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Player Features and Ideas Discussion

 
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Hard Stripes --Ship Replacement Upgrade

Author
Nikk Narrel
Moonlit Bonsai
#81 - 2014-10-22 14:12:16 UTC
Corraidhin Farsaidh wrote:
Nikk Narrel wrote:


1. But it would never be an endless supply. At some point, the player behind each ship would need to exit the game for sleep, family obligation, work, or something similar.
I find it loses credibility to suggest that ships with proven vulnerabilities could accomplish more than superior fighting vessels.
Unless, of course, you are predicting an influx of previously non-pvp players, who don't ever need to log out.

Not even the goons actually pull that one off, they simply have so many numbers it just seems that way.

2. Here, you apparently suggest that the so-called free ships would be piloted by players of such skill, that the difference in quality alongside known vulnerabilities, would be clearly overcome.
There are many gate-camps which have a proven track record of persistently destroying shipping, and of better quality targets defensively.
If you mean to suggest that great numbers of players will suddenly work together, that do not already do so, then we will see EVE activity levels go up accordingly.

3. Player attitudes? Correct, at least up to a point.
Keep in mind, however, that attitudes are based off of perception most of all.


1) I'm not suggesting this would be a sustained 24/7 attack, but enough players online for the usual operating times of a smaller corp would cause huge difficulties without any tangible cost to themselves.

2) I have a friend who destroyed a rohk as part of a battle venture fleet. Ships don't get much more disproportianate but you are proposing up to free BS for players. This can never be a good idea in my mind.

3) A free ship won't make players go somewhere they don't want to go. They would rather stay in their favoured familiar ship performing their favoured activities. Those players willing to try something new already will do and will pay the cost in ship and fittings to do so. We need to give players more incentives to try something new (and lose stuff in the process) rather than free stuff that will be easily abused to the detriment of all.

1. The problem here tracks back to a smaller corp not having enough members to defend with.
I doubt either of us would suggest that the larger corp is likely to value ISK over player time, regarding such campaigns.
They often have ship replacement programs already.
It should be worth noting, that both sides would have this equally available to them.
One side having more members is not going to change because of this.

2. Your friend sounds awesome. Such an accomplishment makes a great story to inspire with.
That being said, this sounds like an exception to the normal course of events.
I feel safe in saying there are good reasons why NPC ships in missions have a reputation for losing.

3. I haven't heard anything convincing that demonstrates abuse here.
I feel you can't effectively argue that players won't use this idea, then suggest they will abuse it, all while doing nothing they would not have done were the idea to not exist.

Giving players the incentive to try something new, is being accomplished by this idea that the ship and fittings won't be the price.
Their time will be.
And as I have heard spoken in the past, you did not waste your time if you enjoyed yourself.

I can think of no wiser view, when judging something like a game.

We are expecting players who already have the ISK, to invest their time.
It is foolish to suggest that they could not earn back any ISK that they lost, but that takes far more time than they would spend enjoying the experience.
They do not enjoy themselves earning the ISK itself, compared to other game aspects. They consider that every time they think about how best to spend that ISK.

This idea is aimed at the players who are willing to invest the time playing, in a meaningful way to them, but not so much the time demanded to recover losses from such.
At least, not until they get a taste for the experience, and the confidence that they can make it worth the ISK & the time both.
Nikk Narrel
Moonlit Bonsai
#82 - 2014-10-22 14:20:29 UTC
Corraidhin Farsaidh wrote:
Ix Method wrote:
Four pages of people telling you why this is an awful idea not enough?.


Probably wants a page of faction 'No's' for free...Blink

Clearly the opinions stated against the idea lacked a crucial detail.

Some gave obvious indication that they never understood the idea, and their response was against what they had assumed the idea was.
Such an uninformed reply wastes everyone's time.

Some assumed that unfounded results would occur, which I try to take the time and point out the insurmountable gap in logic.

But each response, I genuinely consider. Have they pointed out a flaw, which cannot be corrected?

Each time, I must honestly answer that with a no.

But, I am patient. Someone might point out a detail I had missed, where I would need to either consider adjusting the idea, or abandoning it.

So far, the OP has considered each point in it's base form, although I did need to update the wording to explain it better at points.
Ix Method
Doomheim
#83 - 2014-10-22 15:26:38 UTC
Nikk Narrel wrote:
Corraidhin Farsaidh wrote:
Ix Method wrote:
Four pages of people telling you why this is an awful idea not enough?.


Probably wants a page of faction 'No's' for free...Blink

Clearly the opinions stated against the idea lacked a crucial detail.

Yes, that must be it Lol

Travelling at the speed of love.

Nikk Narrel
Moonlit Bonsai
#84 - 2014-10-22 16:02:09 UTC
Ix Method wrote:
Nikk Narrel wrote:
Corraidhin Farsaidh wrote:
Ix Method wrote:
Four pages of people telling you why this is an awful idea not enough?.


Probably wants a page of faction 'No's' for free...Blink

Clearly the opinions stated against the idea lacked a crucial detail.

Yes, that must be it Lol

Please, I invite you to present a genuine flaw, regarding this.

So far, I have answered the market disaster argument.
A. These ships cannot be backed into direct profit through either sale, transfer, or reprocessing.
B. These ships are inferior to player built examples, and will not threaten significantly even smaller classes of player sourced shipping.

I have addressed the infinite resource argument.
That is an obvious straw man, when you recall that the key element in their use is a player, and no matter how many of these they might use, they still log out at the end of their play session.

If the player already engaged in non-mission PvP, then this will degrade their efforts if used. I will rise above my bruised feelings if someone uses one to attack me, and take the kill mail as my consolation.
If the player DOES NOT already engage in non-mission PvP, then this will be entirely new content for everyone they encounter.
It is far from unreasonable to consider they might grow to appreciate non-mission PvP, and invest ISK to bring up their results.

The worst case scenario, which I believe is supported by evidence we can all verify, is actually the current state of affairs, where these potential players continue to avoid other areas of the game.
Takeshi Kumamato
Blaze Orange Expeditions
#85 - 2014-10-22 20:20:47 UTC
Nikk Narrel wrote:

I don't have the actual statistics for the NPC ships typically found in missions.
I am not sure anyone outside of the devs could actually claim to have them.
That said, I expect they could be reverse engineered if needed, by someone. And that assumes it has not already been done.

But those are the ships I refer to here.

And while being controlled by players could improve their performance, which is certainly true, the glaring weaknesses of their known offensive and defensive limitations would ensure they never hold value comparable to player built items.

You're essentially asking for upgrades to the noobship. What improvements do you think would be needed to get players to take their noobships into risky space but won't be comparable to player-built ships?

If you need stats for NPC ships, they are found here:

http://games.chruker.dk/eve_online/npc_ships.php?supergroup=9&return_to=

Keep in mind that most of the ships listed are overpowered compared to player-built ships in some way, even the frigates. They have unlimited lock range, capless weapons and tank, and zero inertia, which means they warp instantly. So if you're listing statistics, you'd need to list hislots, midslots, lowslots, sensor strength, lock range, inertia, mass, cpu, powergrid, armor, shield, hull, shield recharge time, capacitor recharge time, capacitor capacity, cargo bay, drone bay, ship bonuses, etc.

Putting actual statistics down would help resolve all these questions about economic impact and suicide ganking.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#86 - 2014-10-22 20:36:17 UTC
one way to abuse these ships...have a bumping ship hold a freighter and just keep bringing a new free ship each time you get popped by concord...assuming you don't just use enough free BS/BC to perform the gank in the first place...I doubt even NPC BC/BC have less dps than a gank cat.

Give players free ships and they probably will use them. This means less sales of player built ships, modules, rigs and absolutely would have an impact on the market. Probably a major impact on t1 ships and mods since these would be the nearest player built equivalent. %'s on these goods from manufacture are small already and such a mechanic would probably kill any hisec t1 manufacture.

No to free stuff. You want to fly it you buy it, no ifs no buts.
Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#87 - 2014-10-22 20:44:49 UTC
The hole point of the current ship replacement program is to prevent you from ending up with nothing.

What I mean is, imagine losing all your ships, modules, isk, etc. If the game didn't give you a ship, then you would have no way of doing anything in the game.

Trading: Takes isk to make buy orders and complete said buy orders
Mining: Requires a ship
Stealing: Pods don't have cargo holds
Mission running: Unless it's one of the recon missions where all you have to do is move through the gates, you're SOL.


You would basically have to get a hand out.

So the game gives you a ship so you can at least start again after losing it all.


If I were to suggest anything, it would be a way to change it so I get the ship upon request instead of automatically (although I never really looked for such an option so it might be there already).

http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

CCP's true, butthurt, colors.

Because those who can't do themselves keep others from doing too.

Nikk Narrel
Moonlit Bonsai
#88 - 2014-10-22 20:50:08 UTC
Corraidhin Farsaidh wrote:
one way to abuse these ships...have a bumping ship hold a freighter and just keep bringing a new free ship each time you get popped by concord...assuming you don't just use enough free BS/BC to perform the gank in the first place...I doubt even NPC BC/BC have less dps than a gank cat.

Give players free ships and they probably will use them. This means less sales of player built ships, modules, rigs and absolutely would have an impact on the market. Probably a major impact on t1 ships and mods since these would be the nearest player built equivalent. %'s on these goods from manufacture are small already and such a mechanic would probably kill any hisec t1 manufacture.

No to free stuff. You want to fly it you buy it, no ifs no buts.

I think that you are assuming two things.

1. This assumes that it is not already possible. It assumes that you could not procure a set of low end hulls to use already, which due to trivial cost still allow equivalent usage.
It doesn't take much in the way of fittings to bump something. Quite likely a bare hull could do it.

2. It assumes that, barring number 1 above, these would not be balanced to perform at below player built needs for such a described abuse.

To note: this is a rather specific form of abuse, and one for which I would not expect to attract players who do not already indulge in this.
As such, pointing out they might save the cost of a hull already considered a disposable expense seems pointless to me.
Nikk Narrel
Moonlit Bonsai
#89 - 2014-10-22 20:56:53 UTC
Takeshi Kumamato wrote:
If you need stats for NPC ships, they are found here:

http://games.chruker.dk/eve_online/npc_ships.php?supergroup=9&return_to=

Keep in mind that most of the ships listed are overpowered compared to player-built ships in some way, even the frigates. They have unlimited lock range, capless weapons and tank, and zero inertia, which means they warp instantly. So if you're listing statistics, you'd need to list hislots, midslots, lowslots, sensor strength, lock range, inertia, mass, cpu, powergrid, armor, shield, hull, shield recharge time, capacitor recharge time, capacitor capacity, cargo bay, drone bay, ship bonuses, etc.

Putting actual statistics down would help resolve all these questions about economic impact and suicide ganking.

I feel secure suggesting that many of the 'overpowered' aspects exist to make these NPC ships more challenging, as the ships were probably not considered challenging enough otherwise.

Player creativeness and adaptability required, in effect, that these ships be able to cheat in this manner.

Take out the cheats.
In many cases, outright reverse them.

As an example, instead of warping instantly, twice the required time of their T1 counterparts, etc.

Make the T1 hulls seem overpowered and amazing by comparison.

Make these the Rent-A-Wrecks of the EVE universe.
Takeshi Kumamato
Blaze Orange Expeditions
#90 - 2014-10-22 21:10:36 UTC
Nikk Narrel wrote:

I feel secure suggesting that many of the 'overpowered' aspects exist to make these NPC ships more challenging, as the ships were probably not considered challenging enough otherwise.

Player creativeness and adaptability required, in effect, that these ships be able to cheat in this manner.

Take out the cheats.
In many cases, outright reverse them.

As an example, instead of warping instantly, twice the required time of their T1 counterparts, etc.

Make the T1 hulls seem overpowered and amazing by comparison.

Make these the Rent-A-Wrecks of the EVE universe.

How will your proposed ships be any different from our current noobships in terms of capabilities? Please be specific.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#91 - 2014-10-22 21:12:52 UTC
Nikk Narrel wrote:
Corraidhin Farsaidh wrote:
one way to abuse these ships...have a bumping ship hold a freighter and just keep bringing a new free ship each time you get popped by concord...assuming you don't just use enough free BS/BC to perform the gank in the first place...I doubt even NPC BC/BC have less dps than a gank cat.

Give players free ships and they probably will use them. This means less sales of player built ships, modules, rigs and absolutely would have an impact on the market. Probably a major impact on t1 ships and mods since these would be the nearest player built equivalent. %'s on these goods from manufacture are small already and such a mechanic would probably kill any hisec t1 manufacture.

No to free stuff. You want to fly it you buy it, no ifs no buts.

I think that you are assuming two things.

1. This assumes that it is not already possible. It assumes that you could not procure a set of low end hulls to use already, which due to trivial cost still allow equivalent usage.
It doesn't take much in the way of fittings to bump something. Quite likely a bare hull could do it.

2. It assumes that, barring number 1 above, these would not be balanced to perform at below player built needs for such a described abuse.

To note: this is a rather specific form of abuse, and one for which I would not expect to attract players who do not already indulge in this.
As such, pointing out they might save the cost of a hull already considered a disposable expense seems pointless to me.


gankers balance the cost of the hulls used against the possible value of the tareget. Make it free to gank and it will rise exponentially as there is no cost to the gankers. I'll repeat that...*no* cost. So nothing to balance and therefore no reason not to simply gank everything and stifle any movement in eve. As you say it is one use case, I'm sure there would be many many more.
Nikk Narrel
Moonlit Bonsai
#92 - 2014-10-22 21:49:24 UTC
Corraidhin Farsaidh wrote:
gankers balance the cost of the hulls used against the possible value of the tareget. Make it free to gank and it will rise exponentially as there is no cost to the gankers. I'll repeat that...*no* cost. So nothing to balance and therefore no reason not to simply gank everything and stifle any movement in eve. As you say it is one use case, I'm sure there would be many many more.

This, to me, has the distinct feel of a balance issue.
I am thinking the answer to this, would be that the player would lose faction with the ship supplier they used.

After all, the faction doesn't necessarily want to be associated with unlawful activities, in such an open and public display.
But I have faith that the devs could resolve it.

Perhaps something even simpler, such as a timer cooldown every time an upgraded ship is issued in this manner.

Everything has consequences.
Nikk Narrel
Moonlit Bonsai
#93 - 2014-10-22 22:02:17 UTC
Takeshi Kumamato wrote:
Nikk Narrel wrote:

I feel secure suggesting that many of the 'overpowered' aspects exist to make these NPC ships more challenging, as the ships were probably not considered challenging enough otherwise.

Player creativeness and adaptability required, in effect, that these ships be able to cheat in this manner.

Take out the cheats.
In many cases, outright reverse them.

As an example, instead of warping instantly, twice the required time of their T1 counterparts, etc.

Make the T1 hulls seem overpowered and amazing by comparison.

Make these the Rent-A-Wrecks of the EVE universe.

How will your proposed ships be any different from our current noobships in terms of capabilities? Please be specific.

Three levels of upgrade from each faction, many of which have secondary options.

That is a lot of ships, so let me put out guidelines rather than specific details.

The ships would be copies of the NPC ships, which were fought either for or against during player missions.
(Maybe an option to use impounded hardware?)

Each faction would have the characteristic damage type locked in, but no option for rigs.
They would also have the familiar weaknesses to their defenses.
(Popping one of these should take no more time than the NPC would expect to survive)

Ammunition would have a rate of fire penalty, but offset partially by the need to lock in specific ammo usage.
(The ships would only fire specific provided ammunition, must be obtained from the station directly)

This will need some brainstorming, and I believe adjusting during testing for balance.

As an example: overheating.
Treat all activate-able modules as suffering from overheating damage?
(Stop the damage at a certain point, and have it slowly recover, perhaps up to a point?)
Takeshi Kumamato
Blaze Orange Expeditions
#94 - 2014-10-22 23:06:57 UTC  |  Edited by: Takeshi Kumamato
Nikk Narrel wrote:

That is a lot of ships, so let me put out guidelines rather than specific details.

The ships would be copies of the NPC ships, which were fought either for or against during player missions.
(Maybe an option to use impounded hardware?)

Each faction would have the characteristic damage type locked in, but no option for rigs.
They would also have the familiar weaknesses to their defenses.
(Popping one of these should take no more time than the NPC would expect to survive)

Ammunition would have a rate of fire penalty, but offset partially by the need to lock in specific ammo usage.
(The ships would only fire specific provided ammunition, must be obtained from the station directly)

This will need some brainstorming, and I believe adjusting during testing for balance.

As an example: overheating.
Treat all activate-able modules as suffering from overheating damage?
(Stop the damage at a certain point, and have it slowly recover, perhaps up to a point?)

Noobships are free, can fit different weapon types, don't have a rate of fire penalty, can fit defensive mods to adjust their resistances, and don't have an overheating penalty.

Why would anyone want to fly your proposed ships if noobships provide the same capabalities but without so many penalties? Do they do better damage? Are they faster? Do they have better defenses?
Nikk Narrel
Moonlit Bonsai
#95 - 2014-10-23 13:42:06 UTC
Takeshi Kumamato wrote:
Noobships are free, can fit different weapon types, don't have a rate of fire penalty, can fit defensive mods to adjust their resistances, and don't have an overheating penalty.

The current starter frigate would remain unchanged by this.
It would defeat part of it's purpose, (as an upgrade to the pod itself), if it were diminished further.

Takeshi Kumamato wrote:
Why would anyone want to fly your proposed ships if noobships provide the same capabalities but without so many penalties? Do they do better damage? Are they faster? Do they have better defenses?

None of the above.

Player purchased goods will remain significantly better, in every way.

That being said, I believe that the best way to generate interest by certain groups, would be to let them have a free play with inferior ships.
They know these ships are a handicap, but being free, they still offer a light ISK way to get a taste for other play styles.

After all, they won't make much meaningful progress at their level of missions. Why not try the new toy in a new way?
Takeshi Kumamato
Blaze Orange Expeditions
#96 - 2014-10-23 17:39:27 UTC
Nikk Narrel wrote:

Takeshi Kumamato wrote:
Why would anyone want to fly your proposed ships if noobships provide the same capabalities but without so many penalties? Do they do better damage? Are they faster? Do they have better defenses?

None of the above.

Player purchased goods will remain significantly better, in every way.

That being said, I believe that the best way to generate interest by certain groups, would be to let them have a free play with inferior ships.
They know these ships are a handicap, but being free, they still offer a light ISK way to get a taste for other play styles.

After all, they won't make much meaningful progress at their level of missions. Why not try the new toy in a new way?

So these ships do not provide better damage than noobships, are not faster than noobships, and do not have better defenses than noobships. If players are not using noobships to get a taste for other play styles, then why would giving them subpar options to even the noobship change this behavior?
Nikk Narrel
Moonlit Bonsai
#97 - 2014-10-23 19:14:57 UTC
Takeshi Kumamato wrote:
Nikk Narrel wrote:

Takeshi Kumamato wrote:
Why would anyone want to fly your proposed ships if noobships provide the same capabalities but without so many penalties? Do they do better damage? Are they faster? Do they have better defenses?

None of the above.

Player purchased goods will remain significantly better, in every way.

That being said, I believe that the best way to generate interest by certain groups, would be to let them have a free play with inferior ships.
They know these ships are a handicap, but being free, they still offer a light ISK way to get a taste for other play styles.

After all, they won't make much meaningful progress at their level of missions. Why not try the new toy in a new way?

So these ships do not provide better damage than noobships, are not faster than noobships, and do not have better defenses than noobships. If players are not using noobships to get a taste for other play styles, then why would giving them subpar options to even the noobship change this behavior?

Ok, quick clarification here:

To me, the noobship is the racial oriented frigate you get at no cost, when you are in an outpost with just your pod.
If you are using it in another context, then my responses may be misdirected.

The noobship, obviously, is not a player purchased item normally. In my view, any presence they may hold on the market is for sheer novelty.

I am comparing the upgraded replacement vessel to it's T1 counterparts of the same size class, available on the market.
Cruiser to cruiser, BS to BS, etc.
James Baboli
Warp to Pharmacy
#98 - 2014-10-23 19:19:08 UTC
Nikk Narrel wrote:
Takeshi Kumamato wrote:
Nikk Narrel wrote:

Takeshi Kumamato wrote:
Why would anyone want to fly your proposed ships if noobships provide the same capabalities but without so many penalties? Do they do better damage? Are they faster? Do they have better defenses?

None of the above.

Player purchased goods will remain significantly better, in every way.

That being said, I believe that the best way to generate interest by certain groups, would be to let them have a free play with inferior ships.
They know these ships are a handicap, but being free, they still offer a light ISK way to get a taste for other play styles.

After all, they won't make much meaningful progress at their level of missions. Why not try the new toy in a new way?

So these ships do not provide better damage than noobships, are not faster than noobships, and do not have better defenses than noobships. If players are not using noobships to get a taste for other play styles, then why would giving them subpar options to even the noobship change this behavior?

Ok, quick clarification here:

To me, the noobship is the racial oriented frigate you get at no cost, when you are in an outpost with just your pod.
If you are using it in another context, then my responses may be misdirected.

The noobship, obviously, is not a player purchased item normally. In my view, any presence they may hold on the market is for sheer novelty.

I am comparing the upgraded replacement vessel to it's T1 counterparts of the same size class, available on the market.
Cruiser to cruiser, BS to BS, etc.


Which means that your free cruiser still out DPS's most destroyers in alpha. Your Battleship still out DPSs most cruisers in alpha, etc.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Nikk Narrel
Moonlit Bonsai
#99 - 2014-10-23 19:39:31 UTC
James Baboli wrote:
Which means that your free cruiser still out DPS's most destroyers in alpha. Your Battleship still out DPSs most cruisers in alpha, etc.

Only when facing targets of the same size class as the replacement ship.

The battleship will not out DPS a cruiser, when firing on a cruiser.

Part of the reason why players would have lower options, is that bigger is not always better.

For example, while the faction cruiser option for mission level 4, (upgrade level 3), would not be better than the player sold T1 ships, it would be better than the cruiser from mission level 3, (upgrade level 2).

The battleship from upgrade level 3 would still hit BS sized targets better than either of those cruisers, but those cruisers would hit cruiser sized targets more effectively than the BS.

This is, of course, assuming comparable player skill, and realistic levels of preparation.
(No fail-fit on the cruiser in the example)
James Baboli
Warp to Pharmacy
#100 - 2014-10-23 19:43:49 UTC
Nikk Narrel wrote:
James Baboli wrote:
Which means that your free cruiser still out DPS's most destroyers in alpha. Your Battleship still out DPSs most cruisers in alpha, etc.

Only when facing targets of the same size class as the replacement ship.

The battleship will not out DPS a cruiser, when firing on a cruiser.

Part of the reason why players would have lower options, is that bigger is not always better.

For example, while the faction cruiser option for mission level 4, (upgrade level 3), would not be better than the player sold T1 ships, it would be better than the cruiser from mission level 3, (upgrade level 2).

The battleship from upgrade level 3 would still hit BS sized targets better than either of those cruisers, but those cruisers would hit cruiser sized targets more effectively than the BS.

This is, of course, assuming comparable player skill, and realistic levels of preparation.
(No fail-fit on the cruiser in the example)


Now, lets assume that you have to do something like grind towers, or suicide gank freighters. These give little downside for the increased difficulty in applying damage, so these sorts of things strongly need to be addressed. Also, they still need to be viable to fly in something other than extreme edge cases, lest they be another target spectrum breaker level flop.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp