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[Rhea] Introducing the Bowhead

First post First post First post
Author
Ktersida Nyn'Amanyn
Querschlaeger
#261 - 2014-11-10 18:56:10 UTC  |  Edited by: Ktersida Nyn'Amanyn
Cool, finally a transport for gank catalysts.

Looks a little bit thin. I think 500k eHP would be nice. Or the ability to fit a target spectrum breaker. Maybe then these moduls will be used. Good for active hauler and bring nothing for afk hauling.
Kynric
Sky Fighters
Rote Kapelle
#262 - 2014-11-10 18:57:28 UTC
This ship would be a lot more interesting if it were under 300 000 000 mass. It would enable more nomadic gameplay if it could transit wormholes in the same manner as the orca. The freighter size eliminates many use cases.
Jean Luc Lemmont
Carebears on Fire
#263 - 2014-11-10 18:58:51 UTC
Rowells wrote:
Jean Luc Lemmont wrote:
Rowells wrote:
Jean Luc Lemmont wrote:
it's actually harmful since it increases the unmodified time it takes you to get into warp.

I agree agility would be more useful, but max speed has no direct affect on align time.


Doesn't it take you more time to reach 75% of your max as your max increases, or does the acceleration also rise so that the overall time stays the same?

Genuinely curious.

agility is a representaion of how long it takes to reach max speed (factoring in mass). Thats why the new higgs rigs only affect agility +10% (because agility bonus was greater than mass adittion) even though max speed was reduced by 75%.

If i fit argo expanders to one interceptor and overdirves to another, align time should be the same, even with vast difference in top speed.


Ok that makes sense.

Thanks for the explanation.

Will I get banned for boxing!?!?!

This thread has degenerated to the point it's become like two bald men fighting over a comb. -- Doc Fury

It's bonuses, not boni, you cretins.

Powers Sa
#264 - 2014-11-10 18:59:11 UTC
CCP Rise wrote:

There isn't much else to say other than that this ship is intended for a specific niche: high-sec transport of fitted/insured ships. It may find applications in other parts of space (especially because of the reduced jump fatigue), but we aren't really worried about hitting anything outside of the high-sec application. Because we were starting from scratch here, we decided to give a little more fitting flexibility (mid slots and rig slots), meaning the base hp is set a little lower than other freighters since you can actually get the EHP higher using rigs and a DCU.

RIP the hopes and dreams of small null/lowsec merc crews without titans.

Do you like winning t2 frigs and dictors for Dirt Cheap?https://eveninggames.net/register/ref/dQddmNgyLhFBqNJk

Remeber: Gambling addiction is no laughing matter unless you've lost a vast space fortune on the internet.

Syri Taneka
NOVA-CAINE
#265 - 2014-11-10 18:59:51 UTC
5% velocity/level feels kinda wasted on what is already a brick that should never be slowboating in the first place.

How about a buff to agility, warp speed, or hull HP?
inta Vakaria
BoomTime
House of Boom
#266 - 2014-11-10 19:00:17 UTC
Can it have some doors on the ship maintenance area that open so we can do drive-by's.
Or let pilots dock up in frigates so they can be unleashed in space on any would be attacker. Twisted
Warr Akini
Imperial Academy
Amarr Empire
#267 - 2014-11-10 19:04:16 UTC
CCP Rise wrote:
Alright, we're talking about it here and think there's probably no good reason not to raise the HP some. Where do you guys think it needs to be to make say, three t2 fit BS, inefficient to gank?

And you're right about afk travel vs active travel, switching to agility to support align time sounds good to me.


Because you've done nothing but nerf Miniluv and highsec ganking for the last year and a half or so.
Jadeheart
Doomheim
#268 - 2014-11-10 19:06:15 UTC
Guys, I'm just another dumbass redneck indy pilot that knows ****.

Can someone explain why we need a ore hauler?
Paynus Maiassus
Imperial Academy
Amarr Empire
#269 - 2014-11-10 19:06:15 UTC
Warr Akini wrote:
CCP Rise wrote:
Alright, we're talking about it here and think there's probably no good reason not to raise the HP some. Where do you guys think it needs to be to make say, three t2 fit BS, inefficient to gank?

And you're right about afk travel vs active travel, switching to agility to support align time sounds good to me.


Because you've done nothing but nerf Miniluv and highsec ganking for the last year and a half or so.


We need more nerfs to ganking in high. Hasn't been nerved nearly enough.
Querns
Science and Trade Institute
Caldari State
#270 - 2014-11-10 19:09:01 UTC
Jadeheart wrote:
Guys, I'm just another dumbass redneck indy pilot that knows ****.

Can someone explain why we need a ore hauler?

It's a ship created by Outer Ring Excavations (ORE), not a hauler of raw asteroid material (ore.)

Or, in case I read that wrong, it's because sometimes it is nice to be able to move more than one fitted ship at once. Carrier havers have been able to do this for years; tugs bring the ability to do it without the lengthy carrier skill investment, as well as the ability to do it in highsec.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Henry Plantgenet
Center for Advanced Studies
Gallente Federation
#271 - 2014-11-10 19:12:56 UTC
Why does this new freighter not have a jump drive?
KnowUsByTheDead
Sunlight...Through The Blight.
#272 - 2014-11-10 19:19:35 UTC
Good. Good.

+1 overall. I imagine a great deal of content being made at these expense of these.

Twisted

Once you realize what a joke everything is, being the comedian is the only thing that makes sense.

Jean Luc Lemmont
Carebears on Fire
#273 - 2014-11-10 19:19:59 UTC
Henry Plantgenet wrote:
Why does this new freighter not have a jump drive?


Why would it? No other T1 freighter has one.

Will I get banned for boxing!?!?!

This thread has degenerated to the point it's become like two bald men fighting over a comb. -- Doc Fury

It's bonuses, not boni, you cretins.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#274 - 2014-11-10 19:22:05 UTC
Querns wrote:
Just as an aside, you're severely betraying your lack of knowledge about how the game works with this post. When moving non-supercapital ships via non-jump-bridge jumps, you always light the cyno at a station, not at the POS. Lighting the cyno at a pos is a suicidal measure due to the inefficacy of pos guns and, while theoretically possible, is just stupid compared to the alternative that removes a significant portion of the risk.


That's what Jump Beacons are for. But for the sake of argument I concede the occasional use of cynos on stations. That still does not put these ships in any danger as proper fleets to kill of potential bubbles are on the POS. It only takes a couple of ceptors to drive off Sabres or prevent them from decloaking, and a scout on the POS to tell whether there are bubbles or not. It also only takes a couple of ships to remove anchored bubbles, should there be any.

Querns wrote:
Titan bridge chains often cut through lowsec to get between two nullsec points as a consequence of wanting to take the shortest path to a destination. Taking the shortest path cuts down on the pilots needed to do the task and, mighty though the CFC may be, we are still limited by the number of available titan pilots. See trail_of_tears.png for more info. Again, betraying your lack of knowledge about the things which you discuss.

You know what else does what you've described? Interceptors and Jump Freighters. In fact, interceptors do it up to eight times more quickly than the tug (depending on how much warp speed both options have been afforded and the exact route.) They do it significantly more safely to boot, due to being able to ignore bubbles. You simply cannot craft this vignette without compensating for the existence of the Interceptor. It's just not possible.


No titan bridge to any of your areas of space cuts through any Low sec. Neither from Deklein to Fountain nor from Deklein to Vale. Moot point. Other areas of conflict I don't consider as they are outside your space. It only takes 12 titan bridges to get from Deklein to the border system in Delve, or 5 to get to border systems in Vale, and none of them come even close to Low sec. What else you do with your titans and bridges is of no concern to me. What is of concern, however, is the fact that ships can be moved with little effort and little Fatigue within your space, and that goes against what Phoebe intends to change.

I don't describe JF as JF cannot move fitted ships and transporting fitted ships with ease is the problem. I also don't describe ceptors as ceptors can only carry 1 pilot through space and not ships for a full squad in a fleet. They sure can move 1 pilot to a stash, but are near useless if there is no stash. And such a stash can be created easily with the Bowheads and of course also JF, albeit with more effort for the transporters. That is a big difference for me.

Querns wrote:
This is because you actually don't observe or have any real information about what we actually do. You're just making up fanfic due to the nature of the mechanics in question fomenting a position of extreme cognitive dissonance.


That fanfic, how you like to call it, is certainly very close to reality. I have already seen super capital camps and roams, albeit only on screenshots of friends. But I have not seen your titans, or any titans for that matter, roaming around, freeing themselves of the shackles that POS and bridge tool impose on them. Correct me, if I am wrong. Blink

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Utari Onzo
Escalated.
OnlyFleets.
#275 - 2014-11-10 19:23:19 UTC
I will be training all of my characters to fly this for the wormhole, and sell my orca

"Face the enemy as a solid wall For faith is your armor And through it, the enemy will find no breach Wrap your arms around the enemy For faith is your fire And with it, burn away his evil"

War Kitten
Panda McLegion
#276 - 2014-11-10 19:23:49 UTC
My thoughts on the tugbowtieheadthingy...

Needs more capacity - both cargo and SMA space - maybe 20k / 2000k - enough for 4 smaller battleships but only 3 of the over 500k variety. Maybe let the skill level affect both holds too. This is your "I'm a solo pilot and need to move all the things at once" ship. 4k isn't enough space for me to move all my fittings/loot.

The max EHP level is about right, but giving it fitting slots but only (mostly) structure is a reeeeally limited choice. Go with ~18k/18k/18k spread and 4 mids, 4 lows for some actual variety. Make the difficulty of ganking the ship in the figuring out what to expect after scanning the fittings.

Give it a 25/25 drone bay for giggles and mediocre defense ability. C'mon, live a little...

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#277 - 2014-11-10 19:24:02 UTC  |  Edited by: Rivr Luzade
Warr Akini wrote:
CCP Rise wrote:
Alright, we're talking about it here and think there's probably no good reason not to raise the HP some. Where do you guys think it needs to be to make say, three t2 fit BS, inefficient to gank?

And you're right about afk travel vs active travel, switching to agility to support align time sounds good to me.


Because you've done nothing but nerf Miniluv and highsec ganking for the last year and a half or so.


Are you complaining that you cannot gank as easily as it used to be? Does this really surprise you, after all the hard work that Miniluv and Code have poured into educating haulers and miners to use the best tanked ships available, that ganking has become harder? What are you complaining about next? That people use webbers to web their freighters into warp, making it 100% impossible to gank them? Roll

Instead, you should try to make something with your worthless space and don't spend your time, money and force in High sec. Spend it in your space and make something out of it and don't complain about adapting players.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

MonkeyBusiness Thiesant
Pandemic Unicorns
#278 - 2014-11-10 19:31:21 UTC  |  Edited by: MonkeyBusiness Thiesant
Clearly this new tug ship will open up different possibilities. A courier job, but for ships.

I propose contracts add an option for "Tug Jobs".
Zappity
New Eden Tank Testing Services
#279 - 2014-11-10 19:31:22 UTC
CCP Rise wrote:
Alright, we're talking about it here and think there's probably no good reason not to raise the HP some. Where do you guys think it needs to be to make say, three t2 fit BS, inefficient to gank?

And you're right about afk travel vs active travel, switching to agility to support align time sounds good to me.

Thank you. Cutoff sounds reasonable but remember that your target audience flies a lot of Marauders (I think) which I guess you wanted to help with.

I just don't want the ship too difficult to use 'responsibly'. Sure, autopiloting it through Uedama with some faction battleship hulls should get you killed but ganking is becoming less and less about the efficiency. I'd love to see some sort of module requiring good active play to defend against freighter ganks.

Zappity's Adventures for a taste of lowsec and nullsec.

Querns
Science and Trade Institute
Caldari State
#280 - 2014-11-10 19:36:41 UTC
Rivr Luzade wrote:

That's what Jump Beacons are for. But for the sake of argument I concede the occasional use of cynos on stations. That still does not put these ships in any danger as proper fleets to kill of potential bubbles are on the POS. It only takes a couple of ceptors to drive off Sabres or prevent them from decloaking, and a scout on the POS to tell whether there are bubbles or not. It also only takes a couple of ships to remove anchored bubbles, should there be any.

Your vignette is becoming increasingly large and infeasible as a result. Trying to argue for the removal of jump fatigue bonuses outside of the band of all other haulers due to an increasingly contrived, infeasible example is poor arguing.

Rivr Luzade wrote:

No titan bridge to any of your areas of space cuts through any Low sec. Neither from Deklein to Fountain nor from Deklein to Vale. Moot point. Other areas of conflict I don't consider as they are outside your space. It only takes 12 titan bridges to get from Deklein to the border system in Delve, or 5 to get to border systems in Vale, and none of them come even close to Low sec. What else you do with your titans and bridges is of no concern to me. What is of concern, however, is the fact that ships can be moved with little effort and little Fatigue within your space, and that goes against what Phoebe intends to change.

You're arguing unimportant semantics. The original point of this was to describe the languishing of the titan pilot. Lowsec was only mentioned to color the uselessness of the titan's role, as lowsec is a pretty pointless place to be.

Interceptors create zero fatigue, and jump freighters are cheaper and have longer range. Next.
Rivr Luzade wrote:

I don't describe JF as JF cannot move fitted ships and transporting fitted ships with ease is the problem. I also don't describe ceptors as ceptors can only carry 1 pilot through space and not ships for a full squad in a fleet. They sure can move 1 pilot to a stash, but are near useless if there is no stash. And such a stash can be created easily with the Bowheads and of course also JF, albeit with more effort for the transporters. That is a big difference for me.

What's so magical about fitted ships? The only advantage the tug affords is the ability to move rigged ships, and rigs are cheap. Maintaining a few strategic caches of ships is also cheaper than the 12 dedicated titans, the POSes for each, the outposts for each, and the 16 associated accounts (read: 12 titan + 4 cyno) subscription fees, paid by plex, not to mention the cost and training time for the tugs themselves. It's far safer and far more efficient to maintain these caches, rig in place, and use interceptors to move.

Rivr Luzade wrote:

That fanfic, how you like to call it, is certainly very close to reality. I have already seen super capital camps and roams, albeit only on screenshots of friends. But I have not seen your titans, or any titans for that matter, roaming around, freeing themselves of the shackles that POS and bridge tool impose on them. Correct me, if I am wrong. Blink

Ah, yes, the screenshots from friends. Thank you for confirming my suspicions.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.