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Freighters need attention

Author
Cardano Firesnake
Fire Bullet Inc
#1 - 2013-10-13 10:21:12 UTC
Freighters and Jump freighters will suffer of the incomming changes in Rubicon.
The travel time will be longer and the time to align will be longer letting more time for gankers to come, same gankers that will arrive quicker if they are in destroyers...
I love the new warp mechanics but I think the freighters and jump freighters must be revamp to match with the new Eve conditions.
To me the best thing would be to give 3 or 4 low slots on Freighters and Jump Freighters.
The caracteristics would be the same as now if the Freighters have 3 or 4 Expanded cargohold II. same speed, same capavity same inertia...
If you remove the expanded cargoholds to put nanofibers or tank you will lose cargo capacity but gain tank ability or mobility....

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#2 - 2013-10-13 10:37:08 UTC
Is it just me or are the whines about freighters now more tedious than the whines about cloaking?
Danika Princip
GoonWaffe
Goonswarm Federation
#3 - 2013-10-13 10:46:46 UTC
You do realise that would be a huge freighter nerf, right?
Sipphakta en Gravonere
Aliastra
Gallente Federation
#4 - 2013-10-13 11:03:48 UTC
Cardano Firesnake wrote:
and the time to align will be longer letting more time for gankers to come, same gankers that will arrive quicker if they are in destroyers...


The align time doesn't change, as far as I can tell. To quote the devpost on warp speed:

Quote:
It's important to note that this change does not affect align time. This only changes the amount of time a ship spends from when they enter warp (when they become unlockable) until they exit.


In short: Your suggestion is bad, has been posted dozens of times already and is based on a false understanding of the changes about to come.
Lair Osen
#5 - 2013-10-13 11:46:41 UTC
The Warp speed has also been increased so you should actually be doing longer warps faster.
Cardano Firesnake
Fire Bullet Inc
#6 - 2013-10-13 15:14:00 UTC
I tried on sisi and the time before entering warp is longer.
http://cdn1.eveonline.com/www/newssystem/media/65063/1/WarpSpeedBefore.jpg
http://cdn1.eveonline.com/www/newssystem/media/65063/1/WarpSpeedAfter.jpg

Perharps it is not because of the align time but it is longer.

I do not see what is the problem with my proposition. This is more about have choice like on any other ships.
You would have the choice between a big cargohold or tank or mobility. Perharps there is another option. B
But I think that for the moment the freighters are not really interestening to fly.
It is just another boring thing to do to move assets between A to B.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Sipphakta en Gravonere
Aliastra
Gallente Federation
#7 - 2013-10-13 15:18:17 UTC


Those 2 linked graphics don't say anything about time before entering warp. To clarify: The time that you are able to be targeted and/or bumped DID NOT CHANGE at all.

Quote:
I do not see what is the problem with my proposition. This is more about have choice like on any other ships.
You would have the choice between a big cargohold or tank or mobility. Perharps there is another option. B
But I think that for the moment the freighters are not really interestening to fly.
It is just another boring thing to do to move assets between A to B.


Please read the dozens of other threads about this idea. It has been discussed plenty of times.
Domanique Altares
Rifterlings
#8 - 2013-10-13 15:58:15 UTC
Cardano Firesnake wrote:

But I think that for the moment the freighters are not really interestening to fly.
It is just another boring thing to do to move assets between A to B.



Here's a radical solution to your problem: Stop doing **** that you find boring.
ShahFluffers
Ice Fire Warriors
#9 - 2013-10-13 18:02:16 UTC  |  Edited by: ShahFluffers
Pre-warp ship alignment isn't going to change. What will change is the ACCELERATION and DECELERATION inside the warp tunnel.


And if you look at the charts that CCP Fozzie provided in his Warp Change post...
- Freighters will take longer to make short warps (<50 AU)
- Freighters will actually warp faster than before over long warps (>50 AU).

Cardano Firesnake wrote:
But I think that for the moment the freighters are not really interestening to fly.
It is just another boring thing to do to move assets between A to B.

Maybe because that's really the only thing they are designed to do? I mean... moving stuff is fundamentally not interesting unless you are going through low-sec or null-sec in a non-jump capable ship.
Cardano Firesnake
Fire Bullet Inc
#10 - 2013-10-14 18:25:55 UTC
Thank you for your answers.

The charts show that warps will take more time when they are shorter than about 60 to 70 AU....
I think that most of the warps are shorter than that so the travels will take mare time.

They already are very long....

Freight is boring and dangerous, and you have not a lot option to change this fact...

And thanks for the suggestion such as "dn't do it" but it is not the point. In fact I already don't do it.

I think that this game should be a game of choices. But with freighters the choice is "flying or not flying a freighter".

I don't know... But there is probably something to do to make this more interestening for everybody...

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Bischopt
Sebiestor Tribe
Minmatar Republic
#11 - 2013-10-14 18:38:10 UTC
Cardano Firesnake wrote:
Thank you for your answers.

The charts show that warps will take more time when they are shorter than about 60 to 70 AU....
I think that most of the warps are shorter than that so the travels will take mare time.

They already are very long....

Freight is boring and dangerous, and you have not a lot option to change this fact...

And thanks for the suggestion such as "dn't do it" but it is not the point. In fact I already don't do it.

I think that this game should be a game of choices. But with freighters the choice is "flying or not flying a freighter".

I don't know... But there is probably something to do to make this more interestening for everybody...



Dangerous and boring huh.

Unless you're dead inside, those two things pretty much cancel each other out.
Oswaldos
Shore Leave Inc.
Greater Domain Cooperative
#12 - 2013-10-14 18:56:57 UTC
Low slots have defiantly been proposed on freighters in the past. I think it will eventually come down to it .. though you might not like it because it will likely be followed by a base EHP nerf. I do know one thing though i would expect capitals to be rebalanced summer of 2014 and with that freighters will be looked at
ShahFluffers
Ice Fire Warriors
#13 - 2013-10-14 19:38:36 UTC
Quote:
I don't know... But there is probably something to do to make this more interestening for everybody...

How could you ever make the hauling of goods and supplies interesting? Hint: adding slots won't change anything.

And as said before, any slots added to a freighter will result in...
- a reduction of raw hp (because of armor, shield and hull mods)
- a reduction of cargo space (because of cargo expanders)
- a reduction in agility (because of nanofibers and inertial stabs)

... all because people have this terrible habit of min/maxing the stats of ships... which often has undesireable consequences.
Zan Shiro
Doomheim
#14 - 2013-10-15 05:47:17 UTC
Gypsio III wrote:
Is it just me or are the whines about freighters now more tedious than the whines about cloaking?



not just you....


they now its a big fat slow ship when they train for it

they buy it like that

then complain after


Secret to freightering is find ways to entertain yourself on long hauls. In rl this is why truckers have the cb radios. Besides finding out where the state po po are at they pass the time shooting the crap. Alt tab and do something else during the warp or run in window mode and bounce the active window as needed.

Learn this lesson well, you will reuse if you ever go to the blob. You do the same thing on bash ops.


Or....buy a transport and a orca to make smaller hauls go faster. I used transports for small high value cargo. Zips right along. And I travel fit an orca for medium loads. Avoid cargo mod/rigs.....you want speed/agility/ soon warp. While not an inty obviously some speed/agility mods gets orca noticeably better for moving around in.


McBorsk
Multispace Technologies Inc
#15 - 2013-10-15 06:11:59 UTC
20 catalysts can gank it apparently. That brings the cargo you can safely carry down to what? 500m? They need more tank.
Zan Shiro
Doomheim
#16 - 2013-10-15 08:00:57 UTC
McBorsk wrote:
20 catalysts can gank it apparently. That brings the cargo you can safely carry down to what? 500m? They need more tank.



where was this at?

Here is my take on this. If valid 20 people came fit to spec and followed orders to get the kill under the shot clock that is concord saying hi. Kill kind of deserved there. I have seen much smaller roams where up to half of the roamers could not get their head and their ass wired straight and we were just ineffective (some times I sucked too....I'll take my share of blame lol). Wrong fit, not following fc commands, tard mistakes....we were just out of sync.



20 peeps all on the same sheet of music.....stuff is going to die. This is harder to get working in game than some realize. More players involved, more chances for more people to mess something up.
McBorsk
Multispace Technologies Inc
#17 - 2013-10-15 08:39:33 UTC  |  Edited by: McBorsk
Naomi Knight
Ministry of War
Amarr Empire
#18 - 2013-10-15 08:41:37 UTC
Zan Shiro wrote:
McBorsk wrote:
20 catalysts can gank it apparently. That brings the cargo you can safely carry down to what? 500m? They need more tank.



where was this at?

Here is my take on this. If valid 20 people came fit to spec and followed orders to get the kill under the shot clock that is concord saying hi. Kill kind of deserved there. I have seen much smaller roams where up to half of the roamers could not get their head and their ass wired straight and we were just ineffective (some times I sucked too....I'll take my share of blame lol). Wrong fit, not following fc commands, tard mistakes....we were just out of sync.



20 peeps all on the same sheet of music.....stuff is going to die. This is harder to get working in game than some realize. More players involved, more chances for more people to mess something up.

lol sure... dont try to tell us it is hard to do cause it is not
Dav Varan
State Protectorate
Caldari State
#19 - 2013-10-15 08:56:58 UTC
Time for freighters and JF to get mod and rigs slots imo.

3 mids 3 low 3 rig each.
No high slots

Some increase in cc will help ofset longer travel times.

Increase packaged volume of carriers to stop them being carried of course.
McBorsk
Multispace Technologies Inc
#20 - 2013-10-15 09:04:28 UTC
Sure. That would do it. 3 t1 cargo rigs + expanders = whatever amount you can carry today. Then you could sacrifice m3 capacity for tank or speed. 3 rig slots and 3 lows would do it for me. No need to bring cloaks and mwds into this.
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