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[Kronos] Freighters and Jump Freighters Rebalance [Updated]

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Author
James Amril-Kesh
Viziam
Amarr Empire
#2221 - 2014-05-22 03:59:35 UTC
Nobody's going to try ganking a freighter that's carrying 250m.
I carry that much in untanked T1 industrials at times (on an NPC alt) and I haven't been ganked yet, probably partially due to my use of bookmarks.

Enjoying the rain today? ;)

Ben Hatton
Science and Trade Institute
Caldari State
#2222 - 2014-05-22 04:04:22 UTC  |  Edited by: Ben Hatton
Maldiro Selkurk wrote:
The only concern that seems to exist is shield ships not having an option like adaptive nano plating. Perhaps a low slot option only available to freighter and JF's that is exactly the same but affects shields?

This would require only one new mod in the game.



Each ship will have its positives and negatives, things they are good at and things that they aren't just as they currently do. Realistically, if you want tank, its gotta be bulkheads, cause real men hull tank haha. The amount of shield or armour these ships have on them at base is negligible when you compare it to how you can work it with hull.
Thing to remember guys is that there has already been a compromise, and a good one at that and that we cant have it all.
James Amril-Kesh
Viziam
Amarr Empire
#2223 - 2014-05-22 04:05:58 UTC
Adaptive nano plating is suboptimal even on the freighters that benefit the most from it.
There's really no reason to use it almost ever except maybe if you're also using a High-Grade Slave set.

Enjoying the rain today? ;)

BEPOHNKA
Ner Vod Fleet Systems
Goonswarm Federation
#2224 - 2014-05-22 04:07:40 UTC
The changes what have been made will be a,great add on! Thanks for hearing us out ccp!
Nex Killer
Perkone
Caldari State
#2225 - 2014-05-22 04:18:04 UTC
James Amril-Kesh wrote:
Nex Killer wrote:
Fozzie can you still look into lower the amount of Capital Cargo Bays needed to build a freighter because they're losing so much of their base cargo.

Traditionally lowering build costs has always, always been a Bad Idea™ because of patch speculation, market manip, etc.

This may not be the case coming up due to the loss of perfect reprocessing but still I doubt they will do so. I don't see why they should.


The reason why I see they should change the build requirements is because they are losing a big chunk of their base stats. If carriers were to get a big boost in drone bay the build requirement should go up on them, if they lost a lot of drone bay they should loss some of the build requirement.

Here is an example of what I think they should do because of the change the Charon is losing 40% of its old base cargo, gaining 12% more shield, losing 25% armor, and losing 27% structure. The BPO should reflect the changes because a blueprint tells you how to build something and what you need end up with shouldn't have lost 40% of what the BPO said you only needed. Yes waste blah blah blah but waste is built into the BPO.
So the BPO to build a Charon should be changed to something like this (prices from my ISK per Hour pull):

Part Name......................................Old......New..........Part Prices................Old Total.........................New Total
Capital Cargo Bay........................105 ..........63.........$8,199,999.95..........$860,999,994.75...........$516,599,996.85
Capital Construction Parts...........51..........51.........$7,238,982.00..........$369,188,082.00...........$369,188,082.00
Capital Armor Plates.....................14..........10.........$8,499,999.99..........$118,999,999.86............$84,999,999.90
Capital Propulsion Engine...........11 ..........11.........$9,399,999.98..........$103,399,999.78...........$103,399,999.78

Capital Shield Emitter......................0..........33.........$9,499,000.00..........$-..................................... $313,467,000.00

Build Total:...............$1,452,588,076.39........$1,387,655,078.53

Total Change: $64,932,997.86
http://i.imgur.com/JdrLPLS.png - If you can't read it.

As you can see the Charon or any freighter never needed Capital Shield Emitter and with this change it now needs them so it can be built. With this change your only saving about 65M from the old build requirements but now makes sense. How I got the amount needed for the shield emitters is I just took I the new number needed for armor plates divided it by the 10 which is 1,500 HP per plate. So I took the Charon 50k shield and just divided it by 1,500 and got 33.333... so made it 33 Emitters needed for the build. I don't get how freighter never needed Capital Shield Emitters in the BPO they have shield yet in the BPO they only needed armor plates. Personally I think all BPO should go get a revamped and changed like drone BPO should require Robotics in them.
Warr Akini
Imperial Academy
Amarr Empire
#2226 - 2014-05-22 04:40:56 UTC  |  Edited by: Warr Akini
stoicfaux wrote:
Eh... hate to say it, but who cares if it's harder to gank a freighter in high-sec anymore? If we're going to be able to build player star gates, then we're probably going to need a huge (and reliable) industrial and *logistics* base with which to do it. The concerns of the builders is going to outweigh the concerns of the anarchists.

To put it simply, suicide ganking freighters is small time banditry. The real goal in attacking freighters is to disrupt another alliance from building their stargate first. That's where the real money/action/impetus will be, IMHO.

My apologies for sounding a bit harsh and dismissive of your concerns, but freighters haven't had any meaningful ways of adapting their freighters to the environment except by CCP Fiat. Now they finally get a buff and some options.

tl;dr - A Commerce Raiding release will happen. No more ganking. It's time for real war.


I'm not sure where to start - the assumption that because ganking is undertaken by relatively less people that it's illegitimate, compounded by trying to denigrate "guerrilla war" (which is basically what suicide ganking is) versus "real war" (Ho Chi Minh is laughing at you now) and placating gankers with promises of a vague commerce raiding release - or the blatantly incorrect statement that freighters have no way of adapting to their environment (webbers/escort, intel/killboards, having any sort of friends, navigational tactics meant to confuse scouts following your freighter, risk management via controlling your cargo, not to mention the bevy of options jump freighters have) - or trying to assume that the stargate-building (the chevrons are locking) will be the one target ever for logistics disruption, which I don't even know why you brought up.

In short, I don't really see your point.
Aiwha
School of Applied Knowledge
Caldari State
#2227 - 2014-05-22 04:46:13 UTC
On the subject of Jump fuel conservation modules, is this JF only or will we be adding these to dread/carrier fits?

Sanity is fun leaving the body.

Jessica Danikov
Network Danikov
#2228 - 2014-05-22 04:48:38 UTC
I must admit it feels a bit hacky to me. The whole shield vs. armor balance works nicely with 99% of the ships in EVE as they all have varying compliments of medium and low slots which naturally compete with other modules with other functions and the limited room that is available.

What Freighters really need is to be treated like proper, first class ships- Capital industrials that top the end of their ship line. Instead of asking what should we add to Freighters, we could give them a full compliment of highs, mids, lows, rigs, CPU and PG and then think what should we take away? How many slots should we balance on (regular industrials have up to 11)? Is a Cyno freighter really that bad? A cloak? What about smartbombs, webs, ewar, etc. etc.? Is there a good reason not to let some crazy individual try to make those modules work on a >1 billion ISK hull? The results would be hilarious however it turned out, as anyone who's flown a battle badger/itty V/rorqual/venture etc. can attest.

What's really missing from the proposal for me is the end goal- yes, we want to give players more choice when flying a freighter, yes, rigs were too permanent and didn't offer up enough choice. What hasn't been clear is the affect of offering that choice on balance- have the nerfs/buffs to freighters introduced by proposed changes been necessary evils due to how things were implemented, or is there a purposeful desire to reduce freighter effectiveness overall as part of granting the ability to narrowly surpass those abilities with specialization? With any changes, do we expect the 'average' fit to match the current baseline or not?
Claudine va Tefairevoir
Doomheim
#2229 - 2014-05-22 05:56:07 UTC
James Amril-Kesh wrote:
Claudine va Tefairevoir wrote:
Victoria Sin wrote:
vikari wrote:
You are still nerfing the hell out of JFs....

over 5 seconds gained in alignment for every JF type, over 6 for most. You know with all 3 low slots being cargo expanders and that giving only 1-2% increase in cargo, you are forcing JFs to fit cargo expanders. It's to expensive to fly them, not too. So exactly how are we going to make up for the loss alignment time?


I'm just curious to know why you care about align time at all? If you're jumping to low sec you should be immediately initiating warp to the gate and getting your cyno alt to triple web you so you insta-warp. You should then be docking at the first station you find in the next system and transferring your stuff into a regular freighter and then using that to haul with no more than around 2b worth of stuff in it each trip (gate-to-gate, not autopilot). I do that even if it's 20b, 10 trips. It takes so long to earn that much it's not problem to me if it takes days to move it.

The way to keep your JF safe is just to have it in space for the absolute minimum amount of time. There's really no other strategy if CCP aren't going to allow it to have a tank commensurate with its cost.


This. Max-Cargo JF and Max-Tank Freighter is the way to go. I never understood why tank on a JF should be important at all.
if you are bumped off station or your cyno is killed while in jump, you JF would most likely die even with 2mln EHP.

JF can't cyno into highsec, HTH.


? Of course they can not - who said so? But freighters are not going from Null or Low to High and are then magically transferred back. Sometimes they make return trips.
Claudine va Tefairevoir
Doomheim
#2230 - 2014-05-22 06:00:31 UTC
TigerXtrm wrote:
Ben Hatton wrote:
Rowells wrote:
Has anyone run the numbers on the total value a fully tanked a anshar can hold now?

121,167 m3 with Bulkhead IIs giving it 662,692 EHP

http://xyjax.com/optimizer_kronos/


With max skills it's giving me 712,327 EHP LolLol

Flying fortress trucking its way to Jita! Twisted


840k with HG slaves and supporting hardwires
Orny
Science and Trade Institute
Caldari State
#2231 - 2014-05-22 06:05:24 UTC
Any thoughts of a Super Freighter at any stage - Titan size, 25-30 Mill m3 capital components bay, 5 Mill m3 general cargo bay, and the ability to use jump drive without cyno at the other end - solo hauling low / Null only.
Dave Stark
#2232 - 2014-05-22 06:48:54 UTC
Ramona Quimby wrote:
Dave Stark wrote:
Ramona Quimby wrote:
all you who were saying if freighters were given rigs then everyone would be sorry because it would be a nerf.

not sure if you noticed; but they did get a nerf. that's why there were 60 pages of whining, and ccp had to change it for low slots.


Not sure if you noticed; but they didn't get a nerf at first. Rigs were a straight buff, with only sub-warp speed drawbacks, then you and all you the other fail easymode gankers whined, Fozzie made the mistake of listening to you, this thread ensued because the bear was poked.


they weren't even close to a straight buff, but you carry on telling yourself it was.
Rena'Thras
Aliastra
Gallente Federation
#2233 - 2014-05-22 07:27:01 UTC
Hello.

I'm one of those people that isn't a forum junkie, so maybe what I say doesn't really matter. Alternatively, take me as one of those "normally happy players that only goes to the forums when something really weird is happening."

I want to start by asking a question:

What is the intended design goal of this change?

.

Why am I asking?

Suppose the intended design goal is to encourage industrialists to localize in areas - harvest, produce, and sell - then reduced cargo holds makes sense. However, what would also make sense is buffed ship health and faster align times. After all, the ship has less cargo hold, meaning in a "if EVE was real life" sense, there's more room for armor plating or lighter frames or bigger engines.

More specifically, it means the ships would be used more for local travel in Low and Null, keeping those markets hale and hearty.

.

Suppose, instead, the intended design is to give pilots more customization options - do they want faster align, bigger cargo hold, etc. Now they can have that choice. For that to happen, though, the levels have to be dropped. After all, the Freighters/JFs are balanced around the levels they're at now, right?

Well, in THAT case, they should be nerfed, but where T1 (Tier ONE) rigs will bring them back up to normal. If you look at the calculations that I found on another site (TheMitinni, I think it was?), it shows that if you fully load a Freighter out with T1 cargo rigs, it still has LESS CARGO CAPACITY than the Freighters do on live, and ALSO has the negative bonus of having longer align times and less overall health.

Why does this make sense to anyone? At the very least, with 3x T1 cargo rigs, it should have EQUAL cargo capacity to live right now. Then if a person were to invest in T2 rigs, they should go above the current levels, with the caveat that in the other two areas (align and HP in the case of going all out on cargo), they would be weaker than live.

The reason this doesn't make sense is because even if you kit out for one of the areas, unless you bring T2 rigs, you're still weaker in that area than on live AND you're also considerably weaker in the other two areas. Only if you go balls to the wall in T2 rigs for only ONE area can you get an improvement over live, but in that case, you're still weaker in two other areas.

So you're not getting more customization, you're getting less - your ship is weaker unless you specialize with expensive T2 rigs, but even then, your ship will be weaker in the other areas.

Were I to set this up for customization, I would make it where a T2 rig of each type would JUST make the ship exactly what it is on live (a "balanced", but high tech setup.) Using 3 T1s in one area would put it at slightly ahead (in that one area) of what it is today but weaker in the others (2 T1s would put it somewhat behind what it is on live.) Keep in mind, 3 T1s means you're sacrificing the other two areas.

So this design intent seems clearly NOT intended to increase customization, since you're penalized doing anything. ANYTHING - there's no setup that will bring you to the live numbers. Any set up will either have you weaker in two or all three areas, and only the expensive AND specialized setups for one area will have you out ahead...but only in that one area, you're still behind in the other two.

.

I guess what I'm saying is, why aren't the changes calculated where all T1 rigs produces, at LEAST, at a MINIMUM, the same capacity in that system as before the nerf? Why is there no setup (say T2 rigs in all three systems) that brings you back to the standard baseline we have today?

This is all nerf and little gain. I don't understand what design intent says that ships should get weaker no matter how you kit out, with no option of getting the baseline of today. And this isn't like the Tiericide thing which simply brought hulls more in line with each other - the Freighter/JF line doesn't really have competition like that. It's not like we're balancing a Jump Freighter against a Carrier or a Freighter against a Dreadnaught. Thoraxes and Vexors are a different animal than Freighters and Jump Frigates, which are more like balancing the T1 Industrials against the T2 Blockade Runners - it just doesn't work with a Tiericide approach, since Freighters/JFs aren't in "tiers".

And so I ask again:

What is the intended design goal of this change?

CCP, help me understand why this makes no sense. Maybe you're looking at it from some weird angle that I don't see.

But if the intent is to encourage local markets, then you should just slash cargo holds but boost armor and agility (make the ships more attractive for Low and Null). If the intent is customizability for pilots, then the baseline should be such that T1 rigs will get it to at least equal what it is today, and that there be some "balanced" setup which comes close to the baseline of today.

This change seems to meet neither of these objectives, so what IS it meeting?
Rowells
Blackwater USA Inc.
Pandemic Horde
#2234 - 2014-05-22 07:32:20 UTC
Rena'Thras wrote:
Hello.

I'm one of those people that isn't a forum junkie...*SUPER SNIP*

Rigs are gone, low-slots are in. Re-read OP.
Carniflex
StarHunt
Mordus Angels
#2235 - 2014-05-22 07:47:02 UTC
CCP Fozzie wrote:
Hey everyone the Op has now been updated with a revised version of the design.
...
Let us know what you think!


This seems a more reasonable iteration than the first one with rigs. At least that way one has an option to refit and and fuel reduction module vs cargo expander vs nanofiber/istab feels like meaningful decision to make for JF based on specific situation as opposed to previous "decision" of fitting T2 cargo rigs or T1 cargo rigs.

Assuming the fuel savings from the proposed modules end up to be something meaningful enough. However, I see these modules to be in quite a high demand by all the non-freighter capital pilots and black ops pilots as well. If this ends up being a significant issue it might be possible to balance this by switching the flat 5% fuel reduction bonus from JF skill to provide additional benefit from these new lowslot modules or add a specific role bonus to JF hull. For a start, though, situation will be probably fine and will benefit smaller groups probably a bit more than major coalitions (as major coalitions can just shrug off the fuel costs as long as it's not something utterly crippling for smaller non-renter-empire groups).

Regular freighters seem better off slightly as well. Have not looked at exact numbers so far but at first glance it seems reasonable enough compromise in regards of cargo space vs agility/AP speed/EHP.

With the increased shields/armor it might be even reasonable to "escort" a freighter with logi ships against suicide ganks and 3 to 6 bonused web's would presumably make one still instawarp if one is willing to put in the effort of doing that kind of stuff.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Sgt Ocker
What Corp is it
#2236 - 2014-05-22 08:04:39 UTC  |  Edited by: Sgt Ocker
CCP Fozzie wrote:
Tippia wrote:
See… there was a reason why I was against rigs on freighters from the very start… Straight

T2 capital rigs and a significant reduction in survivability requried and/or speed to get them back to where they were. Gee thanks.


T1 rigs are easily enough to bring normal freighters above their current cargo values.
Quote:
All Freighters and Jump Freighters will receive 3 low slots, and not receive any rig slots.
Sorry but I am a little confused. In your reply to Tippia, you say T1 rigs, yet the description states (twice) that freighters and Jump Freighters will not receive Rig Slots.
Could someone clarify which statement is true, as both statements are from the same Dev and one contradicts the other..
Are they getting rigs or not?

- - -
I'm curious as to why you bothered with the role bonus on Jump Freighters after advertising the attribute change to Bulkheads from Agility to Cargo reduction.

Quote:
Note the change in the Jump Freighter HP bonus, which now only applies to their main tank and hull. The large increase in JF base HP and resist more than make up for the bonus change and all JFs have more base EHP than before

Quote:
although all Freighters still gain the majority of their hitpoints from hull).

At least until you fit the 3 Required Expanded Cargo Holds to get, 1% or 2% more cargo capacity, for a loss of 20% Structure Per Module.
Alternately you can fit Bulkheads or Overdrives for a reduction in an already more than halved cargo capacity.

I don't see a JF with around 120k cargo hold, that aligns slower than now but has more EHP as being an interesting fitting option.

Now if they had a bonus to Warp Core Stabilizers, with similar cargo hold drawbacks as Bulkheads and Overdrives - That would make for interesting fitting options.

Greatly reduce the chance of being scrammed at the expense of cargo capacity.
Fitting limitation of 2 (limited CPU will do that)

Drawbacks for fitting a Warp Core Stabilizer to a fteighter, -15% cargo capacity +5% Inertia modifier

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.

MOL0TOK
NOCTURNAL TORTURE
#2237 - 2014-05-22 08:24:46 UTC
About replacement rigs on low slots - I see that CCP can work when they want!
Nice idea!

Бил, бью и буду бить! / to Kerzhakoved /

Walter Hart White
Heisenberg Minings
#2238 - 2014-05-22 08:27:19 UTC
Sgt Ocker wrote:
CCP Fozzie wrote:
Tippia wrote:
See… there was a reason why I was against rigs on freighters from the very start… Straight

T2 capital rigs and a significant reduction in survivability requried and/or speed to get them back to where they were. Gee thanks.


T1 rigs are easily enough to bring normal freighters above their current cargo values.
Quote:
All Freighters and Jump Freighters will receive 3 low slots, and not receive any rig slots.
Sorry but I am a little confused. In your reply to Tippia, you say T1 rigs, yet the description states (twice) that freighters and Jump Freighters will not receive Rig Slots.
Could someone clarify which statement is true, as both statements are from the same Dev and one contradicts the other..
Are they getting rigs or not?


What is there to clarify? Originally, freighters were supposed to get rigs. Now they get low slots instead.
Rena'Thras
Aliastra
Gallente Federation
#2239 - 2014-05-22 08:30:21 UTC
Rowells wrote:
Rena'Thras wrote:
Hello.

I'm one of those people that isn't a forum junkie...*SUPER SNIP*

Rigs are gone, low-slots are in. Re-read OP.


Oh cool.

So the baseline stats...higher/lower than before?

That is, are we slotting just to meet live, or are able to exceed live in at least one area?

I'll have to do some comparisons...

Anyway, thanks. Good to know.
Dave Stark
#2240 - 2014-05-22 08:44:46 UTC
Rena'Thras wrote:
Rowells wrote:
Rena'Thras wrote:
Hello.

I'm one of those people that isn't a forum junkie...*SUPER SNIP*

Rigs are gone, low-slots are in. Re-read OP.


Oh cool.

So the baseline stats...higher/lower than before?

That is, are we slotting just to meet live, or are able to exceed live in at least one area?

I'll have to do some comparisons...

Anyway, thanks. Good to know.


answers here.