These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Make Deep-space Transports Null-viable

Author
Orakkus
ImperiaI Federation
Goonswarm Federation
#61 - 2013-09-10 14:40:15 UTC
Sgt Ocker wrote:

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.


I like this idea.. but I think how you have it presented would still make it far too easy of a target.. My thought on this would be that you didn't show up necessarily when prepping your jump or when landed.. but, you have to use a fuel and you only had enough fuel for 2-3 jumps in your fuel bay. You couldn't transfer midflight of course (though you could if docked). That might make it worth while because in null-sec, usually on long trips you only run into one or two camps generally and it could still be used as an "emergency GTFO" jump if necessary.. so long as you aren't pointed. That I like to be honest, but I'm still not confident that people would use it as much as a BR or JF.. but it would be a significant boost in the right direction in my opinion.

Nevyn Auscent wrote:

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


That is a fair enough argument.. especially in relation to the DST. As far as this concern with the new Odyssey Industrial changes, I'd be really surprised if they have been disadvantaged in any way right now. I haven't done the EFT comparisons yet, but it seems that CCP Fozzie/Rise/Ytterbium have been pretty good about making sure things are fair between the races, even with industrials.

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

Nikk Narrel
Moonlit Bonsai
#62 - 2013-09-10 15:33:01 UTC
The single specific value tanking has, is that it delays destruction.

Mind numbingly obvious to some, yet others are not catching the real point to this.

If you do NOT have DPS coming, and you are NOT going to be leaving due to being pointed, your destruction still happens.

If your destruction still happens, the tank made no difference, and had no significance as a result.

Soap bubble or ping pong ball, it needs to get out of the way before the hammer hits it.

Gate camps are the reason the BR is used at all, since the T1 haulers often have more capacity.
If the DST can't match this ability, and it is not currently, then it has no value above a T1 for most uses.
Orakkus
ImperiaI Federation
Goonswarm Federation
#63 - 2013-09-10 16:39:02 UTC  |  Edited by: Orakkus
Thread Wrap Up Time!

Problem: The current Deep Space Transport (DST) is not used for the following reasons:

Current Ship and Role bonuses do not provide enough protection/damage avoidance for players to use.
Cargo Capacity is lower than the Tech 1 variants.
Larger Cargo Capacity increases value of cargo, which increases the likelihood that you will use a safer mode of transport (BR or JF).
It is cheaper to use a Jump Freighter to move larger cargoes of value in null and low-sec space.
It is faster to use a Jump Freighter to move larger cargoes of value in null and low-sec space.
It is safer to use a Jump Freighter to move larger cargoes of value in null and low-sec space.
The price of the DST (not including the cargo value) is far too high to risk in hostile areas.

So, let's wrap up the main ideas that have been put forth to improve DSTs:

1. Give the DST the ability to fit a MJD and bonuses to that effect, including reduction in spool-up time, capcitor use, as well as improvements in agility.

2. Give the DST the ability to "jump", either via cynos or short range.

3. Give the DST significant Combat/Tanking abilities.

4. Give the DST an Interdiction Nullifier bonus, making non-targeted warp bubbles useless against it. Then the DST, keeping mind the MWD + Cloak, would absolutely have to be pointed in order to be caught. If necessary, add some agility buffs and the DST would have all it needs to be viable without actually making it completely OP.

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

Nikk Narrel
Moonlit Bonsai
#64 - 2013-09-10 16:45:40 UTC
Orakkus wrote:
...
So, let's wrap up the main ideas that have been put forth to improve DSTs:

1. Give the DST the ability to fit a MJD and bonuses to that effect, including reduction in spool-up time, capcitor use, as well as improvements in agility.

2. Give the DST the ability to "jump", either via cynos or short range.

3. Give the DST significant Combat/Tanking abilities.

I see potential in one or two, but not in three.

Unless it is a group of them, and they can out fight the gate campers present, it lacks effectiveness.

It needs a reliable expectation to avoid a fight, through a combination of effort and ability, that compares to the BR.
Orakkus
ImperiaI Federation
Goonswarm Federation
#65 - 2013-09-10 16:51:23 UTC  |  Edited by: Orakkus
Orakkus wrote:
So, let's wrap up the main ideas that have been put forth to improve DSTs:

1. Give the DST the ability to fit a MJD and bonuses to that effect, including reduction in spool-up time, capcitor use, as well as improvements in agility.

2. Give the DST the ability to "jump", either via cynos or short range.

3. Give the DST significant Combat/Tanking abilities.


I, of course, favor "2" as I think it gives it a useful tool for smaller organizations to get supplies in and out of null-sec safely and reasonable (though I will admit that maybe 100km3 might be a bit much since JFs max out at around 300km3).

While I don't think that either "1" or "3" is viable on its own.. a combination of the two might change my mind, i.e. a DST able to MJD from a gate 100km away and then provide some fearsome support fire against any incoming tacklers while it tries to get away. But, I'd have to see it in action on the test server before I would think it was a good change.

As far as point 4 goes, nothing against Rune, but personally I just think it treads too much on the niche of the Blockade Runner, with a cloak + agility bonuses. Having the nullifier like the Tech 3 ships also seems a bit OP and "wrong" in some way that I can't quite put my finger on.

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

Striscio
Doomheim
#66 - 2013-09-10 17:05:27 UTC
3. Would be probably the more spectacular and fun. It would be epic, at least as concept... we know that the iteration is not possible including both "non-overpowered" and "not useless in reality". Pity.

1 and 2. Dunno... i would still make more trip with a BR and a single trip with a 1. DS (Means i would only fly it if i really need to pack one or more items bigger than BR cargo). On the other side 2 would cross too much into JF by giving a huge cargo, while on the other side a small bay it would put too much a logistic effort for few km3 (cyno, alt, "risk", fuel)...

Nice ideas but i can't see how to balance.
Orakkus
ImperiaI Federation
Goonswarm Federation
#67 - 2013-09-10 17:11:53 UTC
Striscio wrote:
On the other side 2 would cross too much into JF by giving a huge cargo, while on the other side a small bay it would put too much a logistic effort for few km3 (cyno, alt, "risk", fuel)...

Nice ideas but i can't see how to balance.


Yeah, I was under the impression for a while that JFs could at least carry 500 to 600km3 of stuff (as compared to freighters which can haul 900km3 plus), having JFs only do around 300km3 of cargo really puts a bind on trying to find a sweet spot for the DST as far as cargo, because too little and it would be next to useless. I figure if it can carry two, maybe three unassembled cruisers worth (along with modules), then the value might be retained while not stepping on the JF's ability to transport.

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

Nikk Narrel
Moonlit Bonsai
#68 - 2013-09-10 17:22:38 UTC
Orakkus wrote:
Striscio wrote:
On the other side 2 would cross too much into JF by giving a huge cargo, while on the other side a small bay it would put too much a logistic effort for few km3 (cyno, alt, "risk", fuel)...

Nice ideas but i can't see how to balance.


Yeah, I was under the impression for a while that JFs could at least carry 500 to 600km3 of stuff (as compared to freighters which can haul 900km3 plus), having JFs only do around 300km3 of cargo really puts a bind on trying to find a sweet spot for the DST as far as cargo, because too little and it would be next to useless. I figure if it can carry two, maybe three unassembled cruisers worth (along with modules), then the value might be retained while not stepping on the JF's ability to transport.

25% of the same racial JF capacity.
(Since the JF skill specifies 5% bonus per level, that should also be present.)

For Caldari, JF 294,375 m3 becomes DST 73,594

Amarr JF 275,625 / DST 68,907

Gallente JF 281,250 / DST 70,313

Minmatar JF 270,000 / DST 67,500

I figure this should be enough to be worthwhile, but not overwhelming to a JF.
Also, make the Cyno distance, if using instead of MJD, the same as the BLOPs, 3.5ly
(Compared to normal JF 5ly)

I think that would really work.
Striscio
Doomheim
#69 - 2013-09-10 17:46:13 UTC
Nikk Narrel wrote:

25% of the same racial JF capacity.
(Since the JF skill specifies 5% bonus per level, that should also be present.)

For Caldari, JF 294,375 m3 becomes DST 73,594

Amarr JF 275,625 / DST 68,907

Gallente JF 281,250 / DST 70,313

Minmatar JF 270,000 / DST 67,500

I figure this should be enough to be worthwhile, but not overwhelming to a JF.
Also, make the Cyno distance, if using instead of MJD, the same as the BLOPs, 3.5ly
(Compared to normal JF 5ly)

I think that would really work.



I think also DST should cost more m3/fuel than JF.
Orakkus
ImperiaI Federation
Goonswarm Federation
#70 - 2013-09-10 17:52:52 UTC  |  Edited by: Orakkus
Nikk Narrel wrote:
25% of the same racial JF capacity.
(Since the JF skill specifies 5% bonus per level, that should also be present.)

For Caldari, JF 294,375 m3 becomes DST 73,594

Amarr JF 275,625 / DST 68,907

Gallente JF 281,250 / DST 70,313

Minmatar JF 270,000 / DST 67,500

I figure this should be enough to be worthwhile, but not overwhelming to a JF.
Also, make the Cyno distance, if using instead of MJD, the same as the BLOPs, 3.5ly
(Compared to normal JF 5ly)

I think that would really work.


Those numbers should be plenty. I was thinking the unassembled volume was higher on cruisers (was thinking they were around 40km3 unassembled - I don't ferry unassembled ships often). But, an unassembled Drake would be around 15km3, so with those above numbers, you could store four plus enough modules to outfit them. Also a single battleship and one BC unassembled with modules, A tower and Hanger Array with lots of fuel as well.

Yeah, I think that is a good sweet spot.

Quote:
I think also DST should cost more m3/fuel than JF.


Yeah, I would agree on this as well. Jump Freighters should do substantially more and do it more efficiently. I'd almost say that to move the same amount of stuff as a JF, it should cost the DST twice as much fuel.

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

FT Diomedes
The Graduates
#71 - 2013-09-10 18:00:49 UTC
If the DST became a mini JF, then it requires jump skills. I don't want to train those unless it is for a more useful ship. Why would I haul four unpacked BC's and some mods in a DST, jumping 3.5 light years max? If I have to use jump skills, a carrier is a much better option.

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

Orakkus
ImperiaI Federation
Goonswarm Federation
#72 - 2013-09-10 18:16:16 UTC
FT Diomedes wrote:
If the DST became a mini JF, then it requires jump skills. I don't want to train those unless it is for a more useful ship. Why would I haul four unpacked BC's and some mods in a DST, jumping 3.5 light years max? If I have to use jump skills, a carrier is a much better option.


The more useful ships would be carriers or the Jump Freighter, as both of those require jump skills and if you are planning on doing transportation of any type you would be seriously looking at those anyway. As far as using a carrier, yes it would be a better option if you also wanted to train things like fighters and battleship IV, and capital ship skills. But if you wanted stick to a pure industrial character, the progression with this DST to Jump Freighter would make sense anyways. Second, a DST does have an advantage over the carrier in that you can stage it out of high-sec like a JF. Third, and probably the most important when comparing the two, is that the capacitor of the DST will recharge quicker than the capital ship. This will allow the DST the option to cyno into non-station systems without gardnering too much attention.

This is a ship designed to give smaller entities or more individual players a way of transporting a decent amount of material, be it minerals, ammo, modules, ships, etc to locations more difficult in null-sec/low-sec to reach.

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

Rune Sevalle
The Scope
Gallente Federation
#73 - 2013-09-10 22:51:36 UTC
Orakkus wrote:
Thread Wrap Up Time!

Problem: The current Deep Space Transport (DST) is not used for the following reasons:

Current Ship and Role bonuses do not provide enough protection/damage avoidance for players to use.
Cargo Capacity is lower than the Tech 1 variants.
Larger Cargo Capacity increases value of cargo, which increases the likelihood that you will use a safer mode of transport (BR or JF).
It is cheaper to use a Jump Freighter to move larger cargoes of value in null and low-sec space.
It is faster to use a Jump Freighter to move larger cargoes of value in null and low-sec space.
It is safer to use a Jump Freighter to move larger cargoes of value in null and low-sec space.
The price of the DST (not including the cargo value) is far too high to risk in hostile areas.

So, let's wrap up the main ideas that have been put forth to improve DSTs:

1. Give the DST the ability to fit a MJD and bonuses to that effect, including reduction in spool-up time, capcitor use, as well as improvements in agility.

2. Give the DST the ability to "jump", either via cynos or short range.

3. Give the DST significant Combat/Tanking abilities.


Forgetting number 4. Give the DST an Interdiction Nullifier bonus, making non-targeted warp bubbles useless against it. Then the DST, keeping mind the MWD + Cloak, would absolutely have to be pointed in order to be caught. If necessary, add some agility buffs and the DST would have all it needs to be viable without actually making it completely OP.
Orakkus
ImperiaI Federation
Goonswarm Federation
#74 - 2013-09-10 23:03:56 UTC
Rune Sevalle wrote:

Forgetting number 4. Give the DST an Interdiction Nullifier bonus, making non-targeted warp bubbles useless against it. Then the DST, keeping mind the MWD + Cloak, would absolutely have to be pointed in order to be caught. If necessary, add some agility buffs and the DST would have all it needs to be viable without actually making it completely OP.


Added to above list.

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

Nikk Narrel
Moonlit Bonsai
#75 - 2013-09-10 23:54:08 UTC
Orakkus wrote:
Rune Sevalle wrote:

Forgetting number 4. Give the DST an Interdiction Nullifier bonus, making non-targeted warp bubbles useless against it. Then the DST, keeping mind the MWD + Cloak, would absolutely have to be pointed in order to be caught. If necessary, add some agility buffs and the DST would have all it needs to be viable without actually making it completely OP.


Added to above list.


It still needs to have reasonable expectation to avoid being pointed. Even a T3 needs to respect a prepared gate camp.

The agility, if it needs to swim past tacklers, must be comparable to the BR, or they will simply sweep it visible.
Sgt Ocker
What Corp is it
#76 - 2013-09-11 09:38:28 UTC
Orakkus wrote:
Sgt Ocker wrote:

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.


I like this idea.. but I think how you have it presented would still make it far too easy of a target.. My thought on this would be that you didn't show up necessarily when prepping your jump or when landed.. but, you have to use a fuel and you only had enough fuel for 2-3 jumps in your fuel bay. You couldn't transfer midflight of course (though you could if docked). That might make it worth while because in null-sec, usually on long trips you only run into one or two camps generally and it could still be used as an "emergency GTFO" jump if necessary.. so long as you aren't pointed. That I like to be honest, but I'm still not confident that people would use it as much as a BR or JF.. but it would be a significant boost in the right direction in my opinion.

Nevyn Auscent wrote:

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


That is a fair enough argument.. especially in relation to the DST. As far as this concern with the new Odyssey Industrial changes, I'd be really surprised if they have been disadvantaged in any way right now. I haven't done the EFT comparisons yet, but it seems that CCP Fozzie/Rise/Ytterbium have been pretty good about making sure things are fair between the races, even with industrials.
Ok my initial presentation was a little rushed, it was 2am and I was sleepy. The idea of a system jump capable DST I think would be very workable. The module would be similar to an MJD, the fuel would be a capacitor reserve, eg; the ship would have it's normal capacitor plus a jump drive fuel capacitor. We don't need a mini JF reliant on cynos.

The cyno type notification seen by anyone in system when you jump is only visible for maybe 30 seconds in the system you jump from and 30 seconds in the system you jump to. This lets people know there is a DST nearby without actually making it to easy for them to find it. Once you land in the destination system you can warp off and if it is a route you use regularly could have safe spots saved ahead of time. Having a 1 min no cloak no dock penalty means the ship is not invulnerable, although 1 min seems an eternity when there are combats out you just need to be smarter than the prober.

The idea of fixed cargo size independent of low slots should be a given but the compromise to keep a balance, DST lose the +2 warp strength bonus, 2 lows, 2 mids, 1 high, for all 4 DST class. 45k/m cargo capacity would be a good amount, it is the largest subcap hauler but not large enough to consider replacing a JF. A good size for a nulsec / lowsec corp or small alliance to use for logistics needs and also handy for the big alliances to use for the small jobs where a JF is not required.
The Ship would have very limited fitting options but then it is able in theory to avoid contact with any nasties that may require you to need a good tank. The 2 lows could be fit with warpcore stabs for the unfortunate time you do get scanned down, 2 mids 10mn MWD and medium ancillary shield booster, 1 high slot, cloak (not covert).

If CCP build it.-. I will use it.

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.

Orakkus
ImperiaI Federation
Goonswarm Federation
#77 - 2013-09-11 16:14:45 UTC
I just wish a Dev would review this and say, "Hey, thanks for the ideas. What we are currrently planning is this..." Would be nice to know that someone is checking this thread out.

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

Rune Sevalle
The Scope
Gallente Federation
#78 - 2013-09-11 17:30:07 UTC
Orakkus wrote:
I just wish a Dev would review this and say, "Hey, thanks for the ideas. What we are currrently planning is this..." Would be nice to know that someone is checking this thread out.


For real. Though, I kind of get the impression they don't care a ton about haulers. It's a pretty small percentage of the playerbase, after all.
Orakkus
ImperiaI Federation
Goonswarm Federation
#79 - 2013-09-11 17:35:47 UTC
Rune Sevalle wrote:

For real. Though, I kind of get the impression they don't care a ton about haulers. It's a pretty small percentage of the playerbase, after all.


I hope that isn't the case. And everyone hauls from time to time, so while it may not be the most active ship group, I still think it is fair to say that it does affect everyone, because everyone hauls at some point in their gaming career and many (like myself) still do on a regular basis.

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

Rune Sevalle
The Scope
Gallente Federation
#80 - 2013-09-12 05:17:56 UTC
Just to add to the needs of some needed agility buffs. Cap requirements for warp. Holy cow. That REALLY needs to be reduced. Anything over 7 jumps can get pretty painful, especially in Null.

CCP, just what exactly were you guys thinking when you designed the DST, anyways?