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[Kronos] Freighters and Jump Freighters Rebalance [Updated]

First post First post First post
Author
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#1821 - 2014-05-21 15:22:11 UTC
Allison A'vani wrote:
This also saves me a good 3 - 4B as I will not have to replace my High Grade Ascendancy implants with High Grade Nomads.

I think those High Grade Nomads would have cost you a lot more than 3-4B.
Alexis Nightwish
#1822 - 2014-05-21 15:22:55 UTC
Tyr Dolorem wrote:
A step in the right direction, but i feel that the charon and fenrir are at a disadvantage considering that a large amount of ehp has been moved to shields without the ability to fit shield tanking modules. Still disappointed with agility nerf on jump freighters.

I agree to a point, but the Charon can hold the most, and the Fenrir has the lowest mass, so I think this provides some balance against the tankiness of the other two. I much prefer options in ship choice to homogenization of the hulls.

CCP approaches problems in one of two ways: nudge or cludge

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Fixing bombs, not the bombers

Scorpio DK
Doomheim
#1823 - 2014-05-21 15:23:19 UTC
when will the changes be on sisi ?

if they are not already not at home so cant check right now
Missss Deathwhisper
Burning Napalm
#1824 - 2014-05-21 15:24:20 UTC
CCP Fozzie wrote:

The base cargo capacity of Freighters is being decreased so that a set of three Tech Two Expanded Cargoholds adds 21-25% cargo above the previous maximum values. For Jump Freighters, three T2 Expanders will increase cargo capacity by 1-2%.


Why does Freigthers with Expanded Cargoholds gain a huge boost to cargo while Jump Freigthers with Expanded Cargoholds gain almost nothing?
Myst Valkyria
Red Frog Freight
Red-Frog
#1825 - 2014-05-21 15:24:22 UTC
Also, I think that the 3 low slots gives us a lot more flexibility and potential. Thank you for not digging your heals in with the rigs!

I'd personally like to see a bonus to fitting a Tech 2 Damage Control Unit for the freighters and jump freighters. It would really help with mitigations, especially in the hull. It would give us more choice in fitting the freighters.

Another thing that I think would be good for JFs is the ability to cloak in between jumps (for trips that that require more then one jump). Perhaps there could be a special low slot module that could be equipped for them.
Allison A'vani
Native Freshfood
Minmatar Republic
#1826 - 2014-05-21 15:24:22 UTC  |  Edited by: Allison A'vani
Bad Bobby wrote:
Allison A'vani wrote:
This also saves me a good 3 - 4B as I will not have to replace my High Grade Ascendancy implants with High Grade Nomads.

I think those High Grade Nomads would have cost you a lot more than 3-4B.



Probably, I was using pre-speculation costs.
Midori Tsu
Evolution
Northern Coalition.
#1827 - 2014-05-21 15:24:31 UTC
How will jump freighters be able to fit CPRs? they won't seem to have enough cpu for it...
Marcus Gord
Caldari Provisions
Caldari State
#1828 - 2014-05-21 15:24:49 UTC
looks better, i'll have to wait till i'm home and can check some numbers to pass judgement though. only an hour left....

In a few moments you will have an experience that will seem completely real. It will be the result of your subconscious fears transformed to your conscious awareness.

http://i.imgur.com/LM2NKUf.png

Arthur Aihaken
CODE.d
#1829 - 2014-05-21 15:24:55 UTC
CCP Fozzie wrote:
You're correct, it was a mistake I made when typing the post. Should be fixed now.

Any chance you might be able to comment on any stacking penalties with the new warp speed enhancement modules - either with each other or with respect to the hyperspacial rigs? And whether or not hyperspacial rigs will be stacking penalized going forward in Kronos. Thanks.

I am currently away, traveling through time and will be returning last week.

Jarnis McPieksu
Aliastra
Gallente Federation
#1830 - 2014-05-21 15:24:57 UTC
Solstice Project wrote:
Obviously, any market changes occurring between CSM evaluation and public release are completely coincidental.



SISI already had a version of the client earlier today where Jump Freighters no longer had rigs and suddenly had a "100% reduction in CPU requirements for reinforced bulkheads". No lowslots either but the fact that they had this bizzarro-bonus...

Some made the speculative call that this pointed towards lowslot-based design and reacted.

I waited for the official word and paid ~0.5 bil for that but it is okay...
Allison A'vani
Native Freshfood
Minmatar Republic
#1831 - 2014-05-21 15:25:21 UTC
Missss Deathwhisper wrote:
CCP Fozzie wrote:

The base cargo capacity of Freighters is being decreased so that a set of three Tech Two Expanded Cargoholds adds 21-25% cargo above the previous maximum values. For Jump Freighters, three T2 Expanders will increase cargo capacity by 1-2%.


Why does Freigthers with Expanded Cargoholds gain a huge boost to cargo while Jump Freigthers with Expanded Cargoholds gain almost nothing?


Due to the Jump Drive, I think fozzie is reluctant to let them get any significant buff.
Rainbow Eyes
Sora no Otoshimano
#1832 - 2014-05-21 15:25:36 UTC  |  Edited by: Rainbow Eyes
How about Nano Plating? They`ll can fit for armor resist, lol.
Dav Varan
State Protectorate
Caldari State
#1833 - 2014-05-21 15:25:39 UTC  |  Edited by: Dav Varan
Now that youv'e crossed the Rubicon.

How about real fittings to add gameplay in addition to crossing fingers to freighter piloting.
Trespasser
S0utherN Comfort
#1834 - 2014-05-21 15:25:54 UTC
if your going to give them low slots, then revert your HP changes and allow them to fit a damage control.



if someone wants to fit a Damage control and 2 bulkheads in the lows, they lose alot of space but they gain alot of survivability. This seems like a fair trade off to me.
Kaarous Aldurald
Black Hydra Consortium.
#1835 - 2014-05-21 15:25:57 UTC
Victoria Sin wrote:
Kaarous Aldurald wrote:

Pricetag is not a balancing factor, and you don't get immunity in EVE.


Yes, clearly it is. T2 is more expensive than T1. T3 is more expensive than T2. Your expensive Super has a lot of HP and ewar immunity, etc. etc.

The only place the balancing factor isn't allowed is when we're dealing with industry toons doing industry things. Then we decide that we don't want it to be a balancing factor because we don't like industry people and think they should go and play Wow (is that still a thing?).


It's not a balancing factor in those things either. A T3 ship doesn't make me unable to be killed by cheaper ships.

What you want is a Jump Freighter to not be able to die to catalysts, you said it yourself. You think it's unfair because catalysts are cheaper. You're wrong, what you want is for you to never die because your ship is more expensive. Not only is your cowardice disgusting and your entitlement repulsive, but it's also contrary to any concept of ship balance and one of the most harmful things possible to new players.

You can try to muddle the issue, but you will fail.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

CCP Fozzie
C C P
C C P Alliance
#1836 - 2014-05-21 15:25:58 UTC
Arthur Aihaken wrote:
CCP Fozzie wrote:
In Kronos we are also adding a new set of low-slot warp speed enhancing modules that can be obtained through low-sec exploration. These modules will increase warp speed by a flat addition of 0.2, 0.25 or 0.3 au/s each. We expect that these will be popular modules for use on Freighters.

1. Are these stacking penalized with each other and/or stacking penalized with hyperspacial rigs?
2. Are the three variants T1, T2 and Faction - or something else?


More information about these modules can be found here.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Dave Stark
#1837 - 2014-05-21 15:26:56 UTC
Trespasser wrote:
if your going to give them low slots, then revert your HP changes and allow them to fit a damage control.



if someone wants to fit a Damage control and 2 bulkheads in the lows, they lose alot of space but they gain alot of survivability. This seems like a fair trade off to me.


no, because that just results in a really obscene hp nerf to everyone else.
Allison A'vani
Native Freshfood
Minmatar Republic
#1838 - 2014-05-21 15:29:22 UTC
CCP Fozzie wrote:
Arthur Aihaken wrote:
CCP Fozzie wrote:
In Kronos we are also adding a new set of low-slot warp speed enhancing modules that can be obtained through low-sec exploration. These modules will increase warp speed by a flat addition of 0.2, 0.25 or 0.3 au/s each. We expect that these will be popular modules for use on Freighters.

1. Are these stacking penalized with each other and/or stacking penalized with hyperspacial rigs?
2. Are the three variants T1, T2 and Faction - or something else?


More information about these modules can be found here.


Is there any chance that we may see faction / dead-space expanded cargoholds and Inertia Stabs in the future? I am pretty sure that with these changes there will be a significant demand for them if they were added to the game.
Victoria Sin
Doomheim
#1839 - 2014-05-21 15:30:04 UTC
Dramaticus wrote:

To survive in 0.0 you need two things. Supercaps(or friends with supercaps) and most importantly, logistics. Logistics into Providence is hella easy whereas someone living in Omist should just shoot themselves


That's true but again it's not beyond the wit of a large organisation to make it easier. But anyway CCP have decided to make it even worse by dumping on Jump Freighters and fuel.
CCP Fozzie
C C P
C C P Alliance
#1840 - 2014-05-21 15:30:45 UTC
Allison A'vani wrote:
CCP Fozzie wrote:
Arthur Aihaken wrote:
CCP Fozzie wrote:
In Kronos we are also adding a new set of low-slot warp speed enhancing modules that can be obtained through low-sec exploration. These modules will increase warp speed by a flat addition of 0.2, 0.25 or 0.3 au/s each. We expect that these will be popular modules for use on Freighters.

1. Are these stacking penalized with each other and/or stacking penalized with hyperspacial rigs?
2. Are the three variants T1, T2 and Faction - or something else?


More information about these modules can be found here.


Is there any chance that we may see faction / dead-space expanded cargoholds and Inertia Stabs in the future? I am pretty sure that with these changes there will be a significant demand for them if they were added to the game.


I won't rule it out.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie