These forums have been archived and are now read-only.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
Nikk Narrel
Moonlit Bonsai
#101 - 2013-10-14 14:23:17 UTC
Sgt Ocker wrote:
Rune Sevalle wrote:
Still nothing about this? Not even a quick reply of something like. "We're already working on this issue?"

That's probably because they aren't.. Unless it gets dropped in with less than a month till it hits TQ, which will most certainly mean any changes will not be good.

For all those saying, nulify it and take away +2 warp strength. In what world is a ship with a 17.4 sec align time going to escape any gate camp before being scrammed. Ok you may avoid the odd drag bubble but by the time you align on the other side your screwed by any interceptor close enough to the gate to jump with you. Even with +2 warp strength it is touch and go as to whether you can warp, especially if the interceptor has a faction point.
Align cloak, is the only defence a DST has really.

For the idea of a tanky DST it needs a dedicated cargo hold otherwise they don't have the cargo capacity to warrant use. GeeShizzle MacCloud, if you need to sacrifice max cargo to give it a chance of navigating a gate camp, use a BR they will actually carry more and already have that ability without sacrificing anything.
DST is meant to carry fairly large cargo's into deep space, if you need to give up cargo capacity to give it survivability it is not fitting any role, except maybe as a killboard enhancer for gate campers

Nullification is the rock paper scissors solution for faster ships.

it goes like this:
Fast ship beats point
Bubble beats fast ship
Nullifier lets fast ship beat bubble.

Now, fast is context relevant. It means the time exposed to hostile attention, not necessarily actual speed.
A ship that can warp cloaked is effectively fast, because it can cloak before being locked. Nullifying one of these let's it warp away before being netted by drone draggers.

IF the ship is not fast, by either cloaked warp or actual speed, then being nullified is meaningless, as they will be popped before getting into warp. The bubble was never there to stop them in the first place, as it was not needed in their case.
Orakkus
ImperiaI Federation
Goonswarm Federation
#102 - 2013-10-15 00:10:19 UTC
Well, I tested out the new warp mechanics using the DST.. and the results are certainly not favorable to it. Considering that it has a generic cargo hold that must be improved with cargo expanders, it took a VERY long time to align and warp. It's warp speed was around Tech 2 cruiser standard, which means that interceptors and interdictors could easily catch up to it.

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

Reaver Glitterstim
The Scope
Gallente Federation
#103 - 2013-10-15 07:37:20 UTC
What if the deep space transport was completely immune to all forms of propulsion interdiction, including stasis webifiers, and relied on its tank to survive to align, but also had more tank than current, was good at doing active tank (to get ready for the next gate camp), and was unbumpable?

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Batelle
Federal Navy Academy
#104 - 2013-10-15 14:32:09 UTC
The DST is plenty viable for nullsec, its just not viable to run around unscouted or where there's poor intel. IMO this is fine, and doesn't merit any major changes. Other than that, improvements to agility, capacitor, or whatever, are all fine.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Nikk Narrel
Moonlit Bonsai
#105 - 2013-10-15 14:51:51 UTC
Batelle wrote:
The DST is plenty viable for nullsec, its just not viable to run around unscouted or where there's poor intel. IMO this is fine, and doesn't merit any major changes. Other than that, improvements to agility, capacitor, or whatever, are all fine.

Following those expectations, why not just use a freighter?

The point of the DST is that it survives in hostile conditions, not just well scouted with good intel.
Dav Varan
State Protectorate
Caldari State
#106 - 2013-10-15 16:04:53 UTC
Like the idea on the grounds that the bubble immunity comes at the cost of the warp core strength.

If you want immunity to points as well then you sacrifice cargo space.

Orakkus
ImperiaI Federation
Goonswarm Federation
#107 - 2013-10-15 16:10:02 UTC
Batelle wrote:
The DST is plenty viable for nullsec, its just not viable to run around unscouted or where there's poor intel. IMO this is fine, and doesn't merit any major changes. Other than that, improvements to agility, capacitor, or whatever, are all fine.


No, it's not. Remember this is a 100mil+ isk ship and it does nothing better than any of the Tech 1 industrial ships. You can't simply dismiss it due to lack of scouting or poor intel, because any industrial can operate under those conditions. The whole point of the DST is to be able to operate in hostile conditions, which given the gameplay, it really can't do at this time with its current bonus setup.

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

Lena Lazair
Ministry of War
Amarr Empire
#108 - 2013-10-15 16:25:55 UTC
+1 to nullified DST. Gives it a unique niche compared to BRs and a reason to actually possibly use one once in a while.
Matthew Charbonneaux
0FuqsGiven
#109 - 2013-10-15 19:40:14 UTC
Could make it a Tech 3 hauler, have it need a subsystem for the propulsion set - give it a few options:
1 - boost align: grants largest increase to hold, no innate stabs, reduce lows

2 - Jump-drive: grants moderate increase to hold, adds fuel bay (2-4 jumps at max range/fuel), loose all lows

3 - nullify: grants minor increase to hold, no innate stabs, maybe some lows?

4 - cloak: grants moderate increase to hold, no innate stab, add lows

Then the pilot has to choose what he wants to do, and make the ship fit that exact niche he wants. Each would have a different set of benefits, and each would require different materials to build, thereby the Jump-drive could be set to cost around 1B to construct, while the align might cost 50M. (Obviously based on market rates, and it would create more issues for the WH guys, where all the lovely materials come from).

Best of all worlds, worst of all as well. And we get the next Tech 3, lol.
Orakkus
ImperiaI Federation
Goonswarm Federation
#110 - 2013-10-16 19:15:07 UTC
I think we're quite a few years away from seeing a T3 Hauler, though I think that it isn't a bad idea. Personally, I'd like to see something like these configurations with the following Subsystems:

Defensive Subsystems: Passive Tank:Shield/Armor Resists, Active Tank: Shield/Armor Repair, Passive Tank: Shield?Armor EHP (reduces high slots, adds necessary Lows/mediums depending on Race)

Offensive Subsystems: Drone Control (Reduction of Turrets/Missile bays, increase in Bandwidth and Drone bay), Turret/Missile Offensive (Increase in turret/missile bays, reduction in lows), Cloaking (Reduction of High and low-slots and tank)

Cargo Subsystem: Cargo Generality (Increase in lows, decrease in resists/EHP), Cargo Mineral Specific (Decrease in lows) Cargo Ore Specific (Decrease in lows), etc.

Propulsion Subsystem: Warp Speed (Decrease in mid/low slots), Nullifier (Decrease in agility, warp speed, and EHP), Standard Speed (increase in agility, base speed but decrease in warp speed and midslots). Micro Jump Drive Enhancement (increase of agility, reduction of MJD timer).

Electronics Subsystems: Increase in CPU subsystem, Increase in PG subsystem, Racial E-War subsystem, Reduction in Sig Radius subsystem

But, I doubt they'll look at making a T3 Indy for a long time, if ever. So, in the meantime gotta try and give the DST some love so that it actually gets used.

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

Reaver Glitterstim
The Scope
Gallente Federation
#111 - 2013-10-16 23:34:59 UTC
what if the DST had the strongest tank of any sub-cap in the game, similar to a sieged dreadnought but scaled to the sig radius of the DST? Even if it would still die to big ganks, it might still find purpose with that tank, right? Even if the merit weren't hauling cargo?

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Orakkus
ImperiaI Federation
Goonswarm Federation
#112 - 2013-10-17 00:00:15 UTC
Reaver Glitterstim wrote:
what if the DST had the strongest tank of any sub-cap in the game, similar to a sieged dreadnought but scaled to the sig radius of the DST? Even if it would still die to big ganks, it might still find purpose with that tank, right? Even if the merit weren't hauling cargo?


Doesn't matter how big your tank is simply because gate camps, the DST's primary foe, will often have points on multiple ships. And with how slow the ship accelerates into warp (which gets even worse in Rubicon, btw) a DST simply has no chance against a gate camp with more than one ship (and even one ship would be enough to take it down if it is fitted with a scram).

The above reason is also why I don't think having the DST get a nullifier bonus is viable as the ship is already too slow and ungainly to avoid any local ships that would typically be around a bubble.

Here are the options I still think are somewhat viable:

1. Jump Capable - Initially I had a huge amount of cargo space, but now I think around 30,000m3 to 50,000m3 would be best. I think this is the most ideal solution for the DST because it would allow for smaller and more pilot independent operations to take place in deep null-sec without the huge and dangerous expense of the Jump Freighter. I still think that a jump freighter should be more efficient at making the jumps however.

2. Nullifier + MJD - The more I play around with the MJD the more I think it just might work.. but CCP would have to give the MJD a spool up timer bonus like they have given the Marauders. This is also presuming that Scrams won't turn off the MJD.

3. Tank/Combat - While I "like" this one, I also believe it is the least likely to work. Personally, I think it should have a T2 battlecruiser class tank along with bonuses to tracking, ROF, and range for small guns. Essentially making it deadly for interceptors and the like.

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

Maliandra
Doomheim
#113 - 2013-10-17 00:34:17 UTC  |  Edited by: Maliandra
ShahFluffers wrote:
Lose the +2 Warp Core Stabilizer bonus and I will support this.

Yes, this.

Or better yet: Able to fit the ship for one or the other. Now that would actually make the DST useful.

To those saying "it warps too slowly" - It's called Cloak/MWD. Even without the cloak the warp speed is the cycle time of a MWD. Now that's not so fast but it's not supposed to be a BR; so if I fit 4 warp-core stabs I can get through that gate with 3 people perhaps. That is the point, the only way to escape larger camps is by being very quick and it should stay that way.
Orakkus
ImperiaI Federation
Goonswarm Federation
#114 - 2013-10-17 15:28:39 UTC
Maliandra wrote:

To those saying "it warps too slowly" - It's called Cloak/MWD. Even without the cloak the warp speed is the cycle time of a MWD. Now that's not so fast but it's not supposed to be a BR; so if I fit 4 warp-core stabs I can get through that gate with 3 people perhaps. That is the point, the only way to escape larger camps is by being very quick and it should stay that way.


I think two things need to be addressed here:

The first is that the Cloak/MWD trick, will at best, save it from a single small gate gang. However, the DST's agility is so poor that it will likely be uncloaked long before it could be aligned to escape. Even if you did decide to add additional warp stabs, you are stuck in a situation where it will never escape a bubble camp, and warp stabs would decrease its overall carrying capacity. An additional wrinkle comes with the Rubicon expansion as interceptors easily out warp the DST and can repeatedly try and tackle it again and again.

The second thing is that we are trying to make the DST a viable option. It doesn't have to be good at everything, but it does need to be the ideal choice for some tasks at least. Right now, Tech 1 Industrials carry more, can have a better tank, can be much better armed, and have better warp strength to boot. Plus, Tech 1 industrials cost between 1/100th and 1/90th the price of a DST and can be built easily and quickly by just about anyone, anywhere. Blockade Runners, with their Covert Ops cloak, small size and signature, and soon to be added greater warp speed make it the logical choice for transporting small amounts of cargo through low- and null-sec. Larger cargos are better moved by Jump Freighters that, while are very expensive and require additional support, can safely get their cargo to their destination with little interference.

Simply put, no one in their right might would choose to use a DST for ANY hauling activities, and that simply should not be the case. Whenever the DST gets looked at, the result should make the DST have some jobs or tasks that makes it the defacto choice for its use.

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

Sgt Ocker
What Corp is it
#115 - 2013-10-18 12:15:35 UTC  |  Edited by: Sgt Ocker
Maliandra wrote:
ShahFluffers wrote:
Lose the +2 Warp Core Stabilizer bonus and I will support this.

Yes, this.

Or better yet: Able to fit the ship for one or the other. Now that would actually make the DST useful.

To those saying "it warps too slowly" - It's called Cloak/MWD. Even without the cloak the warp speed is the cycle time of a MWD. Now that's not so fast but it's not supposed to be a BR; so if I fit 4 warp-core stabs I can get through that gate with 3 people perhaps. That is the point, the only way to escape larger camps is by being very quick and it should stay that way.

If you need to "Fit" a DST to do either you may as well use a BR. Once you take the cargo expanders off a DST any of the BR line will carry more cargo with far less risk.
DST is meant to carry reasonably large amounts of cargo, it doesn't matter if it is able to be fitted to survive the majority of gate camps if it loses the ability to haul anything more than a couple of thousand m/3.

DST needs a dedicated cargo bay, big enough to make it viable over a T1 hauler but not to compete with JF.
Fitting slots could then be used to suit pilots environment,

Bustard (I fly caldari)
Bonuses;
Transport Ships;
Base cargo + per level to Transport Ships = 40k @ lvl 5 (with T2 cargo rigs)
Remove +2 warp strength as a role and make it per level to Transport ships skill.

Caldari Industrial;
5% per level to shield boost amount
4% per level to shield resists 'or' 4% per level to agility (my preferred)

DST Role Bonus;
50% reduction to cloak reactivation time
75% reduction to cloaked speed reduction (can not warp cloaked)

Fitting; (with level 5 skills)
CPU; 280
PG; 305

1 High
4 medium,
3 low

Attributes;
Structure; 3750
Armour; 2950
Shield; 5800
Resists; Left as are.
Speed; 125m/s (same as now with caldari industrial 5)
Mass; 22,500,000
Inertia modifier; 0.8 (with 4% inertia skill) - 0.65 (without modifier skill)
Warp Speed; 3,5 AU/s
Capacitor; 1500GJ (or reduction in capacitor need for warp)
Sig Radius; 185

My 2 cents worth. I'd fly this in nulsec. (carefully of course)

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
#116 - 2013-10-23 15:29:00 UTC
Hmm.. I was really hoping to get some sort of answer from a Dev about this by now. Even if it was little more than "soon(tm)". That being said, I may try to test a few DST fits out and log my results. Anyone have some Mastodons they wanna sell for cheap?

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

Sgt Ocker
What Corp is it
#117 - 2013-11-03 01:06:12 UTC
Orakkus wrote:
Hmm.. I was really hoping to get some sort of answer from a Dev about this by now. Even if it was little more than "soon(tm)". That being said, I may try to test a few DST fits out and log my results. Anyone have some Mastodons they wanna sell for cheap?

It is a shame this thread pretty much die without at least some kind of acknowledgement from a dev. It does have some good ideas and as T1 haulers got such extensive work, it would lead to the belief T2 haulers may be in for some rebalancing as well.

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.

Rune Sevalle
The Scope
Gallente Federation
#118 - 2013-12-02 09:00:07 UTC
Ok. It's been awhile. Maybe some plans can be made up for the next big-ish update since Rubicon is passed now.
Bobby Frutt
Federal Navy Academy
Gallente Federation
#119 - 2013-12-02 09:28:03 UTC
Nullified + Improved Cloaking Device + 10MN MWD = perhaps too overpowered

I still like the idea in a lot of ways, and DST def. need improvement; let's just make sure we don't go too far off in the other direction.
Zvaarian the Red
Evil Leprechaun Brigade
#120 - 2013-12-02 09:56:42 UTC
ShahFluffers wrote:
Lose the +2 Warp Core Stabilizer bonus and I will support this.

Reason for this is that either one is powerful on its own... both combined with no penalties in other areas would make fairly immune to soloists and "light" tackle.


Lose the warp core stabilizers and they become useless in low sec or during war decs in high sec. So you basically trade off increased usefulness in null for decreased usefulness everywhere else. Seems rather pointless to me, like taking one step forward and one step back.