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Tech 3 Hauler + Other New Hauler Ideas

Author
Chewytowel Haklar
Brutor Tribe
Minmatar Republic
#1 - 2017-04-28 17:53:08 UTC  |  Edited by: Chewytowel Haklar
I'd like to see an 'in between' type of hauler that can carry greater than 50km3, but less than a freighter. This could also utilize new technology to enable it to shift between modes like a T3 destroyer, or perhaps utilize components like a T3 cruiser. I suppose this would all depend on the way it would affect market prices as well. A basic idea of a T3 Hauler with different modes, instead of subsystems, could be something like this:

Switching Concept: Between each mode a timer is activated after switching. Once switched to a given mode you have to wait out a timer of X minutes/hours until you can switch again to another hauler mode. The limit to the number of modes could be 2/3 out of the following.


Possible Ship Modes:


Mode 1: Defensive

Adding in defensive bonuses that can be switched to if no switch timer to boost survival capability.


Mode 2: Interdiction Nullified Hauler


Drawback of some sort.


Mode 3: Cargo Mode

Nearly equal to jump freighter in average (across all 3) hauling room


Mode 4: Speed

Simply move faster and/or warp faster.

/removed hauler mode concepts
Mode: Combat Hauler

Removed as it perhaps might never be used, possibly too under powered for combat and it steers away from the concept of a hauler too much heading into territory other ships can do far better.


Mode: Jump Hauler
-

Removed this realizing this needs to be its own separate ship. There's no point in having this as a 'mode,' and would likely just be way too crazy in combination with other modes.

Other Ideas:

New Racial Hauler

Tech 1 hauler with around 100km3 cargo space. Less training time than a dst/freighter as well as less expensive (maybe requires racial indy 3/4 trained). Can carry around larger packaged ships vs the current small haulers, or several packed frigates due to its increased space.

Small Jump Hauler/freighter

Idea here is that this requires perhaps less train time than the current jump freighter, as well as being a cheaper alternative.
Less cargo space obviously than a Jump Freighter
For smaller operations or needs
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2017-04-28 17:59:03 UTC
1) Rorqual, hauls 100km+

2) No. Nullification is awful, and if it's aligning and moving faster than a blockade runner, it will literally never die.

3) ...Why? It's going to be worse than a combat ship at whatever combat role you want for it. Might as well name it 'blatantly obvious bait' for all the good it'll do you.
Chewytowel Haklar
Brutor Tribe
Minmatar Republic
#3 - 2017-04-28 18:02:16 UTC  |  Edited by: Chewytowel Haklar
The idea is that it has greater cargo room than a DST, but is also cheaper than either jump freighter or the Rorqual. Keep in mind these mode ideas are very rough draft and could easily be changed to anything else. Also, the Rorq has a base cargo hold of 40km3 and its primary role is mining ops.
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2017-04-28 18:37:31 UTC
Who cares what it's 'intended' role is? I've never used mine to mine in. Base cargo is irrelevant too, fill the lows with expanders and you top 100km3 without even touching your 40km3 fleet hanger.

An orca is also an effective 100km3 hauler, cheaper than a rorq too.
Chewytowel Haklar
Brutor Tribe
Minmatar Republic
#5 - 2017-04-28 18:41:49 UTC
Danika Princip wrote:
Who cares what it's 'intended' role is? I've never used mine to mine in. Base cargo is irrelevant too, fill the lows with expanders and you top 100km3 without even touching your 40km3 fleet hanger.

An orca is also an effective 100km3 hauler, cheaper than a rorq too.



Rorquals cost at least 2 billion isk. This idea is for a flexible hauler that does not cost 2 billion or more, can jump, and can even switch modes. And an interdiction nullified ship could be caught as well btw. The EVE community has shown it is very capable of finding ways to catch and kill pretty much anything.
Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2017-04-28 18:45:24 UTC
A blockade runner aligns in 2-3 seconds if you fit it right. A faster aligning blockade runner with more cargohold than a dst, interdiction nullification and, presumably, frigate warpspeed is horrendously overpowered and borderline impossible to kill.

How much is your invulnerable t3 mode shifting jump freighter going to cost?
Chewytowel Haklar
Brutor Tribe
Minmatar Republic
#7 - 2017-04-28 18:48:21 UTC  |  Edited by: Chewytowel Haklar
Danika Princip wrote:
A blockade runner aligns in 2-3 seconds if you fit it right. A faster aligning blockade runner with more cargohold than a dst, interdiction nullification and, presumably, frigate warpspeed is horrendously overpowered and borderline impossible to kill.

How much is your invulnerable t3 mode shifting jump freighter going to cost?


I never said this would align and warp as fast as an inty if you're implying that, but for argument sake let's say it wouldn't be the fastest but one of the fastest. I was also thinking that as a bonus this could have a % reduction in jump fatigue as well to make it even more appealing (in every mode).

And I'm not sure of a cost yet, nor am I CCP, but I'm thinking probably only 100-500m range :).
Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2017-04-28 18:54:59 UTC
Chewytowel Haklar wrote:
Danika Princip wrote:
A blockade runner aligns in 2-3 seconds if you fit it right. A faster aligning blockade runner with more cargohold than a dst, interdiction nullification and, presumably, frigate warpspeed is horrendously overpowered and borderline impossible to kill.

How much is your invulnerable t3 mode shifting jump freighter going to cost?


I never said this would align and warp as fast as an inty if you're implying that, but for argument sake let's say it wouldn't be the fastest but one of the fastest. I was also thinking that as a bonus this could have a % reduction in jump fatigue as well to make it even more appealing (in every mode).

And I'm not sure of a cost yet, nor am I CCP, but I'm thinking probably only 100-500m range :).


You said it would align faster and be the fastest hauler in the game. I took this to mean it would align faster than a blockade runner, the current fastest hauler in the game. Was that not what you meant?

All haulers have a 90% jump fatigue reduction. Would yours be a 100% reduction, or would getting in thsi ship actually redice your current jump fatigue timer?

And what planet are you on if you think a ship like this would come in at half the cost of a DST, when it is outright replacing DSTs, BRs, T1 haulers, hauling orcas, hauling rorqs, and jump freighters?
Dark Lord Trump
Infinite Point
Pandemic Horde
#9 - 2017-04-28 19:02:06 UTC
What makes me want to be in jump mode while warping? A T3 has compelling reasons to be in any mode at any time, but your hauler seems to be "press this button to be the best at whatever you're doing."

I'm going to build a big wall that will keep the Gallente out, and they're going to pay for it!

Chewytowel Haklar
Brutor Tribe
Minmatar Republic
#10 - 2017-04-28 19:23:30 UTC
Danika Princip wrote:
Chewytowel Haklar wrote:
Danika Princip wrote:
A blockade runner aligns in 2-3 seconds if you fit it right. A faster aligning blockade runner with more cargohold than a dst, interdiction nullification and, presumably, frigate warpspeed is horrendously overpowered and borderline impossible to kill.

How much is your invulnerable t3 mode shifting jump freighter going to cost?


I never said this would align and warp as fast as an inty if you're implying that, but for argument sake let's say it wouldn't be the fastest but one of the fastest. I was also thinking that as a bonus this could have a % reduction in jump fatigue as well to make it even more appealing (in every mode).

And I'm not sure of a cost yet, nor am I CCP, but I'm thinking probably only 100-500m range :).


You said it would align faster and be the fastest hauler in the game. I took this to mean it would align faster than a blockade runner, the current fastest hauler in the game. Was that not what you meant?

All haulers have a 90% jump fatigue reduction. Would yours be a 100% reduction, or would getting in thsi ship actually redice your current jump fatigue timer?

And what planet are you on if you think a ship like this would come in at half the cost of a DST, when it is outright replacing DSTs, BRs, T1 haulers, hauling orcas, hauling rorqs, and jump freighters?


Ahh wait nvm, I thought for some reason jump freighters did not have that reduction and I've never flown them before. So nope it would just be the same 90% reduction then by simply being a hauler. And yes I did initially say it would be the fastest, but I am iterating on this idea in real time with you and anyone else. Everything here is simply a very rough draft concept at this point.

If it didn't have a combat mode I am thinking that perhaps it could have a Cargo Mode. It could expand to be just as much room as a jump freighter which could be pretty awesome!
Danika Princip
GoonWaffe
Goonswarm Federation
#11 - 2017-04-28 19:27:00 UTC
Chewytowel Haklar wrote:


Ahh wait nvm, I thought for some reason jump freighters did not have that reduction and I've never flown them before. So nope it would just be the same 90% reduction then by simply being a hauler. And yes I did initially say it would be the fastest, but I am iterating on this idea in real time with you and anyone else. Everything here is simply a very rough draft concept at this point.

If it didn't have a combat mode I am thinking that perhaps it could have a Cargo Mode. It could expand to be just as much room as a jump freighter which could be pretty awesome!



Then it needs to cost in the region of ten billion ISK. A jump freighter is upwards of seven, and this is better in every way.
Chewytowel Haklar
Brutor Tribe
Minmatar Republic
#12 - 2017-04-28 19:30:23 UTC
Dark Lord Trump wrote:
What makes me want to be in jump mode while warping? A T3 has compelling reasons to be in any mode at any time, but your hauler seems to be "press this button to be the best at whatever you're doing."


The idea is that it is simply a cheaper jump hauler, with less space, but also perhaps the least cargo space of all modes. And no the idea isn't to be the best at whatever, but less effective then the other options.

If we had a cargo mode, it would have more space than a DST, but less than a freighter, and not be able to jump. It would also be a cheaper ship to invest in as well.

In a Jump Hauler mode, it would have less space than a jump freighter but also be cheaper than other jump options.

The Nullified option would be a new concept however, and probably have a more midline cargo space compared to other two modes. It wouldn't be as fast as an inty, could still be locked, and perhaps not able to cloak as drawback?

So the cargo room shifts in each mode. If you need more cargo room then you simply switch to a mode that has more room, or buy the other ship that does the job better. If you had the ship in Cargo mode and loaded it to max you would not be able to switch into any other mode.
Chewytowel Haklar
Brutor Tribe
Minmatar Republic
#13 - 2017-04-28 19:31:43 UTC
Danika Princip wrote:
Chewytowel Haklar wrote:


Ahh wait nvm, I thought for some reason jump freighters did not have that reduction and I've never flown them before. So nope it would just be the same 90% reduction then by simply being a hauler. And yes I did initially say it would be the fastest, but I am iterating on this idea in real time with you and anyone else. Everything here is simply a very rough draft concept at this point.

If it didn't have a combat mode I am thinking that perhaps it could have a Cargo Mode. It could expand to be just as much room as a jump freighter which could be pretty awesome!



Then it needs to cost in the region of ten billion ISK. A jump freighter is upwards of seven, and this is better in every way.


Okay let's propose reducing the % reduction of jump fatigue then as a drawback of the T3. Would that seem far more reasonable?
Danika Princip
GoonWaffe
Goonswarm Federation
#14 - 2017-04-28 19:32:58 UTC
If you delete the cloak, nullification, jump drive and combat bonuses completely, then sure.
Chewytowel Haklar
Brutor Tribe
Minmatar Republic
#15 - 2017-04-28 19:39:29 UTC
Danika Princip wrote:
If you delete the cloak, nullification, jump drive and combat bonuses completely, then sure.


Well I didn't intend for this to be a cloaking vessel so that one is easy. As for combat, well I figured it 'might' have a nice capability but wasn't stuck on it so it can easily be thrown out as well. The nullification doesn't make this unstoppable however. With a fast enough lock time or perhaps using smartbombs there is a counter to stopping it in my view. Apparently even an inty is lockable with a fast locking ship in a gate camp, so I'm iffy as hell about removing that option.

I really however like the jump drive option and do not want to remove that capability.
Danika Princip
GoonWaffe
Goonswarm Federation
#16 - 2017-04-28 19:50:06 UTC
If you want a jump hauler that is better than every other jump hauler but costs less than every other jump capable ship in the game, you may have a very long wait.

A sub 2 second align interceptor is as close to invulnerable as you can get. MAYBE you can land a point if your tackle is a hyperactive Londoner and the inty pilot cocks up somehow. A blockade runner is at least possible to stop with a bubble and give you a chance to catch and decloak it.

A nullified hauler that moves like a BR combines the worst of both, and you wind up with something that will not die. It will walk away from smartbombs (barring the occasional hilarious example of a titan pilot smartbombing a gate), ignore tackle, and have the ehp to tank an instasvipul or whatever trying to alpha it.



if this ship were added, especially at the price point you want it at, what possible reason would there ever be to undock in a T2 hauler, a cargo orca, cargo rorq or jump freighter ever again?
Chewytowel Haklar
Brutor Tribe
Minmatar Republic
#17 - 2017-04-28 20:04:17 UTC
Well the idea is that it can jump but has far less space than a jump freighter, but perhaps has more drawbacks as a result of being a t3 that can switch between modes. Perhaps this concept as it stands is simply too overpowered. Maybe it also needs a shorter jump range in combination with something around a 50% reduction in jump fatigue as well. Perhaps in this mode even less space than a dst in addition and not as profitable to use if you need a hauler that can keep moving as you would have to wait for the cooldown to even use the jump capability again.

The nullified ship that also moves as fast as a BR can be changed to be something that is simply nullified without the speed bonuses to be less unstoppable.

There could be a timer in between switching modes to keep it from being easily switched quickly to whatever you need at any time as well. So you wouldn't be able to simply switch between jump mode and then go into the fastest mode instantly. This could make using all the other haulers more likely to be used if you didn't want to sit and have to wait out a switch timer.
Cade Windstalker
#18 - 2017-04-28 23:28:54 UTC
So, I'm going to ignore the whole "T3 Hauler" thing almost entirely (also that's Tech 3, not Tier 3) because I don't think CCP will ever do it. There's no interesting trade-offs there and it doesn't fit with the whole specialization vs generalization thing the T3s have. There's just not enough for a hauler to do for there to be a trade-off to it.

That is largely opinion though. Into the numbers!

So, there's basically four different ideas here.

The first and most basic, and where all four fail universally, is on the idea of a hauler that can move more than a DST but less than a Freighter, around 100km3. A Freighter at base holds around 3-400km3 and at max around 1.2m, but the more instructive comparison is on the lower end. Right now if you want to haul more than ~50-60k m3 in one trip you need to use a Freighter. At its safest you tank it for EHP and run the lower cargo variant.

That means that what you're looking for here is a hauler that aligns and travels a *lot* faster than a Freighter but still holds 1/3rd of what a Freighter does. The problem here is there already isn't a ton of room between the align time of a Freighter and of a DST. DSTs do about 20 seconds, Freighters do around 45 at all 5s. So, 30-35 second align time at max skills here.

Also assuming this thing isn't just going to be idiot-magnet gank bait it's going to need enough tank to make using that cargo space feasible, which means at or above DST levels of tank. That means the hauling space probably all has to be in a Fleet Hangar like on a DST because if you have to trade off between cargo and tank to hit 100km3 then you're better off in a DST.

So, so far this thing is just kind of a questionable idea of questionable benefit. The real issue is cost. A DST costs ~200m, a Freighter costs around 1.1-1.2b, seems like plenty of room but Eve generally operates on the principal of exponential cost increases for linear performance gains, so even if this hypothetical ship is slower than a DST it's still hauling twice as much, and 1/3rd of what a Freighter does, at a faster pace than 2 trips, so for a 2x cargo increase you're probably looking at *at least* a 3-4x cost increase over a DST, which puts the thing at roughly half the cost of a Freighter, probably more like 2/3rds.

At that point you're pretty much at the point of "why bother?" the ship isn't going to be an attractive choice at that price point to the majority of players for that level of capability, and if you up the capability the price has to follow or it's OP, and at the same time you're squeezed by the EHP/gankability of the ship. Part of the reason Freighters are big and slow is that it's supposed to be hard to move large quantities of stuff safely without planning and care. If this thing can get to warp faster with an MWD it doesn't matter what the align time is, it's now 10s, which is another balance issue.

IMO trying to squeeze a ship into this area is just inherently not workable unless CCP suddenly decides Freighters need to get more expensive, which seems unlikely.



So, the other three parts:

Smaller Jump Freighter:

The most likely to happen, because you can already jump a Blockade Runner with a Black Ops BS, this just takes out the need for the bridging battleship. Not at that cargo capacity though. A Jump Freighter already bottoms out around 135k, and a Blockade Runner does 10-15km3 on a good day.

Nullified Hauler:

Only if CCP suddenly decide that hauling stuff around Null needs to get a *lot* easier. Otherwise? Lol no.

Combat Hauler:

As others have pointed out, there's basically no point to this. If it can't beat a real combat ship it's useless in Low and Null, and in High Sec having more tank is the best defense an Industrial can get hands down. There's just absolutely zero point in this besides bait or lol-fleets, neither of which is enough to justify the dev time required for a new ship class.
Chewytowel Haklar
Brutor Tribe
Minmatar Republic
#19 - 2017-04-29 00:27:46 UTC  |  Edited by: Chewytowel Haklar
Cade Windstalker wrote:
So, I'm going to ignore the whole "T3 Hauler" thing almost entirely (also that's Tech 3, not Tier 3) because I don't think CCP will ever do it. There's no interesting trade-offs there and it doesn't fit with the whole specialization vs generalization thing the T3s have. There's just not enough for a hauler to do for there to be a trade-off to it.

That is largely opinion though. Into the numbers!

So, there's basically four different ideas here.

The first and most basic, and where all four fail universally, is on the idea of a hauler that can move more than a DST but less than a Freighter, around 100km3. A Freighter at base holds around 3-400km3 and at max around 1.2m, but the more instructive comparison is on the lower end. Right now if you want to haul more than ~50-60k m3 in one trip you need to use a Freighter. At its safest you tank it for EHP and run the lower cargo variant.

That means that what you're looking for here is a hauler that aligns and travels a *lot* faster than a Freighter but still holds 1/3rd of what a Freighter does. The problem here is there already isn't a ton of room between the align time of a Freighter and of a DST. DSTs do about 20 seconds, Freighters do around 45 at all 5s. So, 30-35 second align time at max skills here.

Also assuming this thing isn't just going to be idiot-magnet gank bait it's going to need enough tank to make using that cargo space feasible, which means at or above DST levels of tank. That means the hauling space probably all has to be in a Fleet Hangar like on a DST because if you have to trade off between cargo and tank to hit 100km3 then you're better off in a DST.

So, so far this thing is just kind of a questionable idea of questionable benefit. The real issue is cost. A DST costs ~200m, a Freighter costs around 1.1-1.2b, seems like plenty of room but Eve generally operates on the principal of exponential cost increases for linear performance gains, so even if this hypothetical ship is slower than a DST it's still hauling twice as much, and 1/3rd of what a Freighter does, at a faster pace than 2 trips, so for a 2x cargo increase you're probably looking at *at least* a 3-4x cost increase over a DST, which puts the thing at roughly half the cost of a Freighter, probably more like 2/3rds.

At that point you're pretty much at the point of "why bother?" the ship isn't going to be an attractive choice at that price point to the majority of players for that level of capability, and if you up the capability the price has to follow or it's OP, and at the same time you're squeezed by the EHP/gankability of the ship. Part of the reason Freighters are big and slow is that it's supposed to be hard to move large quantities of stuff safely without planning and care. If this thing can get to warp faster with an MWD it doesn't matter what the align time is, it's now 10s, which is another balance issue.

IMO trying to squeeze a ship into this area is just inherently not workable unless CCP suddenly decides Freighters need to get more expensive, which seems unlikely.



So, the other three parts:

Smaller Jump Freighter:

The most likely to happen, because you can already jump a Blockade Runner with a Black Ops BS, this just takes out the need for the bridging battleship. Not at that cargo capacity though. A Jump Freighter already bottoms out around 135k, and a Blockade Runner does 10-15km3 on a good day.

Nullified Hauler:

Only if CCP suddenly decide that hauling stuff around Null needs to get a *lot* easier. Otherwise? Lol no.

Combat Hauler:

As others have pointed out, there's basically no point to this. If it can't beat a real combat ship it's useless in Low and Null, and in High Sec having more tank is the best defense an Industrial can get hands down. There's just absolutely zero point in this besides bait or lol-fleets, neither of which is enough to justify the dev time required for a new ship class.


First off, I appreciate you taking the time to give this feedback and look into this concept like you have, so thank you! My original idea, before this one, was simply a hauler that had cargo space somewhere between the tech 1 haulers we have now and jump freighters/freighters. So a normal tech 1 hauler with around 100km3 cargo space that requires maybe just a racial industrial 3 train, and can carry a large packed ship or two when moving goods. It would be cheaper than a freighter and a much shorter train to get into.

I took that idea and blew it up a bit with the tech 3 concept thinking why stop there (my mind has a tendency to jump ahead at times)? So perhaps it isn't doable or logical, but I really would like a smaller jump freighter option as well if at all possible. There is of course the option to train into black ops just to be able to utilize jump tech like you said though. And Danika did make a pretty good point with simply using a Rorqual for smaller loads for certain types of hauls. Maybe this idea of a small jump freighter isn't appealing to the community, but for me a ship that required a shorter train possibly and was lesser in cost could be a 'baby steps' jump ship option, or something utilized for smaller operations I suppose.
Merin Ryskin
Peregrine Industries
#20 - 2017-04-29 00:56:44 UTC
The problem with this idea is that the entire concept of a T3 hauler is broken. Switching modes makes sense on a T3D because it's a combat ship, and combat situations are diverse and often quickly changing. Having the ability to, say, close into range using speed mode before swapping to damage mode for the kill is a valuable asset. But with a hauler what exactly is changing once you undock? Cargo space is fixed by the amount of stuff you load before undocking, jump drive ability is decided when you're setting up your cyno chain and is pointless to add while in space, etc. The only real swap that makes any sense is if you had some kind of travel speed bonus in one mode and nullification in another, and could swap to bubble immunity if you happened to hit a bubble camp. And that's a lot of complexity to add for something that is equivalent to a role bonus of "this ship is immune to bubbles unless you're dumb enough to jump into a bubble camp with your mode switch timer still active".
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