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Make Deep-space Transports Null-viable

Author
Nikk Narrel
Moonlit Bonsai
#41 - 2013-09-05 15:58:18 UTC
Rune Sevalle wrote:
Nikk Narrel wrote:
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.

Unfortunately, this discounts the possibility that they are using counter cloaking tactics in conjunction with a gate camp.
If the ship was faster to align and warp, that might work, but the ship gives too much opportunity to inties dragging drones across where they saw you blip momentarily.

Perception must expect success, before the idea holds popular merit.
Orakkus
ImperiaI Federation
Goonswarm Federation
#42 - 2013-09-05 16:56:18 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.


Now that I gotten some sleep, let me continue on this. The reason why I bring up the BR is that it IS the only successful Tech 2 Industrial. It isn't a specific ship that is successful, it is every single Blockade Runner. So, as Nikk pointed out, it's successful because it can a.) cloak and b.) Warp away WHILE cloaked, which massively raises its ability to be successful, and therefore, be used. In fact, your not likely to catch one unless you have a bubble.

So, about the DST.. while what you propose would improve its survivibility, it would not improve it enough for people to use it. And that is the critical point. Whatever the DST does that the BR can't do, it has to be compelling enough for people to think seriously about it.

Again, I will go back to my own personal example. While I can fly a Jump Freighter, I am also only semi-industrial. Primarily, my activities are based around PVP. There is NEVER a time when I could justify purchasing a non-combat transport ship that costs as much as four fully fit carriers or Dreads. Do I still need to have the ability to transport ships/modules/ammo? Absolutely, but when you are in the process of deploying, friendly JFs can be scarce. My last deployment was clear across to the other side of null-sec and instead of having a variety of ships available to me, I was only able to get a Guardian out there properly fit. Deployments take a huge amount of resources, with JFs being one of the most used. If its a rush, often pilots can't get the ships/modules they need because those items aren't simply available at the time. Having a DST that was jump capable would greatly improve peoples (especially those in more.. isolated timezones like me) ability to stage minor amounts of equipment (100k m3 with modules, etc. isn't really all that much) quickly and effectively.

In other words, people WOULD use it. And it isn't overpowered because it will never, ever compete with a JF by comparison. Who knows, it may actually REDUCE the cost of JFs to where more people will buy them.

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

Druthlen
The Carlisle Group
#43 - 2013-09-05 18:03:19 UTC
I like this idea. Either a MJD or a warp bubble nullifier. Love it!
Rune Sevalle
The Scope
Gallente Federation
#44 - 2013-09-07 07:13:14 UTC
Druthlen wrote:
I like this idea. Either a MJD or a warp bubble nullifier. Love it!


Yeah, the MJD will work if the spool-up is decreased for DSTs. Otherwise, it already has such slow alignment time... Well, it wouldn't be pretty with the DSTs current attributes. lol.

Although, with the T1 hauler revamp, I think both the T2s can use some increased Cargo holds and speed fixes. Heck. my Miasmos rivals my Viator in speeds now, with a much, much bigger cargo hold when carrying ore. That shouldn't be happening. :/
Nikk Narrel
Moonlit Bonsai
#45 - 2013-09-07 15:34:15 UTC
Rune Sevalle wrote:
Druthlen wrote:
I like this idea. Either a MJD or a warp bubble nullifier. Love it!


Yeah, the MJD will work if the spool-up is decreased for DSTs. Otherwise, it already has such slow alignment time... Well, it wouldn't be pretty with the DSTs current attributes. lol.

Although, with the T1 hauler revamp, I think both the T2s can use some increased Cargo holds and speed fixes. Heck. my Miasmos rivals my Viator in speeds now, with a much, much bigger cargo hold when carrying ore. That shouldn't be happening. :/

Ok, let me put this in terms meaningful to what the goal is.

Goal: Make the DST a viable alternative to the BR, including the consideration that the DST has more cargo capacity.

Why is the BR successful? Minimum full exposure time, followed by limited concealed period while leaving a gate area.
Are any of these overkill, and therefore not needed as points for the DST?
No. The BR, while challenging to catch, has a reasonable chance of success in the hands of a skilled pilot.
We want exactly that, a reasonable chance of success, but using different mechanics.

I have heard cyno jumping and MJD suggested.

I believe either can work.

MJD version:
The ship has a nearly instant spool time for first use of a MJD, then again every 45 seconds.
After 45 seconds from a previous use, the ship's special internal capacitor will be recharged, allowing it to instantly MJD use again.
Counters to this: If anticipated, long range DPS can be fielded, as well as scrambler equipped inties.
Comparison to the BR: Nearly identical challenge level achieved by different means. Both require expectation to prepare for, neither is an overwhelming burden to a gate camp.

Cyno version:
Like the BLOPs, this ship has a limited jump range. 3.5 ly (same as BLOPs base range)
(for reference, a JF has a base 5 ly range)
This makes it less useful than a JF in range, and cargo capacity.
Considering the BLOPs uses a covert cyno, rather than the beacon creating "come-hither" cyno used by JFs and likely this version too, it will be considerably more challenging to move than a BLOPs as a result.

I would find either a useful means of bring the DST actually into 'DS'.
DrysonBennington
Eagle's Talon's
#46 - 2013-09-07 15:45:08 UTC
What about having Deep Space Transport Stations?

In systems like Jita, Dodixie, Rens, Hek, Bei, Amarr there would be stations that could transport your goods into Null Sector Deep Space Transport Station using station sized cynosurals.

Once the cargo has been transported to the null sector station you would then have to pick it up and run the risk of being attacked.

Although this scenario does not seem plausible with a static station environment the idea just might work using the same process of Hidden Belts where the Null Sector Station about the size Planetary Interaction Station would appear randomly in a system for a limited time.

Once the station appears in your system you would receive a pop-up informing you that your ship has arrived and needs to be picked up within ten minutes or you will have to wait until the rotation period comes back around to your system.

At the high sector transfer station you would input the end null sector system where you want to pick your goods up at.

The price to transport goods and ships from high sector to null in this manner would be very costly though where each 1000 m/3 of items transported would cost 20,000 ISK plus a destination cost depending on the location of the system transported to.

FT Diomedes
The Graduates
#47 - 2013-09-07 17:05:42 UTC
A couple of things need to happen to revitalize T2 industrials.

1. Blockade Runners are fine, but for low-volume high-value goods they do not compare to a cloaky-nullified T3.

The solution: get rid of cloaky-nully T3's. Make them either or, not both.

2. DST's are not survivable enough. Give them nullification and MJD. If you use one unscouted, you can get through a drag bubble, but they have a chance at you with a dictor on the other side. You use the MJD to escape. Now they have to have scrams as well. A well-manned gate camp can catch you, but a bad one cannot. That is fair and balanced. No ship should be able to escape a well-prepared gate camp with ease.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Estella Osoka
Cranky Bitches Who PMS
#48 - 2013-09-07 18:17:50 UTC
Methinks ya'll are forgetting the that the Blockade Runner has the option to use a Covert Jump Portal when in a fleet with a Black Ops BS.
Qolde
Scrambled Eggs Inc.
#49 - 2013-09-07 20:23:13 UTC
DST immune to all forms of ewar. balanced and useful.

If someone craps in your sandbox: 1. Light it on fire 2. Grab your shovel 3. Throw it back at them.

Rowells
Pator Tech School
Minmatar Republic
#50 - 2013-09-07 21:23:07 UTC
Estella Osoka wrote:
Methinks ya'll are forgetting the that the Blockade Runner has the option to use a Covert Jump Portal when in a fleet with a Black Ops BS.

We're discussing Deep Space Transports. The other T2 industrial that can't use blops bridge.
Rune Sevalle
The Scope
Gallente Federation
#51 - 2013-09-08 08:47:55 UTC
FT Diomedes wrote:
A couple of things need to happen to revitalize T2 industrials.

1. Blockade Runners are fine, but for low-volume high-value goods they do not compare to a cloaky-nullified T3.

The solution: get rid of cloaky-nully T3's. Make them either or, not both.

2. DST's are not survivable enough. Give them nullification and MJD. If you use one unscouted, you can get through a drag bubble, but they have a chance at you with a dictor on the other side. You use the MJD to escape. Now they have to have scrams as well. A well-manned gate camp can catch you, but a bad one cannot. That is fair and balanced. No ship should be able to escape a well-prepared gate camp with ease.


Well, as happy as I would be with DSTs having that much strength, I have to admit that it would be fairly OP to have both bonuses. Also, both T2 haulers need an increase to cargo space, especially if anyone is going to try to compete with the special hauler-fit T3s.
Rune Sevalle
The Scope
Gallente Federation
#52 - 2013-09-09 10:02:49 UTC
DrysonBennington wrote:
What about having Deep Space Transport Stations?

In systems like Jita, Dodixie, Rens, Hek, Bei, Amarr there would be stations that could transport your goods into Null Sector Deep Space Transport Station using station sized cynosurals.

Once the cargo has been transported to the null sector station you would then have to pick it up and run the risk of being attacked.

Although this scenario does not seem plausible with a static station environment the idea just might work using the same process of Hidden Belts where the Null Sector Station about the size Planetary Interaction Station would appear randomly in a system for a limited time.

Once the station appears in your system you would receive a pop-up informing you that your ship has arrived and needs to be picked up within ten minutes or you will have to wait until the rotation period comes back around to your system.

At the high sector transfer station you would input the end null sector system where you want to pick your goods up at.

The price to transport goods and ships from high sector to null in this manner would be very costly though where each 1000 m/3 of items transported would cost 20,000 ISK plus a destination cost depending on the location of the system transported to.



All that does is make hauler pilots that much less useful. :/
Soldarius
Dreddit
Test Alliance Please Ignore
#53 - 2013-09-09 16:34:43 UTC
The +2 to warp core strength, already makes the DST immune to a single warp disruptor or scrambler, thus making it immune to being caught by your typical solo tackler. I've seen it used to great effect for PI in null and w-space. Removing that bonus would make the DST completely pointless.

The BR already has covert cloak. So no to that as well.

DST can fit a very nice buffer+MAAR with resist mod, and still have 3 open slots for cargohold expanders. Use your rig slots for trimarks to make up the difference from the lost structure EHP. For mids go with MWD and cap booster or multispec ECM. Throw a small nos in the final high to help with cap some more. Or go for a cloak for getting safe.

DST is fine the way it is. People don't realize how good it is. Its biggest vulnerability is to warp bubbles.

http://youtu.be/YVkUvmDQ3HY

Nikk Narrel
Moonlit Bonsai
#54 - 2013-09-09 17:22:12 UTC
Soldarius wrote:
The +2 to warp core strength, already makes the DST immune to a single warp disruptor or scrambler, thus making it immune to being caught by your typical solo tackler. I've seen it used to great effect for PI in null and w-space. Removing that bonus would make the DST completely pointless.

The BR already has covert cloak. So no to that as well.

DST can fit a very nice buffer+MAAR with resist mod, and still have 3 open slots for cargohold expanders. Use your rig slots for trimarks to make up the difference from the lost structure EHP. For mids go with MWD and cap booster or multispec ECM. Throw a small nos in the final high to help with cap some more. Or go for a cloak for getting safe.

DST is fine the way it is. People don't realize how good it is. Its biggest vulnerability is to warp bubbles.

And to any gate camp able to overcome the warp bonus.

Since that is not a major obstacle for most gate camps, at least the competent ones, this ships slow align time lets it get pointed, and that lets it get popped.

Unless I can equip dumb luck, my only other option is to avoid gate camps. Unlike the BR, whose effectiveness sets the standard for usefulness here.
Orakkus
ImperiaI Federation
Goonswarm Federation
#55 - 2013-09-09 17:44:13 UTC
Soldarius wrote:
The +2 to warp core strength, already makes the DST immune to a single warp disruptor or scrambler, thus making it immune to being caught by your typical solo tackler. I've seen it used to great effect for PI in null and w-space. Removing that bonus would make the DST completely pointless.

The BR already has covert cloak. So no to that as well.

DST can fit a very nice buffer+MAAR with resist mod, and still have 3 open slots for cargohold expanders. Use your rig slots for trimarks to make up the difference from the lost structure EHP. For mids go with MWD and cap booster or multispec ECM. Throw a small nos in the final high to help with cap some more. Or go for a cloak for getting safe.

DST is fine the way it is. People don't realize how good it is. Its biggest vulnerability is to warp bubbles.


The use in PI, those are likely short range trips aren't they? Maybe one or two systems away from the home system? If that is the case, then you already face a problem where one of the new Industrials in Odyssey 1.1 can easily replace the DST, the Epithal. Because the lows will no longer affect its cargo capacity, it also can have the +2 Warp core strength through using WCS in the lows. The tanks for them have also been doubled in most cases and they have all been given enough CPU and Powergrid to even be armed. So, we are back to square one in this regard for the DST because that new industrial will be WAY cheaper to buy, far easier to replace, and faster to train for than any DST.

Going back to Rune's idea of having a MJD bonus, while again its not a bad idea, I am just not convinced that people will change over to using one for null-sec and low-sec runs. The only reason why people use Blockade Runners is that a.) They are the only reasonably option to move your own cargo, b.) Because of their Cov Ops cloak (which includes the ability to warp away while cloaked) allows for a reasonable level of success.

This is where I think having the DST be cyno capable (The Blockade Runner is covert cyno capable) would give people that option. Got a buddy, well then you can risk losing a 200mil ship and a cyno ship getting equipment up to your home station. With a 6 billion isk JF on the other hand.. you wait until the stars are in alignment as well as any other voodoo you can do before you make the trek.

If the MJD bonus were to happen (and please Devs, would LOVE to hear you comments on this right about now), you'd absolutely have to have a massive bonus to spool-up time (be able to use the MJD again in under 15-20 seconds, IMO). You'd also have to drastically improve the agility of the ship as well. It would need a boost to cargo space.. but this is probably the catcher because too much cargo space would make people rethink about using a JF instead (based on cargo value). Then you have to way the fact of how long a trip would take. Typically a trip from a trade hub to a null-sec station probably ranges between 15 and 20 jumps... are you willing to risk a ship in null-sec/low-sec space for an hour one way in a ship that might be able to carry a single cruiser?

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

Dr0000 Maulerant
Union Nanide and Tooling
#56 - 2013-09-10 03:53:19 UTC
Let it fit a covert jump portal generator or jump drive.

Honestly, even with an interdiction null bonus and the existing core strength it's still a LOT more vulnerable than the BR.
As far as the MJD goes, I never set up my proteus for long point but I'm pretty sure it could sit far enough back to point a DST at the gate AND 100km out without having to move.

That having been said, if you drop the mass to make it align as fast as a frigate and jack the cargo hold up to ~10k m3 you will have a viable w-space transport.

Tell me again about how every playstyle you dont engage in "doesn't require any effort" and everyone who does it needs to die in a fire. Be sure to mention about how you tried it once but it was too easy/boring/ethnic-homophobic slur. 

Rune Sevalle
The Scope
Gallente Federation
#57 - 2013-09-10 05:31:19 UTC
Dr0000 Maulerant wrote:
Let it fit a covert jump portal generator or jump drive.

Honestly, even with an interdiction null bonus and the existing core strength it's still a LOT more vulnerable than the BR.
As far as the MJD goes, I never set up my proteus for long point but I'm pretty sure it could sit far enough back to point a DST at the gate AND 100km out without having to move.

That having been said, if you drop the mass to make it align as fast as a frigate and jack the cargo hold up to ~10k m3 you will have a viable w-space transport.


True, the DST could certainly use an agility buff. Still, with both the +2 warp and Nullifier bonus, the Improved cloak + MWD would be enough to handle most camps without having to resort to a straight up Covert Ops cloak.
Sgt Ocker
What Corp is it
#58 - 2013-09-10 09:16:07 UTC  |  Edited by: Sgt Ocker
DST's really do need a defined role as others have pointed out it's name by no means relates to what it is capable of, unless of course you are 'pro' at mwd cloak and each gate camp you pass is fail. Last time I went through lowsec in a Bustard (its name really describes it well - replace U with A) I'm pretty good with the mwd cloak but missed the launch at 1 gate. Talking to the guys camping it later, they were so surprised to see me decloak next to them they didn't try to lock me until too late javascript:insertsmiley('Big smile','/Images/Emoticons/ccp_smile-big.png') lucky me.

I like the the MJD concept and the mini jump freighter ideas. Why not make it truely unique and give it a special role.

Can jump from 1 system to the next (as set by route) you would land at a random position in the next system with a 2 min spool time until you can make your next jump.
Jumping, like capitals consumes capacitor and can't cloak or dock for 1 min after jumping (same as combat timer). You could warp to a safe but not use gates while the jump module is active (2 mins).

This would give anyone seeing you jump (you show like a cyno as you hit jump on both jump and land side) time to get to the next system and if their scanning ship can pin you down, you stand a big chance of going the rest of the way home in a pod (or worse). The module is not able to be used to enter empire space but could be used for that last jump from empire back to lowsec to start your journey home.

It would mean gate camps would need to become more like system camps, rather than just sitting at their bubbles they would need a scanning ship + hictor or dictor.


NB; the 1st 5 lines was for my amusement (it did happen) and to see how many would read on to my idea.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Nevyn Auscent
Broke Sauce
#59 - 2013-09-10 10:14:52 UTC  |  Edited by: Nevyn Auscent
The other thing (may have been mentioned) that really needs to happen is the cargo bay needs removing from the low slots.
Make it a special bay. Make cargo rigs affect the special bays even, heck.
And then you make actually armour tanking an industrial viable. Being forced to shield tank the armour races is just annoying and removes any kind of viable fittings because they spend too much time worrying about the low slot cargo extenders & how they might break the game.
This should be done to all Industrials really. As it then gives the players decent options without completely ripping apart their cargo capacity. If my maths is right, something like 75% of cargo capacity is low slots + rigs. That's just silly
Nikk Narrel
Moonlit Bonsai
#60 - 2013-09-10 14:02:00 UTC
If you give the gate camps time to lock you, they will.

The BR prevents this with a cloak, and set's the standard needed for the DST to match.

If they can lock you, they can point you. The +2 warp strength becomes meaningless if 3 points are applied, and those are not difficult for a competent camp to manage.
Add to this, in null, a simple and common warp bubble can be used, and often is.

If they can point you, you are dead.

For the DST to be worthy of consideration, it needs to avoid being pointed with the same degree of expectation as the BR.

Noone flies a ship they expect to lose, unless they don't care if they lose it.