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Player Features and Ideas Discussion

 
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Emergency hull energizer for industrials?

Author
Revileushin Eyri
The Scope
Gallente Federation
#1 - 2016-08-18 01:49:48 UTC
For those unaware, these are modules that are classified as damage controls which when activated provide 20 seconds of 99% hull resists. Once off use, must be repaired when it cycles down.

Currently only available for capitals, but should industrials have them too? Benefits the active hauler keeping an eye on the game, afk haulers can still get ganked.

INACTIVE ATM: Taking Wing - A rambling blog that's mostly EVE stuff.

Rawketsled
Generic Corp Name
#2 - 2016-08-18 02:53:22 UTC
Revileushin Eyri wrote:
For those unaware, these are modules that are classified as damage controls which when activated provide 20 seconds of 99% hull resists. Once off use, must be repaired when it cycles down.

Currently only available for capitals, but should industrials have them too? Benefits the active hauler keeping an eye on the game, afk haulers can still get ganked.

Not until I start selling start selling these $60m ISK hull energizer modules on the market.

Arya Regnar
Darwins Right Hand
#3 - 2016-08-18 05:41:04 UTC
No, screw you, between this and the future bumping nerf how the hell do we gank anything that isn't afk ever again?
Just one more nerf...

I'm okay with this if it greatly reduces the ehp of the ship to compensate for the second wave requirement on ganks.

But knowing how this would go it would just be another straight nerf with no compensation.

EvE-Mail me if you need anything.

Rawketsled
Generic Corp Name
#4 - 2016-08-18 05:45:14 UTC
A lot of people don't know about the bumping changes.

Most of the people that don't know are the ones who the change is targeted towards.
Revileushin Eyri
The Scope
Gallente Federation
#5 - 2016-08-18 12:14:30 UTC
Arya Regnar wrote:
No, screw you, between this and the future bumping nerf how the hell do we gank anything that isn't afk ever again?
Just one more nerf...

I'm okay with this if it greatly reduces the ehp of the ship to compensate for the second wave requirement on ganks.

But knowing how this would go it would just be another straight nerf with no compensation.


I know ganking is a form of content for many but it's also kinda frustrating for industrials who have no form of counterplay. They should at least have something that lets them feel like they have something to put up a resistance, at the very least.

I'm not saying the module has to give near immunity to damage like the capital variant, but I think the concept of a once-off module that gives some defensive bonus to an industrial would be highly beneficial as it gives haulers an actual fighting chance of fending off a proper gank.

My main concern is really all the haulers who think it's okay to haul everything they own from location A to location B, and get ganked for everything in one fell swoop, without being able to do anything about it. Even with a module like this, a lone Tornado could still pop many a T1 industrial before they even realise to activate it. Still, as I mentioned above, it's better than having to sit there and take it whenever your indy is ganked.

I'm not a hauler myself but I support haulers because they get things from A to B, and eventually turn into PvP materials. I'd rather those materials get onto battlefields so there are more good fights all around rather than see ships and modules popped before they're even assembled and fitted.

INACTIVE ATM: Taking Wing - A rambling blog that's mostly EVE stuff.

Khan Wrenth
Viziam
Amarr Empire
#6 - 2016-08-18 17:14:25 UTC
Three words for you.

Deep. Space. Transport.

You can literally ferry around a few plex before you start to become a viable gank target, and that's just raw EHP. Factor in some skillful use of MWD's and cloaks, strategic bookmarks, etc, and you become too troublesome to gank for any payload under like 15 bil. And with the decreased time at gates and faster transit time, there's a lot less opportunity to scan you for your cargo in the first place.

Can you still be ganked? Absolutely! But, the more effort you put into keeping yourself alive, the more effort everyone else has to put into getting you dead. For a smaller payload theory piece, let's say you're carrying 2 bil worth of cargo, with rough chances of about 1 bil drop. The gankers will have guaranteed losses, the nature and size of which scale with your ability to fit your ship. The type of ships they use will depend on where you're flying, and where you're most vulnerable. For a likely 1 bil drop, you're not going to get eight pilots in tornadoes scanning down every insta-undock bookmark, your deep safes, identify your forward scouts, stalk your typical trade routes, set up scouts of their own to monitor your coming and going (thank the removal of the watch list for this one), and convince seven of their friends to spend untold hours following you around and hoping to catch a lucky break for a paltry sum to be divided eight ways.

And if they blow it once, they've tipped themselves off to you. Add some colors to their names, and watch local, and now they'll have to find a new set of eight people to line up to gank you and start the process all over again.

All you have to do, is not get lazy or fall into predictable patterns. Once you have the ship, a few variants of routes, and some bookmarks, the rest is a piece of cake. You're virtually untouchable. This is why gankers talk about how hard their game is and how easy haulers have it - because the game so heavily favors the defenders that it is simply ludicrous at times.

Caps get a protection module because they face doomsdays. You do not. If you play the game correctly you get more protection than a cap ever could, you do not need any more special protection. If such a silly module were given for subcaps, it would have to come with two penalties. You get the same treatment as a "polarized" weapon - no resists for your ship. That's the price of temporary invulnerability. And you cannot warp with it on.
Vic Jefferson
Stimulus
Rote Kapelle
#7 - 2016-08-18 17:25:55 UTC
Revileushin Eyri wrote:
I know ganking is a form of content for many but it's also kinda frustrating for industrials who have no form of counterplay.


What?

There's SO many ways to avoid being ganked already. It is virtually impossible to get ganked unless you let it happen to yourself through ignorance or sloth.

A)Scouts

B)Map Intel, killboard intel

C)Webbing alt(s)

D)The overbuffing of T1 industrials. Most of the T1 industrials can sport a huge amount of cargo room and tank in excess of 3-4 Tornado vollies, while simultaneously fitting multiple warp core stabilizers.

E)Instant dock and undock bookmarks. No bubbles in High Sec, no way to every be camped in or caught while docking.


I do a ton of logistics, for my alliance and for myself. I've never lost a freighter, a jump freighter, or even a T1 industrial(that wasn't cyno fit). Why is that? I use all three.

If there were zero risk in freighting, and you could do it reliably while AFK, you would completely undermine the potential for emergent gameplay like Red Frog, PushX, etc. You are paying for their time, their knowledge, and their skill in getting freight moved. Ganking needs buffs now more than anything, as its already impossible to gank someone who isn't basically violating at least two to three no no's of high sec.

Vote Vic Jefferson for CSM X.....XI.....XII?

ShahFluffers
Ice Fire Warriors
#8 - 2016-08-18 17:26:14 UTC  |  Edited by: ShahFluffers
Revileushin Eyri wrote:
I know ganking is a form of content for many but it's also kinda frustrating for industrials who have no form of counterplay. They should at least have something that lets them feel like they have something to put up a resistance, at the very least.

"Counterplay" is more than simply fitting a ship a certain way and/or "pushing a button."

It can be tactics: use the MWD-cloak-warp trick

It can be friends: someone webs you into warp, report repair you, follows you around with warfare links to boost your toughness, counter ganks with similar ships, etc.

It can be routes: someplace that does see much traffic


"Counterplay" in EVE begins before you undock, before you warp to a gate, before you even see someone hostile to you... let alone being target locked by them. It starts with a plan and the preparations you make to make sure that the plan won't have to be put into action in the first place.



Finally; if gankers are willing to put in the effort into buying and hauling ganking ships, fit them, wait for opportunities, choose a target, be killed by the NPCs, and scoop loot under threat that the looting ship becomes engagable by anyone... why should haulers not have to put in equal effort to keep themselves safe?