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T3 - Pirate Subsystems

Author
Bohneik Itohn
10.K
#21 - 2014-06-17 15:27:45 UTC
Khan'Wulf wrote:
Excellent suggestion. I've been thinking the same, along the lines that pirate subsystems could make up the missing "5th" subsystem for each area.

I don't see a problem with making T3 ships both more versatile and powerful, since their cost is many times that of T2 ships and their pilots risk skill point loss on destruction.

T3 ships shine when blinged-out, but the same is true if applied to other cruisers (especially pirate cruisers).

--Khan'wulf


Agreed, no one said these hulls or subsystems were going to be cheap either, and that's something that's often overlooked in balancing discussions - the isk to performance ratio.

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Aakkonen
Yoyodyne Industries
#22 - 2014-06-19 14:05:54 UTC
I would use them even if its only cosmetical, but, 1+ from me :D

Bad Jokes since -09.... Fly Safe! o7

Frostys Virpio
State War Academy
Caldari State
#23 - 2014-06-19 14:24:23 UTC
Bohneik Itohn wrote:
Khan'Wulf wrote:
Excellent suggestion. I've been thinking the same, along the lines that pirate subsystems could make up the missing "5th" subsystem for each area.

I don't see a problem with making T3 ships both more versatile and powerful, since their cost is many times that of T2 ships and their pilots risk skill point loss on destruction.

T3 ships shine when blinged-out, but the same is true if applied to other cruisers (especially pirate cruisers).

--Khan'wulf


Agreed, no one said these hulls or subsystems were going to be cheap either, and that's something that's often overlooked in balancing discussions - the isk to performance ratio.


It's usually ignored because cost is not a balancing factor.
Rroff
Antagonistic Tendencies
#24 - 2014-06-19 14:26:11 UTC  |  Edited by: Rroff
Not quite pirate but I'd love a prot in fed navy camo :D

Frostys Virpio wrote:

It's usually ignored because cost is not a balancing factor.


Its something I have some degree of issue with as things like t3s being a tiny bit OP and costing a lot makes them interesting, perfectly balancing them to fit in with other ships would make them stand out a lot less = makes things less interesting = people less interested in the game = not a good thing. You need a little bit of that to give a game flavor.
Rectile
Warped
#25 - 2014-06-19 15:08:14 UTC
Sigras wrote:
Actually, if it were me I would make a pirate hull that could fit both race's subsystems.

It would be kinda hard to balance, but can you imagine a sansha T3 flying with both caldari and amarr subsystems?

It even makes sense that the pirates would make a ship that can kluge on either races subsystems.


I can see this happening
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#26 - 2014-06-21 07:44:40 UTC
Bohneik Itohn wrote:
Khan'Wulf wrote:
Excellent suggestion. I've been thinking the same, along the lines that pirate subsystems could make up the missing "5th" subsystem for each area.

I don't see a problem with making T3 ships both more versatile and powerful, since their cost is many times that of T2 ships and their pilots risk skill point loss on destruction.

T3 ships shine when blinged-out, but the same is true if applied to other cruisers (especially pirate cruisers).

--Khan'wulf


Agreed, no one said these hulls or subsystems were going to be cheap either, and that's something that's often overlooked in balancing discussions - the isk to performance ratio.

That is because isk is not a constant. When I first started out and I was mining veldspar in an Osprey, (back when it was a mining ship!) 20m isk was a huge amount to me. Now I'm out ratting in null and I make that in minutes. Alliances with moons and/or manufacturing setups and the like make much more.

TL:DR
ISK has no set value to any one person, so it is not really suitable as a balancing factor.



Anyway. Thinking about this a bit and it could well be as simple as offering Pirate Offensive Subsystems that can fit into one of the appropriate Hulls in place of the usual ones.

Guristas - Tengu - Similar offensive bonuses to the Gila.
Serpentis - Proteus - Similar offensive bonuses to the Vigilant.
Angels - Loki - Similar offensive bonuses to the Cynabel, as well as improving the agility and speed just a tad more.
Blood Raiders - Legion - Similar offensive bonuses to the Ashimmu, as well as the stasis web bonus.
Sansha - Legion - Similar offensive bonuses to the Phantasm, but with additional bonuses to AB velocity.

I would really love to see what aestetic changes could come about, (as well as the paint schemes.) Imagine Tengu's that don't look like a cat fish or Loki's that don't look like a bottle opener had a baby with a medieval torture device!
Bohneik Itohn
10.K
#27 - 2014-06-21 13:08:31 UTC
When you were mining Veld in an Osprey 20m isk is supposed to be a huge chunk to you. Ratting in null is intended to make that in a few minutes because you have not only invested a decent amount of time in the game to get the SP to do so but you also invested expensive assets and put them at risk to do so. You don't rat in your Osprey you used to mine in do you?

Eve has it's progression just like any other game, and the open market has done a good job of balancing the cost of ships to their effectiveness at earning isk with a scant few exceptions. Why would a new set of subsystems and hulls be any different?

Isk is not constant, which is why the market experiences inflation and fluctuations in prices. Are null alliances going to find it worth their while to triple the cost of their T3 doctrines for the benefit these subsystems and hulls offer? Not very likely. Blinging out your T3 will always remain something individuals who earn a lot of isk by using that T3 in high reward situations do as a simple means of splurging.

Solo Ratting Tengu's that wander around in Wormholes come to mind as the most prominent example of this. They see an average price range of 1.2 to 1.8 bil in C3's and C4's, because they make a silly amount of isk right up until the moment the pilot stops checking D-scan.

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Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#28 - 2014-06-21 20:50:58 UTC
I get that, but the market would decide the price, not CCP, therefore it is not a viable balance criteria.

I believe what you meant was the production value compared to regular T3 stuff. That value is dictated by time, effort and material availability. Not ISK.

But hey, making the production process require various amounts of the resources used in both racial subsystems, or even completed subsystems themselves.
Bohneik Itohn
10.K
#29 - 2014-06-21 21:00:26 UTC
Hakan MacTrew wrote:
I get that, but the market would decide the price, not CCP, therefore it is not a viable balance criteria.

I believe what you meant was the production value compared to regular T3 stuff. That value is dictated by time, effort and material availability. Not ISK.

But hey, making the production process require various amounts of the resources used in both racial subsystems, or even completed subsystems themselves.


Production? Who said anything about production? These are pirate faction, bud. How many pirate faction items get mass produced?

Look at the prices of other faction items. Market seems to be doing well with them, and there are quite a few of them that are punitively expensive and only necessary for E-peen and hilarious killmails.

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Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#30 - 2014-06-21 21:37:02 UTC
Bohneik Itohn wrote:
Hakan MacTrew wrote:
I get that, but the market would decide the price, not CCP, therefore it is not a viable balance criteria.

I believe what you meant was the production value compared to regular T3 stuff. That value is dictated by time, effort and material availability. Not ISK.

But hey, making the production process require various amounts of the resources used in both racial subsystems, or even completed subsystems themselves.


Production? Who said anything about production? These are pirate faction, bud. How many pirate faction items get mass produced?

Look at the prices of other faction items. Market seems to be doing well with them, and there are quite a few of them that are punitively expensive and only necessary for E-peen and hilarious killmails.

Feel free to highlight the part where I said the word 'mass'. And last I checked faction ships get built by players from blueprints. Given that Subsystems affect the actual hull of the ship, thus being an integral requirement, I believe they should be given the same treatment as ships in that regard.

No ready to use T3 components are dropped by anything, (except maybe the occasional loot pinata carrier, but they don't count - what with them being owned by players and all.) They are all built by players, with materials aquired by players. I would hope to see some sort of schematic that could be used in conjunction with two suitable relics, plus both races associated gubbins, to reverse engineer a pirate subsystem BPC.

When was the last time you saw an NPC drop T2 gear? (Salvage not withstanding...) But hey, lets just get them to skip that and head right on to T3! If you are suggesting that these 'Pirate T3' subs should be just another drop like a module, then I feel that much of the point of T3's would be lost.

And, if these subs were in fact to be aquired hrough a simple loot drop then you're idea of price being used as a balancing medium is even worse. Players decide prices via supply and demand, not CCP.
Bohneik Itohn
10.K
#31 - 2014-06-21 21:56:21 UTC
Hakan MacTrew wrote:
Bohneik Itohn wrote:
Hakan MacTrew wrote:
I get that, but the market would decide the price, not CCP, therefore it is not a viable balance criteria.

I believe what you meant was the production value compared to regular T3 stuff. That value is dictated by time, effort and material availability. Not ISK.

But hey, making the production process require various amounts of the resources used in both racial subsystems, or even completed subsystems themselves.


Production? Who said anything about production? These are pirate faction, bud. How many pirate faction items get mass produced?

Look at the prices of other faction items. Market seems to be doing well with them, and there are quite a few of them that are punitively expensive and only necessary for E-peen and hilarious killmails.

Feel free to highlight the part where I said the word 'mass'. And last I checked faction ships get built by players from blueprints. Given that Subsystems affect the actual hull of the ship, thus being an integral requirement, I believe they should be given the same treatment as ships in that regard.

No ready to use T3 components are dropped by anything, (except maybe the occasional loot pinata carrier, but they don't count - what with them being owned by players and all.) They are all built by players, with materials aquired by players. I would hope to see some sort of schematic that could be used in conjunction with two suitable relics, plus both races associated gubbins, to reverse engineer a pirate subsystem BPC.

When was the last time you saw an NPC drop T2 gear? (Salvage not withstanding...) But hey, lets just get them to skip that and head right on to T3! If you are suggesting that these 'Pirate T3' subs should be just another drop like a module, then I feel that much of the point of T3's would be lost.

And, if these subs were in fact to be aquired hrough a simple loot drop then you're idea of price being used as a balancing medium is even worse. Players decide prices via supply and demand, not CCP.


True Sansha, Shadow, Domination, Dread Gurista, all of these faction items, plus deadspace items, are drop only in either anomalies or combat signatures that need to be probed down. There's no problem with making the subsystems, or the materials required to make the subsystems, drop in the same way.

Pirate ship BPC's come from two sources: The LP store and drops. Every other ship BPO or BPC can be acquired by other means. The cost in the LP store directly controls the prices of the ships though, with the exception of Mordu's legion for the present day because of various reasons.

Ever manufactured a pirate ship? It costs peanuts compared to the BPC. Literally 80-90% of the cost is the BPC, and that cost will not fluctuate by any significant degree unless something drastic happens to the value of the LP for that faction.

Should faction subsystems be implemented, I'd expect them to cost as much as a standard T3 hull at a minimum, and that cost is easily achieved by drop rates. Should pirate hulls be implemented, I full expect them to match or exceed pirate BS hulls in price. 100% achievable if prices are dictated through the LP store, but if they are drop only (which would make more sense) expect them to be ridiculously expensive collector's items.

Wait, CCP kills kittens now too?!  - Freyya

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Jason Bouchard
Federal Navy Academy
Gallente Federation
#32 - 2014-06-22 03:51:24 UTC  |  Edited by: Jason Bouchard
Both of the two main ideas (pirate hulls that can fit both race's subsystems and pirate subsystems themselves) seem like interesting ideas, although I also agree with those who say that price alone cannot be a balancing factor (look at Titans or Outposts). Perhaps the most logical risk factor (which I don't think I've seen anyone mention) is losing MULTIPLE racial subsystem levels every time you lose either a pirate hull or a regular hull using pirate subsystems.

The other thing to consider is that certain empire factions are "components" of pirate factions more than others. The Gallente spaceship skills, for instance, are as of Kronos, required for 5 out of the 7 pirate factions, while most other racial ship skills only grant access to 3 factions. The Caldari used to have the narrowest options as far as pirate factions went with only 2 pirate factions before Mordu's Legion ships were introduced. To give a brief overview:


  • Gallente: Serpentis, Guristas, Angel Cartel, Sisters of Eve, Mordu's Legion
  • Amarr: Sisters, Blood Raiders, Sansha
  • Minmatar: Blood Raiders, Serpentis, Angels
  • Caldari: Mordu's Legion, Guristas, Sansha


Furthermore, look the way the racial ship skills are combined:


  • Gallente/Caldari: Guristas, Mordu's Legion
  • Amarr/Minmatar: Blood Raiders
  • Gallente/Minmatar: Angel Cartel, Serpentis
  • Amarr/Caldari: Sansha
  • Gallente/Amarr: Sisters of Eve
  • Minmatar/Caldari: nothing


While a little bit more even than the earlier breakdown, this still shows the underlying causes of some issues that arise when trying to deal with the skills involved in either suggestion (pirate hulls or pirate subsystems)

For Pirate Hulls Using the Current Subsystems

  • No rewards for cross-training Minmatar and Caldari (although that's not a new issue with pirate ships)

  • Gallentean and Matari subsystems would be the most versatile and/or most used and would probably therefore see a rapid increase in demand

  • Caldari subsystems are only used on the least-used pirate factions like Sansha and Mordu

  • Looking at Offensive/Defensive Subsystems, would it make sense or be acceptable to have, for example a Sansha T3 Cruiser that could either armor or shield tank and use missiles or lasers, depending on the mix of Amarr and Caldari subsystems?


For Pirate Subsystems Used on the Current T3 Hulls


  • Still no rewards for cross-training Minmatar and Caldari (again, not a new issue, but something to bear in mind)

  • Assuming each faction gets its own subsystem set, there would be five sets of subsystems using the Gallente skills and three for all the others. Does this mean that I can fit a Sansha laser subsystem on a Tengu? Is that TOO versatile, even for a T3?

  • The Proteus, as the Gallentean T3, raises a particular problem when it comes to questioning the issue of being too versatile. A Proteus could fit a Mordu's missile subsystem or a Sister's laser subsystem, giving it access to every weapon system in the game. Additionally, it could fit a Mordu's or Guristas shield defensive system, allowing it to shield tank or armor tank effectively. And on top of that, by using a Guristas or Angel Cartel defensive subsystem, a Proteus could also (presumably) use the Caldari or Minmatar resist profiles, respectively, since those are the resist profiles those two pirate factions use. Even though there is some degree of uncertainty in predicting EXACTLY what a Proteus will be using (unless you're really good at identifying the subsystems on the hull), you know that it will be using either hybrid guns or drones and will be most likely armor tanked using the Gallentean resist profile of kinetic/thermal.

  • From a CCP standpoint, this would be a much bigger project than simply whipping up four new hulls and maybe tweaking some small things with the existing subsystems for balancing, both with designing new subsystems and probably handling the way the game makes you lose a subsystem skill if the idea I mentioned at the beginning of losing skills from multiple racial subsystems skills is implemented, because now the game would need to look at all of your subsystems to determine what skills you lose instead of just your ship as I presume is what the code does currently.

  • Continuing on from the last point, if I have a Proteus with a mix of Angel, Mordu, and Sisters subsystems, would I lose a skill level in a skill from ALL of the racial subsystem skill groups? Is that a fair risk vs. reward scenario, depending on how effective those subsystems all work together? Also, if my Angel's subsystem is a propulsion subsystem, should I lose my Minmatar Propulsion Subsystems skill every time I lose it or should my other Minmatar Subsystem skills be at risk? If the first option is used, which Gallente skill should I lose? Sounds like a coding disaster to me.

  • If you had, as some have suggested, pirate subsystems that could only fit into certain T3s (like a Guristas subsystem that was only compatible with a Tengu), you could reduce ships like the Proteus from becoming overly versatile, but then that could make even more work from CCP, having to create FIVE new Proteus subsystem sets and THREE for each of the others, and thus TWO whole subsystem sets for each pirate faction.


While I'll admit that the idea of merging pirate factions with T3's is interesting, it's a bit of a can of Worms from my perspective (yes, that was a Guristas pun), and at any rate should be addressed AFTER the already-planned T3 rebalance, because for all we know Rise and Fozzie have more in mind than just buffing the currently unpopular subsystems.
elitatwo
Zansha Expansion
#33 - 2014-06-22 05:14:08 UTC
Yang Xinhai wrote:
-snip - some random bad idea


Translation:

I am powah creep, gives mah more powah to zee most op ships in zee game, ditch zee rest.

Zee End

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#34 - 2014-06-22 08:35:26 UTC
Kaarous Aldurald wrote:
And if they can make the ship look like the respective pirate ship designs, even better.

I'm now imagining T3's with an odd patchwork of various pirates' paint jobs on parts of them...that could end up a little messy >_<

thhief ghabmoef

Nevyn Auscent
Broke Sauce
#35 - 2014-06-22 10:21:11 UTC
Ellendras Silver wrote:
the last thing we need is a buff on T3 ships, another point is but i am no industrial type it could have great impact on industry people that make subsystems and or T3 hulls for income

Actually, a buff on some area's of T3's would be a good thing.
Only certain combinations of T3's are OP (Mainly their Cov Ops/Probing config & their ubber tank/DPS config options)
A lot of the combinations are badly under powered.

But yea... before we add to T3's lets get them fixed first.
Ellendras Silver
CrashCat Corporation
#36 - 2014-06-22 15:40:49 UTC
Nevyn Auscent wrote:
Ellendras Silver wrote:
the last thing we need is a buff on T3 ships, another point is but i am no industrial type it could have great impact on industry people that make subsystems and or T3 hulls for income

Actually, a buff on some area's of T3's would be a good thing.
Only certain combinations of T3's are OP (Mainly their Cov Ops/Probing config & their ubber tank/DPS config options)
A lot of the combinations are badly under powered.

But yea... before we add to T3's lets get them fixed first.


right maybe you and i have a different opinion on what is buff/nerf and that other thingy called balance, you state only certain combinations are OP and then name all they are used for pretty much What? making them more versatile is not on topic if you ask me. this thread is for making them even more powerfull even in the fields where they are way too powerfull to begin with

[u]Carpe noctem[/u]

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#37 - 2014-06-22 16:19:32 UTC
Bohneik Itohn wrote:
True Sansha, Shadow, Domination, Dread Gurista, all of these faction items, plus deadspace items, are drop only in either anomalies or combat signatures that need to be probed down. There's no problem with making the subsystems, or the materials required to make the subsystems, drop in the same way.

Pirate ship BPC's come from two sources: The LP store and drops. Every other ship BPO or BPC can be acquired by other means. The cost in the LP store directly controls the prices of the ships though, with the exception of Mordu's legion for the present day because of various reasons.

Ever manufactured a pirate ship? It costs peanuts compared to the BPC. Literally 80-90% of the cost is the BPC, and that cost will not fluctuate by any significant degree unless something drastic happens to the value of the LP for that faction.

Should faction subsystems be implemented, I'd expect them to cost as much as a standard T3 hull at a minimum, and that cost is easily achieved by drop rates. Should pirate hulls be implemented, I full expect them to match or exceed pirate BS hulls in price. 100% achievable if prices are dictated through the LP store, but if they are drop only (which would make more sense) expect them to be ridiculously expensive collector's items.


So your reasoning is that if it's Pirate based it should be drop and LP store only. My argument is that they would be both Pirate and T3 based, so they should be procured through a combination of drops and production.

And CCP does not set a value on LP, players do. There are very, very few items on the market that CCP decides the price of. The majority of those are BPO's, Skill Books and other items linked to NPC buy and sell orders.

Yes, I have built Pirate BS's, the current production cost makes up about 20% of the actual market value, but that has changed. It used to be less than 10% a year ago. The BS rebalances changed the values and the Pirate ship rebalancing changed it more.

How is the value of a T3 hull or its subsystems decided? They are totally decided by the producers as there is no LP store or drop rate for them, only their materials.

Also, you state that Pirate T3 gear should cost equal or more than regular T3 gear, but that would only really be the case if it was a significant improvement over the origionals. However, when you actually look at the bonuses that Pirate vessels have, they equate to a mixture of specialised subsystems that are available to each of the races.
Take the Vindicator, it has bonuses to Hyrbid damage and tracking, (like the Proteus offesive options,) but it also has a web effectiveness bonus, (similar to the Loki's web range bonus.)


So, looking at it, pirate T3's - by the very nature of T3 - would need to be more adaptable and powerful versions of their cruiser equivelants. That does make them over powered. Yet, if they are not more adaptable then there would be no point in them. I guess that, even though they would be very cool, they would just be too versatile and too powerful...

The only reasonable option then would be to provide a single Subsytem for each Pirate group that could be integrated into a specific hull to change the way the ship works, but not so significantly that it would be game breaking.

As examples:
A defensive Sansha sub for the Legion that gives shield tanking bonuses and mids, but also an Afterburner bonus.
An offensive Guristas sub the Tengu that opens up drone capabilities with minor missile bonuses.
An electronic Serpentis sub for the Proteus that gives a bonus to web effectiveness.

Crucially, these subs would prevent insane combinations like a proteus with a warp disruption and web bonuses, as well as bonuses to close range DPS. It would also be important to limit the use of the subs to "One pirate subsystem per T3 hull" to also prevent potential cross overs.

And it is a shame that the Mordu's ships had to be Caldari/Gallente rather than the origionally intended Caldari/Minmatar. I am hopeful there will be a new group though that focuses on that combination.
Bohneik Itohn
10.K
#38 - 2014-06-23 03:49:12 UTC
There were a lot of things being misread over the last page, so I'm not going to quote anything or anybody. It'd just add to the confusion.

T3's are by nature supposed to be versatile, it's because the systems are unbalanced that they are not as versatile as CCP anticipated, and Fozzie and Rise have specifically stated that the rebalance will add versatility. Versatility is not something you should be worried about adding to T3's.

No one said anything about pirate hulls and subsystems costing as much as standard hulls and subsystems. I personally said that they would cost several times more than the standard, and this should be expected, and is a balancing factor regardless of what the 1% may or may not accomplish with them, because if they want to pay stupid amounts of isk to break the game they're going to do it regardless of what is made available to them. Paying 3-5 billion isk for a T3 is not going to put it on par with a 3-5 billion isk capital, or a 3-5 billion marauder. Not now, not after the rebalance, and not, if they were implemented, after pirate subsystems and hulls.

Can you pimp out a T3 and get a silly amount of performance out of a cruiser hull? Sure. Will that T3 still die horribly to any ship with less than half the cost that's fit to be a hard counter? You betchya, and that's not going to change, because the law of diminishing returns bites deep when you get above T2 fittings.

Oh, and I never asked for anything better for these hulls and subsystems, just different. Subsystems that give bonuses relative to the pirate factions, and hulls that allow the combination of subsystems from separate races (should they be capable of being balanced in this fashion after the rebalance, which I think would take a Herculean amount of effort).

It's easy to scream power creep when nobody is posting numbers and attributes, sure. But how the hell are we supposed to suggest how to balance this crap when T3's are going in for surgery and none of it is balanced to begin with? Yes that means we're early bringing it up, but what better time to have it considered than before or during the rebalance, when T3's are being scrutinized more closely than ever?

Everybody needs to get off the assumption that anyone asking for anything new is by default asking for something better. Sometimes we just want something new.

Wait, CCP kills kittens now too?!  - Freyya

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