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[Kronos] Freighters and Jump Freighters Rebalance [Updated]

First post First post First post
Author
Rab See
Stellar Dynamics
#2501 - 2014-05-30 11:30:50 UTC  |  Edited by: Rab See
Mike Azariah wrote:
Sorry to interrupt this discussion but I came looking for a discussion of Freighter and JF's

Only comment I found relevant on this page was a request to make all of them armor tank.

I disagree. Each race has its own flavour and its own design choices. Homogenization of the freighters would negate the need for the choices and we might as well just can the lot of them and go with one Freighter and one JF both made by Ore.

I do not want that, do you?

m



There is no choice when one of the 4 choices can armour tank using its new lowlsots, and one is so undertanked in the same way that its pointless using it.

Its not hard to see that the Fenrir/Charon will be used less. Hauling is about space and survivability, then secondly about 'speed'. Unless the shield tankers are improved significantly in this respect, they just wont get used. They will slowly die to gankers over time and be migrated to the heavier tanked ships.

Lets just reiterate - 3 low slow Coreli ANP on the Provi/ Obelisk is a huge advantage. Tank with no penalties. It cannot be matched without gimping even more the shield tankers. They can only buff their hull, slower and smaller cargo.

Can you tell me why you would fly a Charon over a Provi?

To tackle your key question .. I do not want 'no choice', but I am being forced to choose Provi. The other two are pointless and the Obelisk is just not as good.
tuvoksg1
Gekko's Creed
#2502 - 2014-05-30 13:02:18 UTC
This change sucks ass big time. X
I use my freighter to move my operations from region to region and at 1M capacity (with skills trained), it did that job perfectly.
Now some wise guy decides to strip off 320K of that capacity - WHY?

Yeah I can add cargo expanders but that weakens and slows down the ship and the point of the freighter is that you can move your most treasured stuff around in the knowledge that only the most determined gangs will even give you a second look.

This change sucks ass big time! X
stoicfaux
#2503 - 2014-05-30 15:15:56 UTC
Yeah, it's a bit of a nerf if you squint while looking at it sideways, in that you can't get back to the original balance of cargo+EHP in Kronos. For example:

Current Providence:
* cargo: 981,570
* EHP: 193,690

Kronos Providence w/ 3xExpanders
* cargo: 1,127,015
* EHP: 166,247

Kronos Providence w/ 2xExpanders
* cargo: 883,933
* EHP: 182,427

Kronos Providence w/ 2xExpanders + ANP II
* cargo: 883,933
* EHP: 202,669

tl;dr - Shield tankers, haw haw!

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

GreenSeed
#2504 - 2014-05-30 18:40:20 UTC
@op

both lowslots and rigs are bad ideas and this thread naught is full of good arguments to base that assertion on. so just use the subsystem code, its already there. then add subsystems only for the freighter hulls and balance them directly.

voilà, you avoid all the balance issues of using lowslots, and the unacceptable limitations of capital rigs.

all they need is two or three subsystem slots, and 3 subsystem types, one warp speed, one racial tank, and last one agility/speed. each subsystem eating up different values of cargo and all of them using the racial industrial skill for their values.

if you make all three subsystems fit in any slot, people can mix and match subsystems to configure the freighter for what they need. and making them use the industrial skill for their stats will keep old people from bitching, since they already have the racial industrial at V due to the old freighter skill prereqs.

and as far as dev time goes, copy paste the T3 code, its fairly recent so stuff should explode for no reason. and as far as assets and UI... its already there.

i'll say the same thing i said about the T1 indus rebalance, go nuts. there's no preconception on what a freighter should be, other than "it moves stuff, lots of it" whether it be subsystems or fixed stats, people don't care so long as they still can "move a lot of stuff".

also, make the subsystems use PI stuff for manufacture. because im sitting on a lot of that crap and NOONE IS BUYING IT.

ty in advance.
Sniper Smith
Center for Advanced Studies
Gallente Federation
#2505 - 2014-05-30 21:34:16 UTC
GreenSeed wrote:
@op

both lowslots and rigs are bad ideas and this thread naught is full of good arguments to base that assertion on. so just use the subsystem code, its already there. then add subsystems only for the freighter hulls and balance them directly.

voilà, you avoid all the balance issues of using lowslots, and the unacceptable limitations of capital rigs.

all they need is two or three subsystem slots, and 3 subsystem types, one warp speed, one racial tank, and last one agility/speed. each subsystem eating up different values of cargo and all of them using the racial industrial skill for their values.

if you make all three subsystems fit in any slot, people can mix and match subsystems to configure the freighter for what they need. and making them use the industrial skill for their stats will keep old people from bitching, since they already have the racial industrial at V due to the old freighter skill prereqs.

and as far as dev time goes, copy paste the T3 code, its fairly recent so stuff should explode for no reason. and as far as assets and UI... its already there.

i'll say the same thing i said about the T1 indus rebalance, go nuts. there's no preconception on what a freighter should be, other than "it moves stuff, lots of it" whether it be subsystems or fixed stats, people don't care so long as they still can "move a lot of stuff".

also, make the subsystems use PI stuff for manufacture. because im sitting on a lot of that crap and NOONE IS BUYING IT.

ty in advance.


Subsystems are for T3's.. Freighters are not T3's, ergo no subsystems.

And if you can't sell your PI, you're probably doing something wrong :p
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#2506 - 2014-05-30 22:45:10 UTC  |  Edited by: ISD Ezwal
I have removed some rule breaking posts and those quoting them. As always I let some edge cases stay.
Please people, keep it on topic and above all civil!

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GreenSeed
#2507 - 2014-05-30 23:59:53 UTC
Sniper Smith wrote:
GreenSeed wrote:
@op

both lowslots and rigs are bad ideas and this thread naught is full of good arguments to base that assertion on. so just use the subsystem code, its already there. then add subsystems only for the freighter hulls and balance them directly.

voilà, you avoid all the balance issues of using lowslots, and the unacceptable limitations of capital rigs.

all they need is two or three subsystem slots, and 3 subsystem types, one warp speed, one racial tank, and last one agility/speed. each subsystem eating up different values of cargo and all of them using the racial industrial skill for their values.

if you make all three subsystems fit in any slot, people can mix and match subsystems to configure the freighter for what they need. and making them use the industrial skill for their stats will keep old people from bitching, since they already have the racial industrial at V due to the old freighter skill prereqs.

and as far as dev time goes, copy paste the T3 code, its fairly recent so stuff should explode for no reason. and as far as assets and UI... its already there.

i'll say the same thing i said about the T1 indus rebalance, go nuts. there's no preconception on what a freighter should be, other than "it moves stuff, lots of it" whether it be subsystems or fixed stats, people don't care so long as they still can "move a lot of stuff".

also, make the subsystems use PI stuff for manufacture. because im sitting on a lot of that crap and NOONE IS BUYING IT.

ty in advance.


Subsystems are for T3's.. Freighters are not T3's, ergo no subsystems.

And if you can't sell your PI, you're probably doing something wrong :p


what?

i find reading posts like yours highly frustrating.

subsystems are not "for" anything, they are a special form of modules that can only fit on a particular hull. from a design and balance standpoint they are perfect because you don't have to worry about what would happen if someone decides not to fit inertia stabs, bulkheads or whatever, and instead fits a high meta resist plate.

the idea i proposed fixes that problem by using the CODE for subsystems that's already in place to force owners of freighters to choose between a predefined subset of fittings. thus, the designer already knows how much tank it can have, how fast it can align and how much it can carry and there are no variations outside of the predefined ones.

if you really need to, you can call them "Retrofits" or "hull specializations" or better yet call them "lets not get hung up in semantics and understand that the problem as presented is this: we don't want the ship to be boring, we want people to feel in control, but we don't want to create a balance nightmare where people feel they must fly one type of ship or they are terrible at eve. given the budget and time constraints we work with, we cant spend months redesigning the hull, so we work with we already have."

hows that for a name?
Traedar
InterStellar Trading Syndicate
#2508 - 2014-05-31 00:12:21 UTC
I think that giving freighters low slots and not giving them access to a DCU is a bit underwhelming of a change.

Also it is pretty well known they are very gankable and carrying more than a couple bil in the cargo is taking a chance. So you give it less EHP? Boggle.

poeetje
Aliastra
Gallente Federation
#2509 - 2014-05-31 00:44:04 UTC
hi I think you need to take a look at the number for the charon freighters because by my number it should read 430000 not 465000
Scynonymz
Eden Ranch Injector Spa
#2510 - 2014-05-31 01:00:37 UTC
Traedar wrote:
I think that giving freighters low slots and not giving them access to a DCU is a bit underwhelming of a change.

Also it is pretty well known they are very gankable and carrying more than a couple bil in the cargo is taking a chance. So you give it less EHP? Boggle.



Yeah.. why give them 100% CPU reduction to Reinforced Bulkheads and not just 100% CPU reduction to modules requiring Hull Upgrades?
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#2511 - 2014-05-31 01:09:18 UTC
Scynonymz wrote:
Traedar wrote:
I think that giving freighters low slots and not giving them access to a DCU is a bit underwhelming of a change.

Also it is pretty well known they are very gankable and carrying more than a couple bil in the cargo is taking a chance. So you give it less EHP? Boggle.



Yeah.. why give them 100% CPU reduction to Reinforced Bulkheads and not just 100% CPU reduction to modules requiring Hull Upgrades?

Because they specifically don't want them fitting DCU's would be my guess.
Rowells
Blackwater USA Inc.
Pandemic Horde
#2512 - 2014-05-31 01:13:06 UTC
Tyberius Franklin wrote:
Scynonymz wrote:
Traedar wrote:
I think that giving freighters low slots and not giving them access to a DCU is a bit underwhelming of a change.

Also it is pretty well known they are very gankable and carrying more than a couple bil in the cargo is taking a chance. So you give it less EHP? Boggle.



Yeah.. why give them 100% CPU reduction to Reinforced Bulkheads and not just 100% CPU reduction to modules requiring Hull Upgrades?

Because they specifically don't want them fitting DCU's would be my guess.

What he said.

1 DCUII > 3 bulkheads. And still allow for other mods.
Sgt Ocker
What Corp is it
#2513 - 2014-05-31 01:38:56 UTC  |  Edited by: Sgt Ocker
Sniper Smith wrote:
GreenSeed wrote:
@op

both lowslots and rigs are bad ideas and this thread naught is full of good arguments to base that assertion on. so just use the subsystem code, its already there. then add subsystems only for the freighter hulls and balance them directly.

voilà, you avoid all the balance issues of using lowslots, and the unacceptable limitations of capital rigs.

all they need is two or three subsystem slots, and 3 subsystem types, one warp speed, one racial tank, and last one agility/speed. each subsystem eating up different values of cargo and all of them using the racial industrial skill for their values.

if you make all three subsystems fit in any slot, people can mix and match subsystems to configure the freighter for what they need. and making them use the industrial skill for their stats will keep old people from bitching, since they already have the racial industrial at V due to the old freighter skill prereqs.

and as far as dev time goes, copy paste the T3 code, its fairly recent so stuff should explode for no reason. and as far as assets and UI... its already there.

i'll say the same thing i said about the T1 indus rebalance, go nuts. there's no preconception on what a freighter should be, other than "it moves stuff, lots of it" whether it be subsystems or fixed stats, people don't care so long as they still can "move a lot of stuff".

also, make the subsystems use PI stuff for manufacture. because im sitting on a lot of that crap and NOONE IS BUYING IT.

ty in advance.


Subsystems are for T3's.. Freighters are not T3's, ergo no subsystems.

And if you can't sell your PI, you're probably doing something wrong :p

Subsystem is the most viable and "fair" balance proposal but is not as straight forward and easily implemented as low slots.

Jump Freighters - The available choices are not "real choices" for many jump freighter pilots.
Maximum cargo capacity is the only real option they have. Players aren't suddenly going to start paying 100% more to have things moved via JF. I don't fly a JF to be nice, I fly it to make isk.
As a Rhea pilot I have 2 choices here - Lose 50% income - Or - Earn the same income and be the highest risk JF.
112,500 shield with next to no resist and no way to increase them is just very POOR balance.

When balancing, T 2 ships they are all balanced individually, shield ships have more shield slots and less armor slots. Not all lowslots and NO tanking slots.

Here we have 4 different factions being balanced the same way (poorly) with only 2 of the 4 having the ability to fit optimally.

The only real way Jump Freighters can be "Balanced" is - Rigs or Subsystems.
Subsystems are by far the best option - These are T2 ships, so 2 Subsystem slots is not moving away from T2 functionality.

Subsystems could be,
1, Shield - Passive Invul > 25% increase to all resists > - 25% to cargo capacity
2, Armor - Adaptive Nano > 25% increase to all resists > -25% to cargo capacity
3, Cargo - Cargo Hold Optimizer > 50% increase to cargo capacity > -25% to speed, -2% agility
4, Covert Align > Ship will remain passively cloaked for an additional 5 seconds while aligning > only 1 can be installed, -37.5% to cargo capacity
5, Escape Velocity > 500% increase to speed for 5 seconds > only 1 can be installed, -37.5% Cargo capacity

How did subsystems for freighters come about?
New technology has been discovered, which will lead to major changes to the way the largest haulers are utilized.

A small group of enterprising young capsuleers have discovered new components through salvaging large, so far unidentified wrecks, in previously unknown space. Through reverse engineering, it was found these components could be made into subsystems suitable for use on freighters.
Due to the nature and limited availability of these new modules, they are expected to fetch extremely high prices.
It has also been discovered through testing that there is a possibility these modules will drop as loot if the ship they a on is destroyed.
They are often damaged when the ship is destroyed which requires repair before they can be reused. Thankfully the repair can be carried out by obtaining a repair BPC, these BPC's are generated as a by product of the reverse engineering.
The cost of repair is estimated to be around 50% of the actual build cost, this is made possible due to the skill of the original capsuleers when reverse engineering the primary components. The main components of these subsystems are rare and will be extremely expensive but the secondary items, required for manufacturing & repair are readily available T2 salvage items.

I could go on but your already bored and hate the idea, like it (but don't want to read my ramblings), or just don't care either way.

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.

Celly Smunt
Neutin Local LLC
#2514 - 2014-05-31 02:35:48 UTC
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.


Which Kinda sucks because I went and bought 4 BPOs only to later read about the change...
*sigh*

o/
Celly Smunt


Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator.

Sniper Smith
Center for Advanced Studies
Gallente Federation
#2515 - 2014-05-31 03:10:16 UTC
GreenSeed wrote:
if you really need to, you can call them "Retrofits" or "hull specializations" or better yet call them "lets not get hung up in semantics and understand that the problem as presented is this: we don't want the ship to be boring, we want people to feel in control, but we don't want to create a balance nightmare where people feel they must fly one type of ship or they are terrible at eve. given the budget and time constraints we work with, we cant spend months redesigning the hull, so we work with we already have."

hows that for a name?

Your "problem" doesn't exist.

The changes as proposed are fine, far better than Rigs were, and the whole Subsystem idea, which IS for T3's, that's what they are coded around, is just silly.. You want to use a system T3's use, in a way they don't use them.. then say it's simple cause the code is new.. no.. what you're asking for is a whole new form of slot that isn't needed.

All the issues are addressed by lowslots.. If needed CCP can add more low slot items like they are with Jump Fuel Conservation, and with the Warpspeed, but wanting them to white up a whole new system for a non-issue for ships used by a very small amount of New Eden is silly.

The ships are fine, you pick the hull for cargo, agility, speed, or tank, then you fit it the way you want.. more tank less space, more space less tank, more warp speed, more agility.. you pick.. No new mods to invent, research, manufacture, etc [well some new ones, but those are for things they couldn't do in the first place..].

No what you are asking for is for a whole new slot to be added, with new modules, new balance to be tested, all for one class of ship.. Then you want to push it to the live server, which means if, like subs you REQUIRE them for the ship to do anything, means no freighters can do anything for the weeks and months it takes to manufacture the modules, that will be sold at costs that make current capital rigs look cheap.. all so I can do what I can do right now on Sisi with 3 low slots.


The fact you can fit a few BAD armor mods on ships doesn't make them viable for tanking. They add **** all to the EHP, and are far worse than a bulkhead. There's no special advancement that the Armor ships are getting over shield ones.. I will have no problem continuing to fly my Charon on the 3rd.. I will have a problem flying my Fenrir, but that's just because it's still gonna be an ugly ass sandcrawler.

You're taking edge case scenarios, that no one out side of EFT users give a hoot about, and trying to make a big deal about it. By your logic there are only 2 Freighters used now, most cargo, and most tank.. why would anyone use the others ? Yet I know for a fact they are all widely used.

And the idea that there's only one JF used is just as silly.. sure the tank and the like isn't as big an issue, but the FUEL is.. Many people pick their JF by Fuel type, be it the type they already use for their caps/supers, or the one most available in their region of space.

Pull your heads out of stats and look around Eve.. Eve in the few cases where there really is a truly OPTIMAL ship to use, it's still not used by everyone.. Even when the Procuror was the most useless ship in Eve, I had no problems selling them. And that's when using that ship was bad on every level.. You're arguing about such minor differences only 12 people notice, and I bet half of them don't even use the ships in question.
Sniper Smith
Center for Advanced Studies
Gallente Federation
#2516 - 2014-05-31 03:15:38 UTC
Tyberius Franklin wrote:
Scynonymz wrote:
Traedar wrote:
I think that giving freighters low slots and not giving them access to a DCU is a bit underwhelming of a change.

Also it is pretty well known they are very gankable and carrying more than a couple bil in the cargo is taking a chance. So you give it less EHP? Boggle.



Yeah.. why give them 100% CPU reduction to Reinforced Bulkheads and not just 100% CPU reduction to modules requiring Hull Upgrades?

Because they specifically don't want them fitting DCU's would be my guess.

Correct.

If you get DCU II's, then CCP is taking away 2/3rd of the base tank, meaning you ALWAYS need to have a DCU II, or be hauling stuff so cheap you should probably just trash it. They are not gonna make freighters invincible, or nearly so. The way it is now you can already get more tank than you ever could before. Just be happy with that, and be happy it's not Rigs that you can't swap (and cost as much as your Freighter) or some silly subsystems that won't be available for weeks or months, and will cost more JF's do for months if not years..
Christopher Mabata
Northern Accounts and Systems
#2517 - 2014-05-31 03:41:58 UTC
As underwhelming as it may seem a T2 Damage Control on a freighter would give it too much tank, especially with 2 RF Bulkheads attached to supplement. You may be moving valuable cargo and across long distances but you don't need 60-80% of the Hull hit-points of an Unfitted carrier in total. Not for a 1.2 Bil Cargo hold with an engine and optional Jump Drive that comes with a free cool paint job.

Lets admit it, most normal freighters don't leave high sec space, where they don't need that kind of tank, if anything jump freighters should be able to fit them because despite their situation they are still in more danger than a normal freighter going from Jita to Amarr 6 times a day.

There has to Risk involved in everything you do in EVE, if your really that concerned about a gank be smart about it and take steps to better protect such an investment. You know like don't go through Niarja with 6,000,000,000 In Cargo during prime time?

Just a thought

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

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Sgt Ocker
What Corp is it
#2518 - 2014-05-31 04:53:10 UTC
Sniper Smith wrote:
GreenSeed wrote:
if you really need to, you can call them "Retrofits" or "hull specializations" or better yet call them "lets not get hung up in semantics and understand that the problem as presented is this: we don't want the ship to be boring, we want people to feel in control, but we don't want to create a balance nightmare where people feel they must fly one type of ship or they are terrible at eve. given the budget and time constraints we work with, we cant spend months redesigning the hull, so we work with we already have."

hows that for a name?

Your "problem" doesn't exist.

The changes as proposed are fine, far better than Rigs were, and the whole Subsystem idea, which IS for T3's, that's what they are coded around, is just silly.. You want to use a system T3's use, in a way they don't use them.. then say it's simple cause the code is new.. no.. what you're asking for is a whole new form of slot that isn't needed.

All the issues are addressed by lowslots.. If needed CCP can add more low slot items like they are with Jump Fuel Conservation, and with the Warpspeed, but wanting them to white up a whole new system for a non-issue for ships used by a very small amount of New Eden is silly.

The ships are fine, you pick the hull for cargo, agility, speed, or tank, then you fit it the way you want.. more tank less space, more space less tank, more warp speed, more agility.. you pick..


The fact you can fit a few BAD armor mods on ships doesn't make them viable for tanking. They add **** all to the EHP, and are far worse than a bulkhead.


And the idea that there's only one JF used is just as silly.. sure the tank and the like isn't as big an issue, but the FUEL is.. Many people pick their JF by Fuel type, be it the type they already use for their caps/supers, or the one most available in their region of space.

So your saying a Jump Freighter with 669,626 EHP resist profile of E78.3% T71.8% K71.5% X73.9% is no better off than one with, 583,129 EHP, resist profile E50.0% T35.0% K34.4% X40.0%.
NB; Both profiles are the same max skill jump freighter, both max tank fits,1 fit for Armor, the other fit for hull.

Sorry but I think you need to take a lesson in how tanking works. Those "BAD" armor mods (adaptive nano plating) add 86k EHP, more than T2 bulkheads and increase the chances of survival enormously.

Why is it not possible to create subsystems for Freighters?
You say "because they are for T3's" - How did T3's come about? Why should T3's be the "only" ships able to fit subsystems?

What is so hard about asking CCP (who have people who write code and invent new things for a living) to do something new (mobile depots, mobile tractor units, micro jump drives, etc) and create a subsystem platform suitable for freighters?
Is it because they don't have time? Or because it is too hard? Or just because you say it is not needed?

People pick the best ship for their needs, if you do logistics for a large alliance, you want a JF that has the most cargo space.
Whether your super uses the same fuel as your JF is not a big deal. Naglfar and Moros are the 2 favoured Dreads, Archon is the favoured Carrier. I have and use 1 of each but use a Rhea for a JF because when I am doing logistics, I want to be able to carry as much as possible. What fuel it uses is secondary, why add to the already high risk of moving JF's around by having to do a 2nd trip because you couldn't fit as much in.
As for using the most readily available fuel, I and many other JF pilots cover a LOT of space, what is most readily available in my home system is not so readily available where i operate most.

There is an opportunity here for Devs to do something unique, add something new to TQ that involves more than just T2 blueprint - It would add new exploration, add a new facet to Reverse Engineering, create valid choices for freighter pilots, add to the income of those who hunt freighters for a living and more.

I chose the Rhea as my base due to having 1 and knowing what I expect and would like from it but the same applies to every freighter. Right now 4 of the 8 available T1 and T2 freighters have a real choice in how they fit, why not do something new and give all freighters real and valid choices?

Time delay of subsystems becoming available is not an issue, CCP have delayed introducing updates in the past. Freighters could easily continue on as they do now for a few more months. None of the proposed changes are set in stone and simply because you see them as acceptable doesn't mean they are the best option or can't be changed. Originally freighters were to be given rigs, now it is lowslots, why not subsystems (or even call them removable rigs if it helps with your T3 issue)
I'm looking at something new that could add content - Your saying, it can't be done. That is a little narrow minded

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.

Christopher Mabata
Northern Accounts and Systems
#2519 - 2014-05-31 05:00:06 UTC
Sgt Ocker wrote:
Sniper Smith wrote:
GreenSeed wrote:
if you really need to, you can call them "Retrofits" or "hull specializations" or better yet call them "lets not get hung up in semantics and understand that the problem as presented is this: we don't want the ship to be boring, we want people to feel in control, but we don't want to create a balance nightmare where people feel they must fly one type of ship or they are terrible at eve. given the budget and time constraints we work with, we cant spend months redesigning the hull, so we work with we already have."

hows that for a name?

Your "problem" doesn't exist.

The changes as proposed are fine, far better than Rigs were, and the whole Subsystem idea, which IS for T3's, that's what they are coded around, is just silly.. You want to use a system T3's use, in a way they don't use them.. then say it's simple cause the code is new.. no.. what you're asking for is a whole new form of slot that isn't needed.

All the issues are addressed by lowslots.. If needed CCP can add more low slot items like they are with Jump Fuel Conservation, and with the Warpspeed, but wanting them to white up a whole new system for a non-issue for ships used by a very small amount of New Eden is silly.

The ships are fine, you pick the hull for cargo, agility, speed, or tank, then you fit it the way you want.. more tank less space, more space less tank, more warp speed, more agility.. you pick..


The fact you can fit a few BAD armor mods on ships doesn't make them viable for tanking. They add **** all to the EHP, and are far worse than a bulkhead.


And the idea that there's only one JF used is just as silly.. sure the tank and the like isn't as big an issue, but the FUEL is.. Many people pick their JF by Fuel type, be it the type they already use for their caps/supers, or the one most available in their region of space.

So your saying a Jump Freighter with 669,626 EHP resist profile of E78.3% T71.8% K71.5% X73.9% is no better off than one with, 583,129 EHP, resist profile E50.0% T35.0% K34.4% X40.0%.
NB; Both profiles are the same max skill jump freighter, both max tank fits,1 fit for Armor, the other fit for hull.

Sorry but I think you need to take a lesson in how tanking works. Those "BAD" armor mods (adaptive nano plating) add 86k EHP, more than T2 bulkheads and increase the chances of survival enormously.

Why is it not possible to create subsystems for Freighters?
You say "because they are for T3's" - How did T3's come about? Why should T3's be the "only" ships able to fit subsystems?

What is so hard about asking CCP (who have people who write code and invent new things for a living) to do something new (mobile depots, mobile tractor units, micro jump drives, etc) and create a subsystem platform suitable for freighters?
Is it because they don't have time? Or because it is too hard? Or just because you say it is not needed?

People pick the best ship for their needs, if you do logistics for a large alliance, you want a JF that has the most cargo space.
Whether your super uses the same fuel as your JF is not a big deal. Naglfar and Moros are the 2 favoured Dreads, Archon is the favoured Carrier. I have and use 1 of each but use a Rhea for a JF because when I am doing logistics, I want to be able to carry as much as possible. What fuel it uses is secondary, why add to the already high risk of moving JF's around by having to do a 2nd trip because you couldn't fit as much in.
As for using the most readily available fuel, I and many other JF pilots cover a LOT of space, what is most readily available in my home system is not so readily available where i operate most.

There is an opportunity here for Devs to do something unique, add something new to TQ that involves more than just T2 blueprint - It would add new exploration, add a new facet to Reverse Engineering, create valid choices for freighter pilots, add to the income of those who hunt freighters for a living and more.

I chose the Rhea as my base due to having 1 and knowing what I expect and would like from it but the same applies to every freighter. Right now 4 of the 8 available T1 and T2 freighters have a real choice in how they fit, why not do something new and give all freighters real and valid choices?

Time delay of subsystems becoming available is not an issue, CCP have delayed introducing updates in the past. Freighters could easily continue on as they do now for a few more months. None of the proposed changes are set in stone and simply because you see them as acceptable doesn't mean they are the best option or can't be changed. Originally freighters were to be given rigs, now it is lowslots, why not subsystems (or even call them removable rigs if it helps with your T3 issue)
I'm looking at something new that could add content - Your saying, it can't be done. That is a little narrow minded


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If you realized how sub-systems came about you would know it was the reverse engineering of Sleeper technology that lead to an evolution of fitting and designing ship platforms, specifically on cruiser sized hulls. Ship platforms built off of Certain fullerides and requiring reverse engineered sleeper tech. All of which freighters do not require in the current meta, so to give freighters subs not only would make no sense ( as subsystems offer bonuses to mods fitted to ships such as weapons or propulsion ((Which freighters don't have ) and also change the dynamic look of the ship, which freighters dont need either )) but also requires an overhaul of their manufacturing system and in a way that stays in the confines of the lore of the game as well. You know for the RP Guys and gals out there and for balance
( Not me BTW )

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#2520 - 2014-05-31 05:27:54 UTC  |  Edited by: Sgt Ocker
Christopher Mabata wrote:

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If you realized how sub-systems came about you would know it was the reverse engineering of Sleeper technology that lead to an evolution of fitting and designing ship platforms, specifically on cruiser sized hulls. Ship platforms built off of Certain fullerides and requiring reverse engineered sleeper tech. All of which freighters do not require in the current meta, so to give freighters subs not only would make no sense ( as subsystems offer bonuses to mods fitted to ships such as weapons or propulsion ((Which freighters don't have ) and also change the dynamic look of the ship, which freighters dont need either )) but also requires an overhaul of their manufacturing system and in a way that stays in the confines of the lore of the game as well. You know for the RP Guys and gals out there and for balance
( Not me BTW )

Sorry but there is that narrow minded - We can't look outside the box, attitude again.

The only thing stopping freighters being given subsystems is - well nothing really.
All subsystems affect different things on different ships.
Why would it not be possible to create something similar for Freighters, or even Frigates for that matter.

A subsystem is just that - A SUB SYSTEM - it is not tied to "certain" fullerides or production techniques, that is a restriction you just placed on them and is not a real restriction.

Each subsystem offers a unique enhancement which is only restricted by imagination and willingness of Devs.

If it is the name "SubSystem" that is your only sticking point, by all means call them something else - The principal is sound.

If low slots are the only alternative, then make all freighters Armor and Hull tankers so the available low slots give equal benefit to all. So all 8 freighters can have valid choices, the balance needs to lend itself to all freighters being able to fit max racial tank.
Or, open the box and do something new. (I vote for new)

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.