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Player Features and Ideas Discussion

 
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Hard Stripes --Ship Replacement Upgrade

Author
Nikk Narrel
Moonlit Bonsai
#121 - 2014-10-24 19:22:40 UTC
Corraidhin Farsaidh wrote:
Nikk Narrel wrote:
...blather...


OK lets boil it down to basics. If these ships have any value they will be used in place of player built ships since this is cheaper. This takes sales from the market and there is no way to deny this. None. I know you will but that just shows a blatant refusal to accept what everybody is telling you.

If the ships have no value (to avoid market damage) then what would be the point wasting ccp time in adding them?

Any player who wishes to PvP will already do so. Any player who does not wish to PvP certainly would not be enticed to do so by being offered a sub-par ship that will simply highlight just how rubbish their PvP skills really are (artificially so since they are flying an awful ships assuming it has no impact on the marlet). In fact this would even put the few % of wavering PvP players off since it would make them believe they have even worse skills than they actually do.

I deny your premise, that these ships must fit into one of two equally invalid categories.

As to PvP, there needs to be low impact options which enable, if not encourage, interaction.

Quote:
Then what would be the point wasting ccp time in adding them?


These ships, will accomplish two things:
1. Create content for all sides. The Player flying the free ship is still playing the game, even if they expect to lose in a fight.
They won't need to avoid the fight because of replacement anxiety, at least.

2. Grant an outlet for low ISK players to participate.
Heck, getting a roam of these things together could be a blast, despite knowing a much smaller force is able to fight you effectively.
Nikk Narrel
Moonlit Bonsai
#122 - 2014-10-24 19:39:10 UTC
Iain Cariaba wrote:
1) The DPS output of a catalyst is pretty much locked as well, yet we all know the havoc caused by certain groups in them. Catalysts also have a set damage profile, which can be tanked against, yet we see multiple losses to them every day. Your argument here fails.

2) You have no clue at all. Given the option between a 10mil catalyst or a free battleship, if the battleship does a reasonable amount of DPS compared to the catalyst, gankers will choose the freebie every time. Your argument here fails.

3.1) The grind to level 4 missions is not that long, even shorter when using a fresh alt funded by an older alt. You'd better believe people will train up a cruiser to run level 3 missions to unlock that free battleship. Your argument fails here.
3.2) Two groups: CODE. and The Ministry of Love. Your argument fails here.

4) You have repeatedly been given more than opinion. The fact that you're dismissive of any argument not supportive of your bad idea is indicitive that you aren't capable of admitting you are wrong.

1. Locked? You mean you can't choose different ammunition types?
We see multiple losses to NPC ships in missions too, are they unexpectedly dangerous, or are their opponents guilty of poor judgement and planning instead?

2. So, a clumsy battleship with known damage types appears. Maybe your PvE ship can't kill it, but then in high sec your defense is based around surviving for Concord.
The key point here is that this ship is, unit for unit, significantly less effective than market sourced options.
Foolish players learn by experience, it is hoped.

3. This really seems surprising, that you would claim this:
Groups will train together in order to better advance up to level 4 missions.
At that point, they will inexplicably begin using less efficient ships to work together as a group, requiring additional time and effort to accomplish their goals.
Despite not having a solid argument as to why they would use the level 3 BS, rather than a faster market sourced ship, they will apparently choose this.
Considering they will lose ISK over the long run, as these free ships are notably less efficient grinding missions, you expect they don't care about losing this ISK because they avoided investing in a ship, which they already had to have in order to reach level 4 missions in the first place.

4. I'm terribly sorry, did a post get deleted where a fatal flaw was described, which I did not afterword demonstrate as in error, or limited to opinion alone?
Iain Cariaba
#123 - 2014-10-24 20:06:17 UTC
Nikk Narrel wrote:
1. Locked? You mean you can't choose different ammunition types?
We see multiple losses to NPC ships in missions too, are they unexpectedly dangerous, or are their opponents guilty of poor judgement and planning instead?

2. So, a clumsy battleship with known damage types appears. Maybe your PvE ship can't kill it, but then in high sec your defense is based around surviving for Concord.
The key point here is that this ship is, unit for unit, significantly less effective than market sourced options.
Foolish players learn by experience, it is hoped.

3. This really seems surprising, that you would claim this:
Groups will train together in order to better advance up to level 4 missions.
At that point, they will inexplicably begin using less efficient ships to work together as a group, requiring additional time and effort to accomplish their goals.
Despite not having a solid argument as to why they would use the level 3 BS, rather than a faster market sourced ship, they will apparently choose this.
Considering they will lose ISK over the long run, as these free ships are notably less efficient grinding missions, you expect they don't care about losing this ISK because they avoided investing in a ship, which they already had to have in order to reach level 4 missions in the first place.

4. I'm terribly sorry, did a post get deleted where a fatal flaw was described, which I did not afterword demonstrate as in error, or limited to opinion alone?

1) Sure you can choose different ammo types, but if you use anything other than Null for t2 or faction anti-matter for t1 hybrid guns, you're doing less dps. Also, gankers get kills every day due to poor judgement and planning, your idea just makes it cheaper for the gankers.

2) Destroyers are unit for unit, weaker than a lot of ships, but still account for a large portion of all highsec kills. As far as highsec defense being based around waiting for concord, go tell that to the freighter pilots that have been losing ships left and right to MiniLuv and CODE..

3) Where did I say they would run missions as a group? As to why they would use the free ships rather than ones on the market... maybe because they're free. Why would a ganker spend isk on a ganking ship when your idea gives them an endless supply of free ganking ships for just a coupke weeks worth of grinding to level 4 missions. Note, you dont have to actually run a level 4 mission to have the standings to run one.

4) I'm terribly sorry, did I miss a post where you had a clue how bad your idea would be for the game, or one where you didn't summarily dismiss evidence as wrong simply because it didn't match your world view?
Nikk Narrel
Moonlit Bonsai
#124 - 2014-10-24 20:37:46 UTC
Iain Cariaba wrote:
1) Sure you can choose different ammo types, but if you use anything other than Null for t2 or faction anti-matter for t1 hybrid guns, you're doing less dps. Also, gankers get kills every day due to poor judgement and planning, your idea just makes it cheaper for the gankers.

2) Destroyers are unit for unit, weaker than a lot of ships, but still account for a large portion of all highsec kills. As far as highsec defense being based around waiting for concord, go tell that to the freighter pilots that have been losing ships left and right to MiniLuv and CODE..

3) Where did I say they would run missions as a group? As to why they would use the free ships rather than ones on the market... maybe because they're free. Why would a ganker spend isk on a ganking ship when your idea gives them an endless supply of free ganking ships for just a coupke weeks worth of grinding to level 4 missions. Note, you dont have to actually run a level 4 mission to have the standings to run one.

4) I'm terribly sorry, did I miss a post where you had a clue how bad your idea would be for the game, or one where you didn't summarily dismiss evidence as wrong simply because it didn't match your world view?

1. The ammo you describe is not available for use in the free ships. It would defeat their known damage type if it were.
I am not interested in suggesting game balance issues that rely on player error, either.
You are awfully focused on gankers, recently. Why would you expect a clumsy ship with poor dps to be chosen above one with a much higher chance of success?
The ship being free to fly doesn't come with expectations of income. Freighter bumping is a separate issue, beyond pointing out that these ships would be less effective for involvement.

2. These would be weaker than destroyers. I am sure some players will try to showboat their skills with a snowball launcher, if they think it will get recognition.

3. Sorry, that seemed to be what I read into your statement. Needless to say, the cruiser that they used for those level 3 missions would be more effective, at pretty much everything, compared to the BS in question.

4. Now, that is unkind. I am sure you are a decent person, despite the claim that I am refusing to take opinions and unfounded statements as solid facts.

Perhaps I should reinforce the concept, that I feel a ship can still be fun to fly, while being comparatively useless as a means to grind profits.
James Baboli
Warp to Pharmacy
#125 - 2014-10-24 20:50:56 UTC
There is no place in eve for a free, infinitely renewable, ship that is ever effective in any sort of combat beyond blobbing 10v1 on a rifter and you do not seem willing to accept this. A free ship of X size to do with as you want, regardless of the "investment of time" is going to unbalance the game, until that investment of time is completely prohibative (i.e. the BPCs for 9+ faction standing ) or costs something other than time that you are also turning a profit on.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Nikk Narrel
Moonlit Bonsai
#126 - 2014-10-24 21:02:06 UTC
James Baboli wrote:
There is no place in eve for a free, infinitely renewable, ship that is ever effective in any sort of combat beyond blobbing 10v1 on a rifter and you do not seem willing to accept this. A free ship of X size to do with as you want, regardless of the "investment of time" is going to unbalance the game, until that investment of time is completely prohibative (i.e. the BPCs for 9+ faction standing ) or costs something other than time that you are also turning a profit on.

I agree.

This thread is not about any ship as effective as you described.

Unless the rifter pilot made significant blunders, those attacking ships would be ineffective.

One of the key points of this whole idea is that the ships are designed to lose fights, and are only capable of winning against pilots making extremely bad choices.

EVE, it's about the fun.
Takeshi Kumamato
Blaze Orange Expeditions
#127 - 2014-10-24 21:14:59 UTC  |  Edited by: Takeshi Kumamato
Nikk Narrel wrote:

Except for the fact, that they would have failed against the target using the level 3 upgraded BS.
That Apocalypse would have shredded them like wet tissue paper, the same way it could be expected to annihilate the same number of ships in a mission.

If 21 of your upgraded level 3 battleships cannot destroy a single player-built battleship that, with all level 5 skills, does 625 dps and has a 196k omni-tank buffer, then your upgraded battleships would need to look statistically similar to our current rookie ships.

Assuming your upgraded battleships each did about 150 dps, they each would have needed LESS THAN 3,128 effective hitpoints, or else they would have destroyed that player-built Apoc. (Feel free to check my math; I assumed a constant instead of discrete rate of decay because I'm lazy).

Again, balance-wise, your upgraded ships cannot be better than our current noobships or else they will start affecting the player market.
Nikk Narrel
Moonlit Bonsai
#128 - 2014-10-24 21:33:56 UTC
Takeshi Kumamato wrote:
Nikk Narrel wrote:

That Apocalypse would have shredded them like wet tissue paper, the same way it could be expected to annihilate the same number of ships in a mission.

If 21 of your upgraded level 3 battleships cannot destroy a single player-built battleship that, with all level 5 skills, does 625 dps and has a 196k omni-tank buffer, then your upgraded battleships would need to look statistically similar to our current rookie ships.

Assuming your upgraded battleships each did about 150 dps, they each would have needed LESS THAN 3,128 effective hitpoints, or else they would have destroyed that player-built Apoc. (Feel free to check my math; I assumed a constant instead of discrete rate of decay because I'm lazy).

Again, balance-wise, your upgraded ships cannot be better than our current noobships or else they will start affecting the player market.

To begin with, that ship would have a choice. Stay or leave.
These replacement ships have locked fittings, meaning they could not hold it down.
Nor are they agile enough to bump another BS well enough to prevent warp exit.

If that navy Apoc determined that it needed to scram, it could.
If it decided to thrash a couple first, it could also do that.

If it was fitted for the correct damage resistance, than it could quite possibly tank long enough, to drop their numbers below critical need to overcome that tank.
Fitting the right damage type helps too.

The only hope of the free ship pilots, would be if the navy apoc player screwed up.

And I don't find it practical to suggest game balance be done around expectations of player error.

But I do say this, I would like to see that fight. It sounds interesting to me.
Iain Cariaba
#129 - 2014-10-24 21:49:56 UTC
Nikk Narrel wrote:
James Baboli wrote:
There is no place in eve for a free, infinitely renewable, ship that is ever effective in any sort of combat beyond blobbing 10v1 on a rifter and you do not seem willing to accept this. A free ship of X size to do with as you want, regardless of the "investment of time" is going to unbalance the game, until that investment of time is completely prohibative (i.e. the BPCs for 9+ faction standing ) or costs something other than time that you are also turning a profit on.

I agree.

This thread is not about any ship as effective as you described.

Unless the rifter pilot made significant blunders, those attacking ships would be ineffective.

One of the key points of this whole idea is that the ships are designed to lose fights, and are only capable of winning against pilots making extremely bad choices.

EVE, it's about the fun.

Oh look, we already have the ship you're refering to. It's called a rookie ship.

You started this idea wanting a free ship for space poor players to run level 4 missions, and have now compromised it down to the level of the already free rookie ships.

Time to admit your idea is a failure and move on.
James Baboli
Warp to Pharmacy
#130 - 2014-10-24 21:53:07 UTC
Iain Cariaba wrote:
Nikk Narrel wrote:
James Baboli wrote:
There is no place in eve for a free, infinitely renewable, ship that is ever effective in any sort of combat beyond blobbing 10v1 on a rifter and you do not seem willing to accept this. A free ship of X size to do with as you want, regardless of the "investment of time" is going to unbalance the game, until that investment of time is completely prohibative (i.e. the BPCs for 9+ faction standing ) or costs something other than time that you are also turning a profit on.

I agree.

This thread is not about any ship as effective as you described.

Unless the rifter pilot made significant blunders, those attacking ships would be ineffective.

One of the key points of this whole idea is that the ships are designed to lose fights, and are only capable of winning against pilots making extremely bad choices.

EVE, it's about the fun.

Oh look, we already have the ship you're refering to. It's called a rookie ship.

You started this idea wanting a free ship for space poor players to run level 4 missions, and have now compromised it down to the level of the already free rookie ships.

Time to admit your idea is a failure and move on.

This is what people have been trying to determine, is if these ships are A:) powerful enough to be useful in any situation, and thus effect the market or B:) not worth flying, owning or implementing.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Nikk Narrel
Moonlit Bonsai
#131 - 2014-10-24 21:55:27 UTC
Iain Cariaba wrote:
Nikk Narrel wrote:
James Baboli wrote:
There is no place in eve for a free, infinitely renewable, ship that is ever effective in any sort of combat beyond blobbing 10v1 on a rifter and you do not seem willing to accept this. A free ship of X size to do with as you want, regardless of the "investment of time" is going to unbalance the game, until that investment of time is completely prohibative (i.e. the BPCs for 9+ faction standing ) or costs something other than time that you are also turning a profit on.

I agree.

This thread is not about any ship as effective as you described.

Unless the rifter pilot made significant blunders, those attacking ships would be ineffective.

One of the key points of this whole idea is that the ships are designed to lose fights, and are only capable of winning against pilots making extremely bad choices.

EVE, it's about the fun.

Oh look, we already have the ship you're refering to. It's called a rookie ship.

You started this idea wanting a free ship for space poor players to run level 4 missions, and have now compromised it down to the level of the already free rookie ships.

Time to admit your idea is a failure and move on.

If the best your argument holds is twisting things this badly, perhaps you cannot contribute more.
It is not a ship for running missions at all, nor was it ever claimed to be designed for this.

But, thank you for your words in the past.
James Baboli
Warp to Pharmacy
#132 - 2014-10-24 21:58:35 UTC
OP wrote:

Expected advantage:
Mission runners may become willing to risk exposure in higher risk areas, such as low or null, with greater frequency.
This could include deliberate forays for non mission purposes, such as PvP.


This COULD include forays for non-mission purposes means that these are seen, at least as the idea stood in the OP, as primarily for PvE purposes, such as missions.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Nikk Narrel
Moonlit Bonsai
#133 - 2014-10-24 22:07:17 UTC
James Baboli wrote:
This is what people have been trying to determine, is if these ships are A:) powerful enough to be useful in any situation, and thus effect the market or B:) not worth flying, owning or implementing.

These ships are intended to fight losing battles, on the condition that they are not facing a pilot who screws up.

Fighting these should not be more difficult than fighting against the NPC ships in missions.
I am sure everyone accepts that losses in missions tend to only occur, when mistakes are made.

They are only effective at this diminished level against opponents of their own size class. Smaller targets being able to speed tank against their poor tracking, while bigger targets shrugging off their dps more directly.

Yes, it is possible a player might face them, and become overconfident. It happens, and the understanding of such would be as an incentive to expect a very small chance of victory.

Normal play ships bought off the market, do not rely on opponent failure, or to fight badly. These do.
That makes them no competition for market sourced goods.

As to not being worth flying, owning, or implementing, if your happiness in play relies on victory or profit, then no, these ships would never be for you.

They are for going out to have fun, and not caring if you win. You won't grind missions well at all in them, as they will take far longer to complete with, assuming they survive at all.

They are NOT for everyone, but then, this is the sandbox.
James Baboli
Warp to Pharmacy
#134 - 2014-10-24 22:10:29 UTC
Nikk Narrel wrote:
James Baboli wrote:
This is what people have been trying to determine, is if these ships are A:) powerful enough to be useful in any situation, and thus effect the market or B:) not worth flying, owning or implementing.

These ships are intended to fight losing battles, on the condition that they are not facing a pilot who screws up.

Fighting these should not be more difficult than fighting against the NPC ships in missions.
I am sure everyone accepts that losses in missions tend to only occur, when mistakes are made.

They are only effective at this diminished level against opponents of their own size class. Smaller targets being able to speed tank against their poor tracking, while bigger targets shrugging off their dps more directly.

Yes, it is possible a player might face them, and become overconfident. It happens, and the understanding of such would be as an incentive to expect a very small chance of victory.

Normal play ships bought off the market, do not rely on opponent failure, or to fight badly. These do.
That makes them no competition for market sourced goods.

As to not being worth flying, owning, or implementing, if your happiness in play relies on victory or profit, then no, these ships would never be for you.

They are for going out to have fun, and not caring if you win. You won't grind missions well at all in them, as they will take far longer to complete with, assuming they survive at all.

They are NOT for everyone, but then, this is the sandbox.


If they are that limited and locked in, then they are worth the dev time to get into game as they will be used once by a small handful of people and then sit unused forevermore.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Nikk Narrel
Moonlit Bonsai
#135 - 2014-10-24 22:12:51 UTC
James Baboli wrote:
OP wrote:

Expected advantage:
Mission runners may become willing to risk exposure in higher risk areas, such as low or null, with greater frequency.
This could include deliberate forays for non mission purposes, such as PvP.


This COULD include forays for non-mission purposes means that these are seen, at least as the idea stood in the OP, as primarily for PvE purposes, such as missions.

No.

I can give you the benefit of the doubt, and say you took the wrong meaning.

Put simply, I wrote the OP expecting that some who read it would need it spelled out plainly to them, how the ship was intended.

The first line pointed out how they could go into new areas.
The second line pointed out they could try new things.
It is worded as a potential result, because they would not be forced to do either.

Let's keep in mind, first and foremost, these are mission runners. They may choose to not indulge, simply because they have an alt who already does, or they object to direct combat against another player.
Nikk Narrel
Moonlit Bonsai
#136 - 2014-10-24 22:16:15 UTC
James Baboli wrote:
If they are that limited and locked in, then they are worth the dev time to get into game as they will be used once by a small handful of people and then sit unused forevermore.

I am sure that for many players, possibly even a majority, these will mean nothing.

Me? I rarely fly gallente or amarr ships. That doesn't mean those ships are not good for other players, just not so much for me.

For many OTHER players though, these ships will seem a blessing, and an enjoyable outlet for their play.
Takeshi Kumamato
Blaze Orange Expeditions
#137 - 2014-10-25 00:29:17 UTC  |  Edited by: Takeshi Kumamato
Nikk Narrel wrote:

To begin with, that ship would have a choice. Stay or leave.
These replacement ships have locked fittings, meaning they could not hold it down.
Nor are they agile enough to bump another BS well enough to prevent warp exit.

If that navy Apoc determined that it needed to scram, it could.
If it decided to thrash a couple first, it could also do that.

If it was fitted for the correct damage resistance, than it could quite possibly tank long enough, to drop their numbers below critical need to overcome that tank.
Fitting the right damage type helps too.

Nikk Narrel wrote:

That Apocalypse would have shredded them like wet tissue paper, the same way it could be expected to annihilate the same number of ships in a mission.

If the Apoc from the mail could shred 21 of your proposed ships, it wouldn't have to leave or refit and your proposed ships would be forced to be no better than our current rookie ships. If the Apoc was forced to leave or refit because otherwise it would die, then your proposed ships could replace those player-built ships on the mail and would thus affect the market.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#138 - 2014-10-25 11:48:37 UTC
Takeshi Kumamato wrote:
Nikk Narrel wrote:

To begin with, that ship would have a choice. Stay or leave.
These replacement ships have locked fittings, meaning they could not hold it down.
Nor are they agile enough to bump another BS well enough to prevent warp exit.

If that navy Apoc determined that it needed to scram, it could.
If it decided to thrash a couple first, it could also do that.

If it was fitted for the correct damage resistance, than it could quite possibly tank long enough, to drop their numbers below critical need to overcome that tank.
Fitting the right damage type helps too.

Nikk Narrel wrote:

That Apocalypse would have shredded them like wet tissue paper, the same way it could be expected to annihilate the same number of ships in a mission.

If the Apoc from the mail could shred 21 of your proposed ships, it wouldn't have to leave or refit and your proposed ships would be forced to be no better than our current rookie ships. If the Apoc was forced to leave or refit because otherwise it would die, then your proposed ships could replace those player-built ships on the mail and would thus affect the market.


...thud...thud...thud...here have some codeine and a spare patch of brickwork...thud...thud...thud...

It really is this simple though, if the ships are worth anything in combat they will replace market sales and be abused. If they are worthless then why add them? Worthless PvP is not what Eve is about, risk and loss/gain is the key driver.
Nikk Narrel
Moonlit Bonsai
#139 - 2014-10-26 22:06:45 UTC
Takeshi Kumamato wrote:
If the Apoc from the mail could shred 21 of your proposed ships, it wouldn't have to leave or refit and your proposed ships would be forced to be no better than our current rookie ships. If the Apoc was forced to leave or refit because otherwise it would die, then your proposed ships could replace those player-built ships on the mail and would thus affect the market.

The Apoc from the killmail lost the fight.

I would point out that it would have survived, against the replacement ships in this thread, assuming the pilot was competent.

He would have the option to take down a couple of the ships, if he had prepared appropriately.

The market based ships are the only ones capable of killing the Apoc pilot, without requiring that pilot to screw up in the process.
Nikk Narrel
Moonlit Bonsai
#140 - 2014-10-26 22:16:20 UTC
Corraidhin Farsaidh wrote:
...thud...thud...thud...here have some codeine and a spare patch of brickwork...thud...thud...thud...

It really is this simple though, if the ships are worth anything in combat they will replace market sales and be abused. If they are worthless then why add them? Worthless PvP is not what Eve is about, risk and loss/gain is the key driver.

Worthless, by what set of guidelines?

If you expect to get a net gain of ISK, these will be the least efficient choice.
They are the worst choice in PvP, if winning is your priority.
If these are the aspects that define value to you, then this may seem worthless.

If, however, you just want to have fun, and better odds than winning a typical lottery, these will not be as likely to waste your time.
They will be an interesting fight, and players should have the impression of a fun time.

I don't think EVE is a second job, and while I won't pretend to speak for all, I play it to have fun.