fact the JF CAN jump. Point is, we don't need another jump bridge hauler. We have that. I understand some haulers don't like saving up for a big expensive ship with a long training-time, but that's what makes the JF an enticing goal in the first place.


Yes and no. The jump freighter requires a significant investment of both time and isk, but it also hauls considerably more than what I was suggesting (roughly around 100k to 200k cargo space). The vast majority of pilots will never need to have that much transport ability and usually minor to medium alliances themselves typically have few (if any) JF pilots available to them. Having a jump capable industrial with a reasonable, but not a vast, amount of cargo space would also open up smaller / newer industrial corps and pilots the chance to be profitable in null-sec. As a semi-industrial pilot myself, it has ALWAYS been a hassle trying to coordinate getting my loot back into high-sec for sale, as well as getting necessary modules, ammo, charges, etc back into the area of space I was working.

And let's compare it the tasks a jump freighter does. You will NEVER run out of a need for a Jump Freighter, even in a small alliance as they will still be the most efficient way to carry goods safely to and from null-sec. If anything, having a jump capable industrial would show the value of owning such a ship.

Now, let's not forget the "unintended" use part of a Jump Capable Industrial. Think of what it would mean for, say, raiding corporations, who finally will have a ship that can carry a POS, a weeks worth of fuel, and a few mods and be able to move it quickly into a quiet section of space to conduct raids into enemy territory. There are surely more options besides that as well, made considerably more plausible with the addition of a Jump Capable industrial.

He's not just famous, he's "IN" famous. - Ned Nederlander

Rune Sevalle
The Scope
Gallente Federation
#27 - 2013-09-04 21:28:44 UTC
Orakkus wrote:
Rune Sevalle wrote:

The reason for that is because of the fact the JF CAN jump. Point is, we don't need another jump bridge hauler. We have that. I understand some haulers don't like saving up for a big expensive ship with a long training-time, but that's what makes the JF an enticing goal in the first place.


Yes and no. The jump freighter requires a significant investment of both time and isk, but it also hauls considerably more than what I was suggesting (roughly around 100k to 200k cargo space). The vast majority of pilots will never need to have that much transport ability and usually minor to medium alliances themselves typically have few (if any) JF pilots available to them. Having a jump capable industrial with a reasonable, but not a vast, amount of cargo space would also open up smaller / newer industrial corps and pilots the chance to be profitable in null-sec. As a semi-industrial pilot myself, it has ALWAYS been a hassle trying to coordinate getting my loot back into high-sec for sale, as well as getting necessary modules, ammo, charges, etc back into the area of space I was working.

And let's compare it the tasks a jump freighter does. You will NEVER run out of a need for a Jump Freighter, even in a small alliance as they will still be the most efficient way to carry goods safely to and from null-sec. If anything, having a jump capable industrial would show the value of owning such a ship.

Now, let's not forget the "unintended" use part of a Jump Capable Industrial. Think of what it would mean for, say, raiding corporations, who finally will have a ship that can carry a POS, a weeks worth of fuel, and a few mods and be able to move it quickly into a quiet section of space to conduct raids into enemy territory. There are surely more options besides that as well, made considerably more plausible with the addition of a Jump Capable industrial.


If the small-medium alliances want/need a JF for their goods, JFs are already available, whether with an inside pilot or freighter services. The idea is to have a decent-sized cargo Indy for Null sec solo hauling. We have the "Fast and safe" in a BR, for skirting around enemies. Requiring a cyno on a DST would really kill the whole point. Still wouldn't have the better-sized cargo craft for those without a bunch of cyno alts.
Orakkus
ImperiaI Federation
Goonswarm Federation
#28 - 2013-09-04 22:01:08 UTC
Rune Sevalle wrote:

If the small-medium alliances want/need a JF for their goods, JFs are already available, whether with an inside pilot or freighter services.


Let's take this one first. If you are in a small/medium alliance in null-sec, you are going to have difficulty getting goods in and out of null-sec. Most alliances don't share runs and since you are a smaller alliance it is more difficult to get cynos ready and placed and timed than it is for a much larger alliance. Doable? Yes. Easy? No. Efficient? Depends.

Yes, having an alliance JF is great for alliance level needs. A good example would be belt ratting in null-sec (It's a good example because this has happened to me personally just about every time in null-sec). Typically, when belt ratting I run a Minmatar battleship. Most of my compatriots don't, they run the FOTM for PVE. This becomes a problem when the station we operate out of runs out of, say, Fusion Large ammo. Since.. maybe its myself or a few others use it, it isn't high on the priority list. Usually what happens is that it gets bumped off for more valuable or more important cargo. That is good for the alliance, but it isn't good for me. I am out of commission.

The same goes for replacement ships during the week. Perhaps I have the isk to buy a replacement ship and modules, but trying to set up a cyno chain and timing it with Black Frog may not be timely. And it may not be financially prudent either. Hard to spend tens of millions in travel costs when the ships you want to bring up probably don't break 100 mil in total.

Another good example, and this happened to me at least twice, was that in deep null-sec the person operating the JF, also dominated the market. Because they were part of the alliance, were considered a "valuable asset" (due only to the jump freighter), and was in the lines of communication, it was impossible to break his stranglehold on the market. Now a BR is great for resuppling yourself with limited ammo or modules.. but when you need ships, modules, fuel, etc.. it is no where near enough. And let's face the reality of it, most alliances are NOT good at their logistical chains. A person or corp can't be utterly dependent on a sole JF pilot.. and trying to outfit yourself using only BRs is.. insane. A Jump capable industrial, while not stepping on a JF's toes, will allow individual pilots and corporations more options to refit themselves in dangerous areas.


Rune Sevalle wrote:

The idea is to have a decent-sized cargo Indy for Null sec solo hauling. We have the "Fast and safe" in a BR, for skirting around enemies. Requiring a cyno on a DST would really kill the whole point. Still wouldn't have the better-sized cargo craft for those without a bunch of cyno alts.


Cynos take time, effort, fuel, and other people (or alts) to get set up, so it doesn't replace the BR because there will always be a need to get small payloads in and out of null-sec, and I still think that most people who play Eve don't have multiple accounts. Plus, as both of us know.. a JF will still be far more efficient at hauling cargo than a Jump Capable industrial. So, if a person is running a lot of alts, likely using plex, then there going to have a JF anyways, not a Jump Capable industrial.

He's not just famous, he's "IN" famous. - Ned Nederlander

Rune Sevalle
The Scope
Gallente Federation
#29 - 2013-09-04 22:05:03 UTC
Orakkus wrote:
Rune Sevalle wrote:

If the small-medium alliances want/need a JF for their goods, JFs are already available, whether with an inside pilot or freighter services.


Let's take this one first. If you are in a small/medium alliance in null-sec, you are going to have difficulty getting goods in and out of null-sec. Most alliances don't share runs and since you are a smaller alliance it is more difficult to get cynos ready and placed and timed than it is for a much larger alliance. Doable? Yes. Easy? No. Efficient? Depends.

Yes, having an alliance JF is great for alliance level needs. A good example would be belt ratting in null-sec (It's a good example because this has happened to me personally just about every time in null-sec). Typically, when belt ratting I run a Minmatar battleship. Most of my compatriots don't, they run the FOTM for PVE. This becomes a problem when the station we operate out of runs out of, say, Fusion Large ammo. Since.. maybe its myself or a few others use it, it isn't high on the priority list. Usually what happens is that it gets bumped off for more valuable or more important cargo. That is good for the alliance, but it isn't good for me. I am out of commission.

The same goes for replacement ships during the week. Perhaps I have the isk to buy a replacement ship and modules, but trying to set up a cyno chain and timing it with Black Frog may not be timely. And it may not be financially prudent either. Hard to spend tens of millions in travel costs when the ships you want to bring up probably don't break 100 mil in total.

Another good example, and this happened to me at least twice, was that in deep null-sec the person operating the JF, also dominated the market. Because they were part of the alliance, were considered a "valuable asset" (due only to the jump freighter), and was in the lines of communication, it was impossible to break his stranglehold on the market. Now a BR is great for resuppling yourself with limited ammo or modules.. but when you need ships, modules, fuel, etc.. it is no where near enough. And let's face the reality of it, most alliances are NOT good at their logistical chains. A person or corp can't be utterly dependent on a sole JF pilot.. and trying to outfit yourself using only BRs is.. insane. A Jump capable industrial, while not stepping on a JF's toes, will allow individual pilots and corporations more options to refit themselves in dangerous areas.


Rune Sevalle wrote:

The idea is to have a decent-sized cargo Indy for Null sec solo hauling. We have the "Fast and safe" in a BR, for skirting around enemies. Requiring a cyno on a DST would really kill the whole point. Still wouldn't have the better-sized cargo craft for those without a bunch of cyno alts.


Cynos take time, effort, fuel, and other people (or alts) to get set up, so it doesn't replace the BR because there will always be a need to get small payloads in and out of null-sec, and I still think that most people who play Eve don't have multiple accounts. Plus, as both of us know.. a JF will still be far more efficient at hauling cargo than a Jump Capable industrial. So, if a person is running a lot of alts, likely using plex, then there going to have a JF anyways, not a Jump Capable industrial.


You're really just supporting what I said. Making the DST jump capable, makes it jump reliant for it to operate in Null. That means Cynos, which you've already said are difficult to set up, etc. Hence, the Nullifier, Combat, or MJD ideas. Involving cynos is not at all an elegant or efficient solution.
Nikk Narrel
Moonlit Bonsai
#30 - 2013-09-04 22:20:15 UTC
Rune Sevalle wrote:
Orakkus wrote:
Cynos take time, effort, fuel, and other people (or alts) to get set up, so it doesn't replace the BR because there will always be a need to get small payloads in and out of null-sec, and I still think that most people who play Eve don't have multiple accounts. Plus, as both of us know.. a JF will still be far more efficient at hauling cargo than a Jump Capable industrial. So, if a person is running a lot of alts, likely using plex, then there going to have a JF anyways, not a Jump Capable industrial.


You're really just supporting what I said. Making the DST jump capable, makes it jump reliant for it to operate in Null. That means Cynos, which you've already said are difficult to set up, etc. Hence, the Nullifier, Combat, or MJD ideas. Involving cynos is not at all an elegant or efficient solution.

I am going to disagree here.

The BR already uses gate travel to slow boat to a destination, and more specifically to sneak into or through hostile areas.
I have three different BRs, (I am missing the Gallente one), and they are not at risk of being replaced here.
They are well suited for carrying 10Km3 or less only. (The crane only with very expensive rigs)

There is nothing suitable between them and the JF for practical logistic travel, both the Orca and DST needing to use gates, but too easily stopped and popped.

The only solution I see as practical, which does not overly duplicate the BR's gate crashing style by simply brute forcing rather than finesse, is to jump enable the DST like a mini freighter.

Even making it bridge capable through a BLOPs would help, except the BR already has this benefit, hence the BR already is jump capable this way.
Rune Sevalle
The Scope
Gallente Federation
#31 - 2013-09-04 22:30:42 UTC
Nikk Narrel wrote:
Rune Sevalle wrote:
Orakkus wrote:
Cynos take time, effort, fuel, and other people (or alts) to get set up, so it doesn't replace the BR because there will always be a need to get small payloads in and out of null-sec, and I still think that most people who play Eve don't have multiple accounts. Plus, as both of us know.. a JF will still be far more efficient at hauling cargo than a Jump Capable industrial. So, if a person is running a lot of alts, likely using plex, then there going to have a JF anyways, not a Jump Capable industrial.


You're really just supporting what I said. Making the DST jump capable, makes it jump reliant for it to operate in Null. That means Cynos, which you've already said are difficult to set up, etc. Hence, the Nullifier, Combat, or MJD ideas. Involving cynos is not at all an elegant or efficient solution.

I am going to disagree here.

The BR already uses gate travel to slow boat to a destination, and more specifically to sneak into or through hostile areas.
I have three different BRs, (I am missing the Gallente one), and they are not at risk of being replaced here.
They are well suited for carrying 10Km3 or less only. (The crane only with very expensive rigs)

There is nothing suitable between them and the JF for practical logistic travel, both the Orca and DST needing to use gates, but too easily stopped and popped.

The only solution I see as practical, which does not overly duplicate the BR's gate crashing style by simply brute forcing rather than finesse, is to jump enable the DST like a mini freighter.

Even making it bridge capable through a BLOPs would help, except the BR already has this benefit, hence the BR already is jump capable this way.


No one has said the DST would be replacing the BR. The only line that alludes to that is in reference to the idea of giving the DST covert ops cloaks. Saying the BR can jump already, well then you already have the jumpy- and btw, FAST transport (I would not call it a slowboater when referring to haulers) that you want for null. Just saying, "Here DST, you're a small JF now." does nothing to alleviate the overall problems with the ship. Make it jump-bridgeable, certainly, but don't make it reliant on Cynos. We don't need another/smaller JF. Just like we don't need to put a covert ops cloak on a DST.

The DST can go through gates fine, and even works in low-sec. The only thing truly holding it back from a use in Null is the bubbles. So, you either up it's survivability by making it combat capable, or make it harder to stop with a MJD or Nullification bonus. Who is really going to waste their time setting up Cynos for a DST? Really now...
Orakkus
ImperiaI Federation
Goonswarm Federation
#32 - 2013-09-04 22:31:33 UTC  |  Edited by: Orakkus
Rune Sevalle wrote:

You're really just supporting what I said. Making the DST jump capable, makes it jump reliant for it to operate in Null. That means Cynos, which you've already said are difficult to set up, etc. Hence, the Nullifier, Combat, or MJD ideas. Involving cynos is not at all an elegant or efficient solution.


The problem with them though is that people won't use them very much or at all. Let's look at each one of these:

The Nullifier idea, based off of the Tech 3 Cruisers, will be able to warp through a bubble like they do. The problem with that is that DSTs will still be slow and ungainly, and it wouldn't take long for a gate camp to overwhelm one with disruptors and scrams. The same with the MJD proposition, sure you can warp off 100km away.. but if the enemy fleet has either scram-fitted fast cruisers or frigates, you won't be able to make the jump anyways.. and they will easily be able to close distance and lock you down in the time it takes to spool of MJD (unless there is a MJD spool reduction bonus.. might be an option there).

The Combat idea, while I DO like it, suffers from the "n+1" problem anyways. You may shake off a single frigate, but any more and your slow and ungainly ship is rabbit food, so you are back to needing combat support, much like the DST does now. The only advantage to the Combat idea is that there are alternate uses that are still viable.

So, to me, the best option for these ships to finally get used, to finally have a real "niche" is for them to have the ability (using fuel just like the capitals) to jump. They still have to deal with the cynos, but that is the least difficult to get support for and you can be effective with just one additional pilot buddy and still be a time effective exercise.

He's not just famous, he's "IN" famous. - Ned Nederlander

Rune Sevalle
The Scope
Gallente Federation
#33 - 2013-09-04 22:51:33 UTC
Orakkus wrote:
Rune Sevalle wrote:

You're really just supporting what I said. Making the DST jump capable, makes it jump reliant for it to operate in Null. That means Cynos, which you've already said are difficult to set up, etc. Hence, the Nullifier, Combat, or MJD ideas. Involving cynos is not at all an elegant or efficient solution.


The problem with them though is that people won't use them very much or at all. Let's look at each one of these:

The Nullifier idea, based off of the Tech 3 Cruisers, will be able to warp through a bubble like they do. The problem with that is that DSTs will still be slow and ungainly, and it wouldn't take long for a gate camp to overwhelm one with disruptors and scrams. The same with the MJD proposition, sure you can warp off 100km away.. but if the enemy fleet has either scram-fitted fast cruisers or frigates, you won't be able to make the jump anyways.. and they will easily be able to close distance and lock you down in the time it takes to spool of MJD (unless there is a MJD spool reduction bonus.. might be an option there).

The Combat idea, while I DO like it, suffers from the "n+1" problem anyways. You may shake off a single frigate, but any more and your slow and ungainly ship is rabbit food, so you are back to needing combat support, much like the DST does now. The only advantage to the Combat idea is that there are alternate uses that are still viable.

So, to me, the best option for these ships to finally get used, to finally have a real "niche" is for them to have the ability (using fuel just like the capitals) to jump. They still have to deal with the cynos, but that is the least difficult to get support for and you can be effective with just one additional pilot buddy and still be a time effective exercise.


Well, we're really not looking for the DST to be invincible. lol. Granted it could probably use some agility/alignment speed buffs, but that's the tradeoff with the increased tank and cargo. Also, you can still use the MWD+cloak trick on a DST as it is, so if the stationary bubbles aren't an issue, the DST can theoretically make it out in time. The BR should still be used more. It's fast and time is isk. If the load size allows it, the BR will be used. That's not a problem with for the DST pilot to be concerned about. While staying as close to the T2 hauler original intents as possible, that is where the ideal solution will be found, not by making the DST more closely related to a Freighter.

Blockade Runner- Fast, stealthy. Small cargo load.
Ideal DST- Slow, tanky, solid chance to warp. Large cargo load. (Warp bubbles completely negate it's strength in the current iteration. Slap a nullifier on, and it's original purpose is realized.)


The MJD spool-up time is certainly problematic. I also don't feel like the combat solution is very good at all. Kind of like just increasing it's tankiness, you'll only be delaying your death a small bit. Still, it's a more solo-oriented solution than your own "cheap-man's JF."
Phaade
LowKey Ops
Snuffed Out
#34 - 2013-09-04 22:57:27 UTC
Really good ideas OP.

I'd say allow use of the micro jump drive and give it the role bonus: interdiction nullified.

Keep in mind the MJD can still be disabled by a scram. Perhaps a Hull bonus could be reduces MJD spinup time by 5% per level.
Orakkus
ImperiaI Federation
Goonswarm Federation
#35 - 2013-09-04 23:46:28 UTC
Rune Sevalle wrote:

Well, we're really not looking for the DST to be invincible. lol. Granted it could probably use some agility/alignment speed buffs, but that's the tradeoff with the increased tank and cargo. Also, you can still use the MWD+cloak trick on a DST as it is, so if the stationary bubbles aren't an issue, the DST can theoretically make it out in time.


No, I don't want it invincible either... cuz I want to snag a few on my killboard eventually. But, you have to make people feel safe enough in it to use it for that purpose, not just luck out. It will have to be able to survive gate camps MOST of the time before people are going to load one of them up and risk a 100mil plus isk ship into null-sec. It's the reason why people use BRs in the first place, because they have a reasonable amount of belief that they can get to their destination safely.

Rune Sevalle wrote:

The BR should still be used more. It's fast and time is isk. If the load size allows it, the BR will be used. That's not a problem with for the DST pilot to be concerned about. While staying as close to the T2 hauler original intents as possible, that is where the ideal solution will be found, not by making the DST more closely related to a Freighter.

Blockade Runner- Fast, stealthy. Small cargo load.


The reason why the BR works is because it's a fast and agile ship coupled with a Covert Ops Cloak. Remove one or the other and the BR is no longer viable, it just becomes an expensive Wreathe or whatever, and no one will use it. Now let's look at the next part of what you said:

Rune Sevalle wrote:

Ideal DST- Slow, tanky, solid chance to warp. Large cargo load. (Warp bubbles completely negate it's strength in the current iteration. Slap a nullifier on, and it's original purpose is realized.)


We both already agreed that it being "tanky" isn't sufficient, especially if it's slow. And if its slow, that "solid chance to warp" gets too small too fast. I just don't see how you just can get around that without stepping on the toes of the Blockade Runner. Give it too much agility, warp speed, or warp strength and it just makes players angry because the chance to catch it is so minute.

Rune Sevalle wrote:

The MJD spool-up time is certainly problematic. I also don't feel like the combat solution is very good at all. Kind of like just increasing it's tankiness, you'll only be delaying your death a small bit. Still, it's a more solo-oriented solution than your own "cheap-man's JF."


Not just the MJD spool up time is an issue, but so is the time it takes to reuse it. Don't get me wrong, I really don't think the the MJD is a bad idea.. I just know from gate camps that the MJD, even with some of the bonuses they are talking about for Marauders, still would not make people want to get into this ship and risk the expense of losing it in a gate camp. And if it can't survive gate camps.. its not going to get used at all.

To me, the game does need to have a "mini-freighter" class. It needs to be able to carry a decent amount of material into null-sec/low-sec space (i.e., it IS called a Deep Space Transport) and whatever it can do still won't measure up to a Jump Freighter, either in fuel cost per jump or in its defense. And I am totally fine arguing our points until a Dev jumps in to tell us what is going on. :)

He's not just famous, he's "IN" famous. - Ned Nederlander

Rune Sevalle
The Scope
Gallente Federation
#36 - 2013-09-05 00:09:25 UTC
Orakkus wrote:
Rune Sevalle wrote:

Well, we're really not looking for the DST to be invincible. lol. Granted it could probably use some agility/alignment speed buffs, but that's the tradeoff with the increased tank and cargo. Also, you can still use the MWD+cloak trick on a DST as it is, so if the stationary bubbles aren't an issue, the DST can theoretically make it out in time.


No, I don't want it invincible either... cuz I want to snag a few on my killboard eventually. But, you have to make people feel safe enough in it to use it for that purpose, not just luck out. It will have to be able to survive gate camps MOST of the time before people are going to load one of them up and risk a 100mil plus isk ship into null-sec. It's the reason why people use BRs in the first place, because they have a reasonable amount of belief that they can get to their destination safely.

Rune Sevalle wrote:

The BR should still be used more. It's fast and time is isk. If the load size allows it, the BR will be used. That's not a problem with for the DST pilot to be concerned about. While staying as close to the T2 hauler original intents as possible, that is where the ideal solution will be found, not by making the DST more closely related to a Freighter.

Blockade Runner- Fast, stealthy. Small cargo load.


The reason why the BR works is because it's a fast and agile ship coupled with a Covert Ops Cloak. Remove one or the other and the BR is no longer viable, it just becomes an expensive Wreathe or whatever, and no one will use it. Now let's look at the next part of what you said:

Rune Sevalle wrote:

Ideal DST- Slow, tanky, solid chance to warp. Large cargo load. (Warp bubbles completely negate it's strength in the current iteration. Slap a nullifier on, and it's original purpose is realized.)


We both already agreed that it being "tanky" isn't sufficient, especially if it's slow. And if its slow, that "solid chance to warp" gets too small too fast. I just don't see how you just can get around that without stepping on the toes of the Blockade Runner. Give it too much agility, warp speed, or warp strength and it just makes players angry because the chance to catch it is so minute.

Rune Sevalle wrote:

The MJD spool-up time is certainly problematic. I also don't feel like the combat solution is very good at all. Kind of like just increasing it's tankiness, you'll only be delaying your death a small bit. Still, it's a more solo-oriented solution than your own "cheap-man's JF."


Not just the MJD spool up time is an issue, but so is the time it takes to reuse it. Don't get me wrong, I really don't think the the MJD is a bad idea.. I just know from gate camps that the MJD, even with some of the bonuses they are talking about for Marauders, still would not make people want to get into this ship and risk the expense of losing it in a gate camp. And if it can't survive gate camps.. its not going to get used at all.

To me, the game does need to have a "mini-freighter" class. It needs to be able to carry a decent amount of material into null-sec/low-sec space (i.e., it IS called a Deep Space Transport) and whatever it can do still won't measure up to a Jump Freighter, either in fuel cost per jump or in its defense. And I am totally fine arguing our points until a Dev jumps in to tell us what is going on. :)


Why on earth do you continue to bring up the BR? No one is proposing any changes to it. It would still be the fast and cloaky ship. How many DSTs do you really think you'd catch in a gate camp if it could just jump? About as many JFs as you catch, but with less payout. You seem to want the same things as we've been discussing, but with the use of a cyno? Listen, if the DST doesn't have to worry about dodging bubbles and can still use an MWD + Cloak (Not covert ops) it will be used, and you'll have your precious chance to catch one. Making it able to cyno out to where it needs to go, not counting the set up of the cynos, is much faster than the BR could hope to be. There, NOW you can start worrying about the use of the BR.

The DST's cargo space is fine. Maybe it could use a small increase since the T1s are pretty competitive now, but it's certainly more than any BR can hope to carry. You want a mini-freighter? Sure thing. Give the DST more cargo space, by all means, but don't try to make it a half-assed jump freighter. Suck it up, save your isk, and buy a real one.
Nikk Narrel
Moonlit Bonsai
#37 - 2013-09-05 01:23:32 UTC
Rune Sevalle wrote:
Why on earth do you continue to bring up the BR? No one is proposing any changes to it. It would still be the fast and cloaky ship. How many DSTs do you really think you'd catch in a gate camp if it could just jump? About as many JFs as you catch, but with less payout. You seem to want the same things as we've been discussing, but with the use of a cyno? Listen, if the DST doesn't have to worry about dodging bubbles and can still use an MWD + Cloak (Not covert ops) it will be used, and you'll have your precious chance to catch one. Making it able to cyno out to where it needs to go, not counting the set up of the cynos, is much faster than the BR could hope to be. There, NOW you can start worrying about the use of the BR.

The DST's cargo space is fine. Maybe it could use a small increase since the T1s are pretty competitive now, but it's certainly more than any BR can hope to carry. You want a mini-freighter? Sure thing. Give the DST more cargo space, by all means, but don't try to make it a half-assed jump freighter. Suck it up, save your isk, and buy a real one.

The BR keeps being referenced as the only other T2 indy, so it is worth noting how it compares.

The DST, in it's current form, has no place helping between high and null.
The tank, while sweet, is useless without support capable of bailing it out of a jam before it gets shot up. This makes it great in high sec.
Not so much in low or null, where you need other players to fight for you.
If you have a regular group of players, the logical step is get a JF. Even with good support, it is worth losing a ship or two in exchange if you can take out a DST desperate enough to try a gate camp.
It must have something big enough to not use a safer BR, and important enough to warrant an escort.
CHA-CHING... ISK

No Escort? Must still be too big for a BR. Pop and loot.

No gate camp? Arrange an ambush on a pipe, it can't really fight back, so its all ISK.

As long as the DS in DST means high sec empire, it meets expectations... otherwise, not so much.

I'd have to be crazy to even take my Bustard into low. Which is a pity, since it has nice cargo room I could use on mining ops.

The BR, by comparison, gets used on a regular basis to get small supplies I can't wait on alliance to charge me for.
Rune Sevalle
The Scope
Gallente Federation
#38 - 2013-09-05 05:00:28 UTC
Nikk Narrel wrote:
Rune Sevalle wrote:
Why on earth do you continue to bring up the BR? No one is proposing any changes to it. It would still be the fast and cloaky ship. How many DSTs do you really think you'd catch in a gate camp if it could just jump? About as many JFs as you catch, but with less payout. You seem to want the same things as we've been discussing, but with the use of a cyno? Listen, if the DST doesn't have to worry about dodging bubbles and can still use an MWD + Cloak (Not covert ops) it will be used, and you'll have your precious chance to catch one. Making it able to cyno out to where it needs to go, not counting the set up of the cynos, is much faster than the BR could hope to be. There, NOW you can start worrying about the use of the BR.

The DST's cargo space is fine. Maybe it could use a small increase since the T1s are pretty competitive now, but it's certainly more than any BR can hope to carry. You want a mini-freighter? Sure thing. Give the DST more cargo space, by all means, but don't try to make it a half-assed jump freighter. Suck it up, save your isk, and buy a real one.

The BR keeps being referenced as the only other T2 indy, so it is worth noting how it compares.

The DST, in it's current form, has no place helping between high and null.
The tank, while sweet, is useless without support capable of bailing it out of a jam before it gets shot up. This makes it great in high sec.
Not so much in low or null, where you need other players to fight for you.
If you have a regular group of players, the logical step is get a JF. Even with good support, it is worth losing a ship or two in exchange if you can take out a DST desperate enough to try a gate camp.
It must have something big enough to not use a safer BR, and important enough to warrant an escort.
CHA-CHING... ISK

No Escort? Must still be too big for a BR. Pop and loot.

No gate camp? Arrange an ambush on a pipe, it can't really fight back, so its all ISK.

As long as the DS in DST means high sec empire, it meets expectations... otherwise, not so much.

I'd have to be crazy to even take my Bustard into low. Which is a pity, since it has nice cargo room I could use on mining ops.

The BR, by comparison, gets used on a regular basis to get small supplies I can't wait on alliance to charge me for.


"In its current form." Yeah, the entire point of this thread is to get that fixed. lol.
Nikk Narrel
Moonlit Bonsai
#39 - 2013-09-05 13:43:51 UTC
Rune Sevalle wrote:
Nikk Narrel wrote:
The BR keeps being referenced as the only other T2 indy, so it is worth noting how it compares.

The DST, in it's current form, has no place helping between high and null.
The tank, while sweet, is useless without support capable of bailing it out of a jam before it gets shot up. This makes it great in high sec.
Not so much in low or null, where you need other players to fight for you.
If you have a regular group of players, the logical step is get a JF. Even with good support, it is worth losing a ship or two in exchange if you can take out a DST desperate enough to try a gate camp.
It must have something big enough to not use a safer BR, and important enough to warrant an escort.
CHA-CHING... ISK

No Escort? Must still be too big for a BR. Pop and loot.

No gate camp? Arrange an ambush on a pipe, it can't really fight back, so its all ISK.

As long as the DS in DST means high sec empire, it meets expectations... otherwise, not so much.

I'd have to be crazy to even take my Bustard into low. Which is a pity, since it has nice cargo room I could use on mining ops.

The BR, by comparison, gets used on a regular basis to get small supplies I can't wait on alliance to charge me for.


"In its current form." Yeah, the entire point of this thread is to get that fixed. lol.

That is also my objective.

However, no boost to tanking will be enough here. It simply delays an inevitable kill mail, not preventing it, and it is very predictably so.

If a bubble camp can lock your ship, you are toast.
T3 nullifiers work because they have the nullifier PLUS a cloak preventing that lock. If you swapped the cloak for an amazing tank, they would die horribly far too often to make any sense being used against gate camps.

Practical gate camp evasion, which must be a staple to any indy expecting to operate outside of high sec, requires either undetectable with speed, or completely bypassing it.
Anything short of that relies on overwhelming brute force, and a DST would be an obvious primary target in any exchange, just so the defenders could have a chance to loot and recoup their losses with said loot.

The BR owns undetectable. It lacks, however, cargo space beyond 10Km3.
A tank plus nullifier / MJD / whatever still gets popped to frequently to pass muster as a viable alternative.

Once you eliminate the options that have no probability of success, whatever remains must be chosen.
Rune Sevalle
The Scope
Gallente Federation
#40 - 2013-09-05 15:43:29 UTC
Nikk Narrel wrote:
Rune Sevalle wrote:
Nikk Narrel wrote:
The BR keeps being referenced as the only other T2 indy, so it is worth noting how it compares.

The DST, in it's current form, has no place helping between high and null.
The tank, while sweet, is useless without support capable of bailing it out of a jam before it gets shot up. This makes it great in high sec.
Not so much in low or null, where you need other players to fight for you.
If you have a regular group of players, the logical step is get a JF. Even with good support, it is worth losing a ship or two in exchange if you can take out a DST desperate enough to try a gate camp.
It must have something big enough to not use a safer BR, and important enough to warrant an escort.
CHA-CHING... ISK

No Escort? Must still be too big for a BR. Pop and loot.

No gate camp? Arrange an ambush on a pipe, it can't really fight back, so its all ISK.

As long as the DS in DST means high sec empire, it meets expectations... otherwise, not so much.

I'd have to be crazy to even take my Bustard into low. Which is a pity, since it has nice cargo room I could use on mining ops.

The BR, by comparison, gets used on a regular basis to get small supplies I can't wait on alliance to charge me for.


"In its current form." Yeah, the entire point of this thread is to get that fixed. lol.

That is also my objective.

However, no boost to tanking will be enough here. It simply delays an inevitable kill mail, not preventing it, and it is very predictably so.

If a bubble camp can lock your ship, you are toast.
T3 nullifiers work because they have the nullifier PLUS a cloak preventing that lock. If you swapped the cloak for an amazing tank, they would die horribly far too often to make any sense being used against gate camps.

Practical gate camp evasion, which must be a staple to any indy expecting to operate outside of high sec, requires either undetectable with speed, or completely bypassing it.
Anything short of that relies on overwhelming brute force, and a DST would be an obvious primary target in any exchange, just so the defenders could have a chance to loot and recoup their losses with said loot.

The BR owns undetectable. It lacks, however, cargo space beyond 10Km3.
A tank plus nullifier / MJD / whatever still gets popped to frequently to pass muster as a viable alternative.

Once you eliminate the options that have no probability of success, whatever remains must be chosen.


Do you not have an MWD + Cloak on your DST? It's no covert ops, but works just fine for low-sec runs.