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Player Features and Ideas Discussion

 
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Industrial Huller

Author
Paul Alpha Walker
Star Squad SDF-G1-W1-S6
#1 - 2014-03-10 23:06:56 UTC
it's my opinion that eve seems to be steering more in more in the direction of whatever faction your character gets started in thats where eve wants you to remain without so many cross faction training. (i could be wrong) but one truly unfair thing about the faction ships atm is the change with hullers... it's great gallante seen all those unused ships changed to usable ships.... but what about the other races industrial huller ships? two versions of normal hullers only with minmatar getting an ammo huller? how is that fair? or balanced? my proposal is for Eve to release to the other faction hullers a huller for each job like what Gallante has now... balance out the industrials please... Gallante has 5 Hullers (Speed, mineral, ore, PI, reduced old cargo space huller) Caldari has their (speed huller, and slower old school cargo) Amarr again has the same options. Minmatar gets the addition of an ammo huller, which i admittedly love...

So what i'd like to see done:

Change the slow large cargo version of the hullers
-Lrg cargo huller class
make it so it uses the extra storage bay like the other ship types.

Gallante:
Add a Ammo huller (new ship to the lineup)

Amarr / Caldari:
Add Ammo, PI, Mineral, Ore hullers (new ships to each faction lineup)

Minmatar:
Add Pi, Mineral, Ore hullers (new ships to each faction lineup)

And last but not least.... where is a Huller class for moving fitted & unfitted ships? please don't tell me Orca or Freighter... they are an excuse option to get around a real ship for the job... first off a freighter needs to be contracted in order to move fitted ships... which is garbage... they both suffer from your "bumping, no damage" mechanic "who thought that was a good idea?" And the Orca was designed for Ore and maybe moving some of the barges not combat ships... that's why Ore was the manufacturer. Eiher way.... At least balance out faction hullers for now.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#2 - 2014-03-10 23:21:45 UTC

I'm sorry, what is your problem?

The prereq skills for Gallente Industrial is Spaceship Command III. Take some time and think about that.... because that is a skill almost every pilot in EvE already has trained, no matter what race they have.

In other words, you can train into any racial hauler pretty much instantly, as there are no racial prereqs. Yes, it is a "gallente" ship by name and lore, but it has no "gallente" prereqs to prevent an Amarr pilot (or any race) from training into that ship instantly.

And regarding Transport Ships, Freighters, or JF's, there is no big difference in ship numbers and capabilities (Hell, Gallente is not the most preferred in those ship classes). The effort required to cross train industrial ships is pretty much negligible.

As such, if you are saying we need an "ammo hualer", ask for it to be added to the game. But don't bring up some bullshit unfair crap about "Gallente" have more Industrials.






Reaver Glitterstim
The Scope
Gallente Federation
#3 - 2014-03-10 23:22:39 UTC
It's not that hard to train for eiher Minmatar or Gallente hullers. You don't have to spec all the way into those races to fly those ships. But I do agree, I think other races could use more variety in their designs.

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."

Kasife Vynneve
Aliastra
Gallente Federation
#4 - 2014-03-10 23:30:03 UTC
Its not hard to cross train industrials. The only big hurdle is do you want to push it to 5 or not.

Omnathious Deninard
University of Caille
Gallente Federation
#5 - 2014-03-10 23:33:19 UTC
For pure RP reasons I can understand why you would not want to cross train into a differnet race's industrials.

For pure RP reasons, get over it not all races are supposed to be equal and have the exact same style of ships.

If you don't follow the rules, neither will I.

Reaver Glitterstim
The Scope
Gallente Federation
#6 - 2014-03-10 23:43:27 UTC
For pure RP reasons I train Amarr skills so that I may fly the ships of my enemy into battle with my enemy. I also spend a good deal of time in my enemy's space, learning the tricks of my enemy, infiltrating...

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."

Trinity Leigh
Pator Tech School
Minmatar Republic
#7 - 2014-03-10 23:50:29 UTC
I agree, I don't feel I have the time to skill every Faction type to 5 just to have the bonus. They should give every faction a ship with the same bonus to them. My main is an Orca pilot and a freighter pilot. I have been bumped, and held hostage, which is annoying so far I haven't been blown up but I have heard of other orca pilots being bumped and trapped lost billions. Mining Ice and the new bumping permit BS is getting really annoying. Really wish there was a safe guard against being bumped. I don't see the Orca made for anything else but for hauling minerals and ore to Market and also used for miner support with boost. I have used my Orca to move from home systems to home systems but it is a risk every time I do move.
Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2014-03-11 01:07:36 UTC
Wouldn't adding a dozen completely redundant ships be a total waste of dev time?
Anhenka
The New Federation
Sigma Grindset
#9 - 2014-03-11 02:58:01 UTC  |  Edited by: Anhenka
Only the crazies and the RP people think they need to stick to one race of ships.

And what do we all know about crazies and roleplayers?

That we can ignore them cause they don't matter of course!

OP, on a more serious note, go ahead and crosstrain all the races to 3-4 on the indies, just so that if you ever need to borrow one from somebody, you can fly it. There's nothing bad and everything good about crosstraining so you can fly everything at least a little bit.

Go ahead and do it for all the t1 frigs/destroyers/cruisers as well, and their t1 weapons. Try it all out, see what you like. Takes less than a week total to fly all 1 cruisers and down.
Nikk Narrel
Moonlit Bonsai
#10 - 2014-03-11 03:19:54 UTC
Paul Alpha Walker wrote:
... hullers..... huller ships...normal hullers ... ammo huller?... faction hullers a huller for each job ... 5 Hullers ...cargo space huller...speed huller.... ammo huller, which i admittedly love...

....cargo version of the hullers
.... cargo huller class.

Gallante:
Add a Ammo huller (new ship to the lineup)

Amarr / Caldari:
Add Ammo, PI, Mineral, Ore hullers (new ships to each faction lineup)

Minmatar:
Add Pi, Mineral, Ore hullers (new ships to each faction lineup)

. Huller class for moving fitted & unfitted ships... faction hullers for now.

Nooooo.... it's haulers, ok man?

Gizznitt Malikite wrote:
"ammo hualer"....


Wince... twitch twitch.... ....cry....

...hauler...

Ok, don't drink and post maybe... or just drink more....
Hasikan Miallok
Republic University
Minmatar Republic
#11 - 2014-03-11 03:20:28 UTC
It takes all of about 15 minutes training time to qualify for Gallente Industrials if you already have another racial Industrial.



If you really need to role play think of the Gallante ships as "captured" .

If you need real world historical justification:

http://www.ww2aircraft.net/forum/stories/phantom-p-38-a-445.html
http://ftr.wot-news.com/2013/10/27/universal-carrier-in-german-service/
http://en.wikipedia.org/wiki/Captured_German_equipment_in_Soviet_use_on_the_Eastern_front