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Player Features and Ideas Discussion

 
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Make Deep-space Transports Null-viable

Author
Scuzzy Logic
Space Spuds
#121 - 2013-12-02 17:12:18 UTC
As much as interdiction nullification would make sense, I can feel the pirate tears flood against my ankle right now.

On the other hand, I love the MJD idea here.
It allows to get out of bubbles easily, and doesn't warrant removing the very-lowslot-saving +2 to warp core strength. It would also push transports a wee bit away from the passive shield everywhere with no prop mod we see on them today.
The Djego
Hellequin Inc.
#122 - 2013-12-02 18:53:08 UTC
From somebody that used haulers a lot, I completely switched to the new tier 1 haulers after the changes:

- they need more slots for tank and utility, plus fitting for it(this includes MWD and cloak)
- much higher speed and agility, similar like the blockade runners, to a have good chance to burn out of a bubble/back to a gate
- a higher warp speed(5-6 AU/s), to move stuff quick after you scouted the way and to offer a serious advantage over T1 even for empire(for people that don't fly afk, warp speed is very important)
- a new set of modules that add a 50k m³ Ship(repacked), Pos Fuel, Pos Reactions, Ore or Mineral bay after fitting, making you able to optimize them for your needs(only one at a time, like a DCU)
- bubble immunity would be nice I guess but I would prefer a black ops like bonus, giving you high speed while cloaked to move out of a bubble or get away after preventing attempts to get decloaked

The main concern should be providing a serious advantage in the actual hauling role over blockade runners(what are still a lot saver and quicker) or T1(what are dirt cheap to lose) combined with the survivability of the tier 1 haulers.

I currently use a 100m+ fitted Wreathe whenever I have to move ships, especially in low sec, the reason for this is that is a lot more survivable than my mastodon and a lot faster on long distance trips(4.5 AU warp speed).

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Scuzzy Logic
Space Spuds
#123 - 2013-12-03 16:44:57 UTC
The Djego wrote:
From somebody that used haulers a lot, I completely switched to the new tier 1 haulers after the changes:

- they need more slots for tank and utility, plus fitting for it(this includes MWD and cloak)
- much higher speed and agility, similar like the blockade runners, to a have good chance to burn out of a bubble/back to a gate
- a higher warp speed(5-6 AU/s), to move stuff quick after you scouted the way and to offer a serious advantage over T1 even for empire(for people that don't fly afk, warp speed is very important)
- a new set of modules that add a 50k m³ Ship(repacked), Pos Fuel, Pos Reactions, Ore or Mineral bay after fitting, making you able to optimize them for your needs(only one at a time, like a DCU)
- bubble immunity would be nice I guess but I would prefer a black ops like bonus, giving you high speed while cloaked to move out of a bubble or get away after preventing attempts to get decloaked

The main concern should be providing a serious advantage in the actual hauling role over blockade runners(what are still a lot saver and quicker) or T1(what are dirt cheap to lose) combined with the survivability of the tier 1 haulers.

I currently use a 100m+ fitted Wreathe whenever I have to move ships, especially in low sec, the reason for this is that is a lot more survivable than my mastodon and a lot faster on long distance trips(4.5 AU warp speed).


I do agree that the specialised bays made most of the non-gallente T1 haulers irrelevant unless you're moving diverse goods. I move gas in and out of wormholes in a Miasmos and used to have a quarter of the tank I do now and no cloak.
Sh0plifter
Underworld Property Accounting Partnership
#124 - 2013-12-03 16:47:16 UTC
Jump Freighter. - It is why it exists. It jumps long distances to transport 300k/m3 of goods to people.

Problem solved. Everyone go home for the day! We are taking today as a holiday.
Alvatore DiMarco
Capricious Endeavours Ltd
#125 - 2013-12-03 17:04:52 UTC
"How do we improve X ship?"

"We don't need to! Just use Y ship instead."

Uh-huh. Right. That's some pretty good problem solving there.




/sarcasm off
Scuzzy Logic
Space Spuds
#126 - 2013-12-04 17:26:14 UTC  |  Edited by: Scuzzy Logic
Alvatore DiMarco wrote:
"How do we improve X ship?"

"We don't need to! Just use Y ship instead."

Uh-huh. Right. That's some pretty good problem solving there.




/sarcasm off


Every time a dedicated gas harvesting hull is proposed, people default to ''USE THE VENTURE''. There's a reason CCP doesn't listen to these forums anymore, sadly.

I'm sttill wondering why making those ships MJD-compatible (maybe with a rev-up bonus) isn't considered. It really makes them viable, although people will cmplain that the ''warp to 100 km'' button is too hard to find.