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New dev blog: Rebalancing EVE, one ship at a time

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Tallian Saotome
Nuclear Arms Exchange Inc.
#1501 - 2012-03-08 14:39:12 UTC
Mike Whiite wrote:
Tallian Saotome wrote:
Mike Whiite wrote:

The fact every body flies them very often (almost every players guide tells you to rush to your racial Battlecruiser) points out exactly why it is broken.


You do realize that this is because BCs are the largest ship that are still fairly forgiving of a lack of skillpoints in support skills, right? Once you get into BS and T2 ships, those 2s and 3s in armor comp skills and navigation skills just don't cut it anymore.

BCs are the current ship of the line for smaller gangs of less experienced players, while battleships are for larger fleets (where a few people short on SP is averaged out of existance) and more experienced players in small gangs tend to favor T2 and faction frigs/cruisers.

That is why you are told to rush to BC when you start the game(also, :drake:)



If that where true why are 5 of the top 20 ships Battlecruisers, 4 of the top 10, 3 of the top 5 and 2 of the top 3.

those are responceble of more than half of the total kills.

only 4 other t1 (non faction) hold that list

2 battleships 1 destroyer and 1 frigate.

Now ofcourse I don't know how you define experienced, but it would mean:

1) there are very few experienced players according to your definition
2) Experienced players shoot eachother but don't kill eachother very often.
3) Or t many people including experienced players fly Battlecruisers

I would go with 3: and if there is a game where every body uses the same toy, it means that it, or all the others are broken.

Source

ofcourse these are only PvP figures, but there are quite some people flying Battlecruisers in PVE as well, although that is ofcourse pure speculation.

By 'experienced' I was referring to SP values.

And ofc BCs are the most flown, because they are the common denominator between different groups. They are, as I said the easiest big ship for a rookie to get into, and its not like they become less useful as you gain skills. They are mobile, and versatile. Perfect non-specialized ship class, it does everything it might do decently to well(based on pilot skill), with very few actual vulnerabilities. As a class they need very few adjustments. The cane is a perfect example of this, since you can refit it to do anything, tho a specialized ship will do it better.

Drakes do, admittedly, break my point because they do everything TOO well, but they are being adjusted to fix that.

Thats what a battlecruiser class should be. A ship used for medium to long range patrols, designed to stand on its own against a variety of threats. Battleships are for actual war, and cruisers are more short range by nature(tho should fill roughly the same role).

So, to sum up, you find it remarkable that a ship class that should, by definition, be the most versatile of them all, and is the easiest large warship to get into, is the most used?

Sources for definition of Battlecruiser:
http://en.wikipedia.org/wiki/Battlecruiser
which names it an evolution of this that focuses more on speed less on armor:
http://en.wikipedia.org/wiki/Armoured_cruiser

Feel free to tell me that the terms have nothing to do with real life Roll

Inappropriate signature removed, CCP Phantom.

Tippia
Sunshine and Lollipops
#1502 - 2012-03-08 14:40:43 UTC
Alsyth wrote:
CCP giving me 4.5M free SP won't make it any better if my new pvp recruits have to spend 6M SP instead of 1.5M to be efficient crosstrainers.

This "you won't have to re-train for something you can already fly" is fine, but not satisfying for new characters. And I care about new characters too.
New characters don't need all four BCs at lvl V. That's a long-term project, and making it a bit harder isn't all that bad. New characters will have it a lot easier now that the T2 requirements are reduced — you can do a whole lot more for a whole lot less after these changes.

Quote:
Crosstraining is not "nerf proofing" or "FOTM chasing", it's just being versatile
…which makes you nerf-proof and which lets you go for the FOTM, both of which should be quite costly.
Zaxix
State War Academy
Caldari State
#1503 - 2012-03-08 14:58:23 UTC
CCP Ytterbium wrote:
This also covers the question with the Jump Freighters. While Freighters may only require [Racial Industrial 4] to train, Jump Freighters will not be split up.

Thank you for the clarification. I will go fret about something else now.

Bokononist

 

Alsyth
#1504 - 2012-03-08 14:58:55 UTC
Tippia wrote:
Alsyth wrote:
CCP giving me 4.5M free SP won't make it any better if my new pvp recruits have to spend 6M SP instead of 1.5M to be efficient crosstrainers.

This "you won't have to re-train for something you can already fly" is fine, but not satisfying for new characters. And I care about new characters too.
New characters don't need all four BCs at lvl V. That's a long-term project, and making it a bit harder isn't all that bad. New characters will have it a lot easier now that the T2 requirements are reduced — you can do a whole lot more for a whole lot less after these changes.


New character usually don't go for T2 cruisers as they are expensive, while being able to switch between average-skilled Drake, Cane and Myrmidon is not -that- skill intensive, but VERY interesting for a pvp character.

"you can do a whole lot more for a whole lot less after these changes."
-> it's not true, unless they lower the SP cost of skills. Or unless you're speaking of your capital and CS alt instead of a real character.
A real pvp character will train HAC and Cruiser 5 before CS ANYWAY. Will crosstrain ANYWAY, at least 2 races.

Tippia wrote:
Quote:
Crosstraining is not "nerf proofing" or "FOTM chasing", it's just being versatile
…which makes you nerf-proof and which lets you go for the FOTM, both of which should be quite costly.


You don't understand. You don't do pvp, do you? Or only 0.0 or fleetfights? You aren't crosstrained either?

You should know that crosstraining is already costly, and this idea of CCP won't make it any harder EXCEPT for BC, CS and destroyers/interdictors pilots.

You should know that as far as small gang pvp goes, being versatile is more important than being skilled all5, or able to fly every ship of a given race. And it doesnt have anything to do with FOTM or nerfproof, it's just being EFFICIENT in pvp.
TheButcherPete
KarmaFleet
Goonswarm Federation
#1505 - 2012-03-08 15:07:45 UTC
I'm okay with this change, as long as either:
CCP gives us the new skills to 5, like if we had Battlecruisers 5 beforehand, we should get Amarr/Minmatar/Gallente/Caldari Battlecruisers 5.

or,
CCP reimburses Skill Points at a rate of 1.5x minimum, skills needing 1.024m sp to obtain lvl 5 will be reimbursed at 1.536m at least.

or, they could just screw us and tell the playerbase to retrain. /me shrugs


[b]THE KING OF EVE RADIO

If EVE is real, does that mean all of us are RMTrs?[/b]

Tippia
Sunshine and Lollipops
#1506 - 2012-03-08 15:17:00 UTC  |  Edited by: Tippia
Alsyth wrote:
New character usually don't go for T2 cruisers as they are expensive, while being able to switch between average-skilled Drake, Cane and Myrmidon is not -that- skill intensive, but VERY interesting for a pvp character.
…and now the T2 cruisers aren't that skill intensive either, and will thus become more interesting for a PvP character.

Quote:
"you can do a whole lot more for a whole lot less after these changes."
-> it's not true, unless they lower the SP cost of skills.
It's true because you don't need to train as much to get those ships.

Quote:
You don't understand. You don't do pvp, do you? Or only 0.0 or fleetfights? You aren't crosstrained either?
Resorting to idiotic assumptions is fun, isn't it? Crosstraining costs, but it's not all that much and this doesn't change it in any significant way. Also, if you had actually looked into the matter rather than just go on an assumption spree, you would have noticed that it drastically reduces the amount of training for CS and dictor pilots.

Quote:
You should know that as far as small gang pvp goes, being versatile is more important than being skilled all5
…which means that the additional cost for cross-training isn't nearly as big as you claim it is. And no matter how much you don't use it that way, denying that it has anything to do with FOTM-chasing and nerf-proofing just shows that you haven't really though that hard about the matter, since those are very common reason for people to cross-train. Versatility can be had without cross-training by picking ships that are inherently versatile.
Alx Warlord
The Scope
Gallente Federation
#1507 - 2012-03-08 15:22:18 UTC
CCP Ytterbium wrote:

  • Q: Isn't forcing us to train [Racial Destroyer] at 4 is lame considering there is only one ship for each race?

  • A: absolutely, we have been discussing that before this blog went out, and we will keep considering options until we come up with a solution that improves this situation. One way could be adding more destroyer hulls, if we can find a role for them.


    CCP Ytterbium,

    Go for the T2 cloak hunter destroyer for this!

    Pros:
    - There will be a way to fight agains cloaked ships.
    - There will be more players in null-sec and WH Space if there are less griefers and afk cloakers to provent their gameplay.
    - There will be more industrials in Null-sec, since more minners will be able to mine there again without worring with an afk cloaker hotdrop.
    - There will be more action on eve, on a hide and seek style.
    - Possibility to add a new destroyer hull and a T2 variant.
    - If there is a feature, there should be a counter for it, but there is nothing against cloak yet.
    - More game content!

    Cons ( But not really):
    - A minority of players that have fun leaving their char afk in enemy territory will have to actually play. ( And they will not be happy)
    - A minority of player that uses bot that cloaks when neutrals enter the system will have to put aside the bot and actually play ( And they will not be happy )
    - More skills to train to specialize on this.
    - Complainers will complain anyway.
    DJ P0N-3
    Table Flippendeavors
    #1508 - 2012-03-08 15:23:46 UTC  |  Edited by: DJ P0N-3
    Hi, Ytterbium! Your answers overall seem sound, but I'd like to address one thing.

    CCP Ytterbium wrote:
    Q: With the skill changes, I will have to train for [racial cruiser V] and [racial battlecruiser V] to train for a Command Ship, how does that make it easier for me?

    A: This is a misunderstanding, the changes don't work that way. While training for the next tech 1 ship class size will require that you train the racial skill to 4, training for the tech 2 version will only require the main racial skill at 5. That is the whole point with splitting destroyers and battlecruiser skills into four variants in the first place.

    Example:
  • Before, training for a Harbinger required you to train for Amarr Frigate 4, Amarr Cruiser 3 and Battlecruisers at 2
  • Before, training for an Absolution required you to train for Amarr Frigate 4, Amarr Cruiser 5, Battlecruiser at 5 and Heavy Assault Ships at 4
  • Now, training for a Harbinger requires you to train for Amarr Frigate 4, Amarr Destroyer 4, Amarr Cruiser 4 and then Amarr Battlecruiser at 1.
  • Now, training for an Absolution requires you to train for Amarr Frigate 4, Amarr Destroyer 4, Amarr Cruiser 4 and Amarr Battlecruiser at 5. There is no more need for the Amarr Cruiser 5 and Heavy Assault Ship at 4.


  • Here's the thing that makes me a sad nublet who loves flying all four races: this method penalizes you the more you crosstrain if you are not all about command ships and nothing else. It is, I think, a difference in perception of how much time one devotes to training for a command ship. I will do my best to explain why I made a sad face, even though technically I should be dancing around the house because it technically takes less time to train for command ships. (I'll focus on command ships since there are more tragic things in the world than training a 2x to V to unlock a single ship, but as that does seem silly I hope you'll look into more T2 destroyers to make it really worthwhile. I'll also forgo the discussion of how one 6x currently makes a bucketful of T1 ships awesome and people loved that, since it seems that this is something that you found suboptimal and I'll let the Drake lovers fight that one out.)

    If you just want command ships, all the command ships, to have and to hold and to have no other, then yes, this is a step up. Overall you will come out ahead, because you train a 6x four times. Currently you have to train a 6x once and a 5x four times and that's pretty sad for someone specializing in command ships, since they have a mess of other 5x skills to train if they're going for booster roles. You're also eliminating the other T2 ship requirements, which cuts down on the time some more. Hooray!

    For those who are not specialized toons and want to fly more than one race of command ships, this feels like a step down. This is a perception issue, I will admit, but when many people think about training for command ships, the single 6x of BC V is the major training hurdle. There are so many other reasons to train a cruiser to V that that 5x doesn't matter to them. They probably already have the racial cruisers they want to V by the time they're looking at command ships or plan to pick up other races as they train the cruiser to V for super mega T2 ship crosstrain goodness. So, to these people, now it feels like that single 6x has become up to four 6x skills. Cue forumrage.

    I understand that the goal may be to make it so that training a cruiser to V doesn't unlock as much T2 goodness. If that's what you're aiming for, okay, I see why you've done this. That's fair. But for people for whom training multiple cruisers to V is just something you do without thinking about it, the new system doesn't feel as good.

    I see that this unlocks the potential for a lot of awesome new ships in the future. If you're thinking thinky thoughts about introducing more T2 battlecruisers/destroyers to make the separate racial training really worthwhile, I will be thrilled to bits (recon battlecruisers pls). Likewise, pirate battlecruisers have been on my wishlist. But right now, under the current circumstances, I'm not as thrilled because in my mind, training racial cruisers to 5x had nothing to do with command ships other than "these are the races I'll be able to fly when I finish a single 6x", and command ships are the big reason that I trained (well, am training -- here's to having that in my training plan before it was cool) that 6x.

    Thanks for being so responsive; I hope you'll take the time to address this.
    Sephira Galamore
    Inner Beard Society
    Kvitravn.
    #1509 - 2012-03-08 15:32:01 UTC
    While I like the general idea, I also like the fact that Destroyers and Battlecruisers currently have an in-between role. The are supposed to use the same size of guns and the same size of other class-specific modules (the new BCs excluded).
    So why not proceed like you wrote in the article BUT leave the Destroyer->Cruiser and BC->BS dependency out. Just as now, you wouldn't have to train BC for battleships, but the racial(!) BC skill is relevant for the T2 variant as you suggested in the blog.
    Mikron Alexarr
    New Age Solutions
    #1510 - 2012-03-08 15:37:30 UTC
    Roime wrote:
    Mikron Alexarr wrote:


    As an example, I don't want the mining bonus to increase for an osprey, because CCP want more people to use it for mining. I want it to get another high slot and turret point. This can open up a whole new set of possibilities for the osprey to be used for more than just mining/logistics.

    What is being discussed in this thread implies the former case (CCP sayeth this ship shall do this). CCP is a successful company, because they leave the game so open ended. Pigeonholing any t1 hull into a specific role is detrimental to the one thing that sets eve apart from all other successful MMOs: The Sandbox.


    I disagree with this. Increasing the combat abilities of T1 special-purpose ships to a competitive level is impossible from a balancing point of view. What would happen to the pure combat cruisers, if the logis and ewars had equal combat stats? Right, the combat ships would not be used, because they wouldn't have anything special.

    Celestis with more drone bay, grid, turret slots and tank? Obsoletes Vexor.

    Celestis with more damping? Makes it a viable addition to a fleet.

    Also, consider the bigger picture- do we want more, similar general combat ships and fleets consisting mainly of those, emphasizing numbers and F1-F8 tactics?

    Or combat that emphasizes the efficient use of force multipliers, requiring more tactical planning and rewarding competency?

    In the end I find specialization the right solution.


    I'm not saying that can't happen. I'm saying that relying on those stats to make the ship more usable is a bad idea. The level of specialization that you're talking about is achieved with Tech 2.

    Let's look at your example the other way around. I want to fit my caracal with an electronic warfare tank. It has enough mid slots that I could put sensor damps on or ECM. Because this caracal still has the CPU for it, I can still fit heavy missiles allowing me to contribute to the fleet dps. This allows me to sacrifice the ability to take a direct hit for the ability to remove someone from the fight for a duration, reducing overall damage that my fleet is taking.

    Again, I'm not saying that all ships should be equally good at all roles. I simply wish to allow that kind of change of tactics if the situation warrants it. I'm with you in allowing more force multipliers. I'm just talking about doing it with allowing more modules, rather than boosting the use of some modules to the point that it is senseless to use anything but those modules.
    Mikron Alexarr
    New Age Solutions
    #1511 - 2012-03-08 15:41:44 UTC
    Tallian Saotome wrote:
    Mikron Alexarr wrote:
    As an example, I don't want the mining bonus to increase for an osprey, because CCP want more people to use it for mining. I want it to get another high slot and turret point. This can open up a whole new set of possibilities for the osprey to be used for more than just mining/logistics.

    When is the last time you really say someone use an osprey for anything other than mining/pos repping unless it was for a lark?

    We discuss trying to work those T1 logis into fleets all the time, but in the end it just doesn't happen.


    I would say that it's not seeing any fleet action because of it's limited utility. It can't damage anything significantly. It can't exactly fit a lot of EW to go along with it's garbage dps. It's ability to survive any kind of direct onslaught or keep range is worse than it's potential dps. These are the reasons why you don't see them in fleets. These reasons are what need to be looked at on a case by case basis. Making a ship that can't move, can't take a hit, remote rep more isn't going to make it more viable in a fleet.
    Mikron Alexarr
    New Age Solutions
    #1512 - 2012-03-08 15:45:11 UTC
    Nikuno wrote:
    What a bold move. I congratulate CCP for taking the bull by the horns on this one. Ship balancing has gradually become a more and more polarised issue with an ever decreasing proportion of ships being used by the majority as time and tweaks have progressed.

    I trust you to find a suitable way around the 'ships-I-can-currently-fly' dilemma. I applaud anything that adds skill that, as an older player, I would want to train. My skill training has largely been without a driven goal for the past 1-2 years and it has definitely been missed.

    As for your analogies for the new ship lines I do have some criticism, hopefully constructive;

    "Combat ships: designed for direct fights, such vessels are usually found spear heading an attack force, or sniping from long range. Have great damage and defense, but poor mobility. A good representation would be 18th century "ships of the line". EVE examples: Abaddon, Rokh, Hyperion, Maelstrom, Ferox, Maller."

    Ok, taking this as your opening definition lets accept this a s a baseline comparison.

    "Attack vessels: Made for hit and run assault, or flanking opportunities. Have great damage and mobility, but average defense. Similar in role with cavalry. EVE examples: Armageddon, Megathron, Tempest, Oracle, Thorax, Hurricane, Dominix, Myrmidon."

    Firstly, hit-and-run would require major changes to the mobility of these ships to result in them all being as effective as the hurricane in this role (the only one I'd say currently fits this description here) This leaves you with a quandary. The cane works because it has an extended engagement range due to it's autocannon weapon systems - how would you overcome this for blasters? Drones take too long to travel to the target and are easily destroyed - unlike any other weapon system in eve. How do you envisage this being able to work in this role? We have seen previously the rise and fall of nano-ships yet you have listed several battleships on this list. If they are to become hit and run does this mean you will countenance the return of nano-ships to a degree? If so, what about the previous problems this led to for other ships, being unable to engage this form of piloting? Finally - flanking does not exist as a concept in eve combat - for that matter almost no nuance of tactical planning matters. The only contributory factor to a fleet's success is calling the rights targets in order and having everyone shoot it. If you have some way to introduce the viability of other tactical decisions then that would be more ground-breaking than a ship balance.

    "Bombardment ships: provide heavy fire support to pin the enemy down with constant barrage of ordnance. Have great damage and range, average defense and mobility. Can be compared to artillery. EVE examples: Raven, Drake, caracal."

    There is no pinning down of an enemy by firepower. Only tacklers can do this. You have imagined a role that cannot exist within eve. What you have done here is to condemn these ships to the second or third rate combat ship pile in one fell swoop.
    Artillery has an advantage of being non-direct fire- yet everything in eve is direct-fire. Artillery does not require line-of-sight but can be directed by a spotter from tremendous range (off-grid essentially), yet eve has only line-of-sight (on-grid). Without major changes to the game, which are so far beyond what is technically possible without a huge rewrite of combat mechanics, then this role is a ship graveyard.

    "Support vessels: mainly focused on assisting a friendly force, or disrupting an enemy fleet. Have average damage, poor defense, average mobility. Electronic warfare is the prime illustration of this line. EVE examples: Scorpion, Blackbird, Celestis, Arbitrator"

    With average defence and mobility these ships will die quickly at their operational ranges; currently they have fair to good defences and mobility. Lowering this relative to the combat ability of other ships will render them almost entirely useless - not in role but in their ability to function in that role on a battlefield. Also there is a major distinction between support vessels of an aggressive nature (electronic warfare) and of a logistical nature (remote reps). Grouping these 2 classes together might simplify a chart, but leads to incorrect assumptions about the very different needs of these 2 ship types.

    I very much hope that CCP can pull this off. It will not, and never could, keep all the player-base happy - but then no changes of this magnitude could ever do that. The changes alluded to are very much needed however and CCP has my support at least in this endeavour, but please tread carefully. Your initial outlines are naive at best, misguided by non-existent functionality at worst. Remeber how eve works before you make these changes, otherwise you'll merely trade one set of useless ships for a different set and that will be a serious failure to seize a wonderful opportunity and would set eve in it's current rut for another half-decade.


    Quoting for Truth.
    Ranger 1
    Ranger Corp
    Vae. Victis.
    #1513 - 2012-03-08 15:45:55 UTC
    I'd like to throw in an observation about this statement made earlier discussing various ship roles as decribed in the Blog.

    Quote:
    There is no pinning down of an enemy by firepower. Only tacklers can do this. You have imagined a role that cannot exist within eve. What you have done here is to condemn these ships to the second or third rate combat ship pile in one fell swoop.
    Artillery has an advantage of being non-direct fire- yet everything in eve is direct-fire. Artillery does not require line-of-sight but can be directed by a spotter from tremendous range (off-grid essentially), yet eve has only line-of-sight (on-grid). Without major changes to the game, which are so far beyond what is technically possible without a huge rewrite of combat mechanics, then this role is a ship graveyard.


    First, I believe he was throwing out general examples that people could associate with real life easily.

    However, your point does bring something to mind.

    While it is true that you cannot gain the advantage for missile ships to "pin down" a ship during combat (unless they gain the ability to knock a ship out of alignment), perhaps it is time to offer (in addition to the standard line up of missiles currently available) a line of missiles that offer a significant area of effect blast radius.

    Torps used to do area of effect damage, but were removed due to people getting themselves killed due to accidental aggro in high sec. Fair enough.

    However, if say torps were available in two varieties (AOE and non-AOE) or if their behavior could be modified with a script, it could breath new life into missile boats during fleet combat.

    Your missiles may take a while to get there, but when they do they affect multiple ships and drones within the blast radius. Used properly, this could be devestating... especially to RR fleets.

    Now would be the time to consider something like this since we are about to redefine ship roles/capabilities within EVE.

    View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

    Tallian Saotome
    Nuclear Arms Exchange Inc.
    #1514 - 2012-03-08 15:54:12 UTC
    Mikron Alexarr wrote:
    Tallian Saotome wrote:
    Mikron Alexarr wrote:
    As an example, I don't want the mining bonus to increase for an osprey, because CCP want more people to use it for mining. I want it to get another high slot and turret point. This can open up a whole new set of possibilities for the osprey to be used for more than just mining/logistics.

    When is the last time you really say someone use an osprey for anything other than mining/pos repping unless it was for a lark?

    We discuss trying to work those T1 logis into fleets all the time, but in the end it just doesn't happen.


    I would say that it's not seeing any fleet action because of it's limited utility. It can't damage anything significantly. It can't exactly fit a lot of EW to go along with it's garbage dps. It's ability to survive any kind of direct onslaught or keep range is worse than it's potential dps. These are the reasons why you don't see them in fleets. These reasons are what need to be looked at on a case by case basis. Making a ship that can't move, can't take a hit, remote rep more isn't going to make it more viable in a fleet.

    But if its role is to give newbies a chance to help posrep/mine from with good bonuses, and not go in fleets, thats not a bad thing.

    They fill the very important role of a bridge to mining hulls, and the less important role of helping with gruntwork. Why should the vets in logis/carriers carry all the load?

    I'm more worried about more useless hulls, like the Celestis. Might not see many ospreys, or Bellicoses, but when is the last time you saw anyone at all in a Celestis, or a Breacher?

    Inappropriate signature removed, CCP Phantom.

    Vanessa Vansen
    Vandeo
    #1515 - 2012-03-08 15:59:52 UTC
    ok, so I did some calculations with all sub capital ships (including industrials) ...

    training all sub capitals to level V:

    one race:
    current system: 8'394'786
    proposed system: 8'394'786

    two races:
    current system: 14'302'228
    proposed system: 16'789'572

    three races:
    current system: 20'209'670
    proposed system: 25'184'358

    all races:
    current system: 26'117'112
    proposed system: 33'579'144


    all sub capitals of one race to level V: 8'394'786

    additional skillpoints for adding another race:
    current system: 5'907'442 (corresponds to rank 19 skill)
    proposed system: 8'394'786 (corresponds to rank 27 skill)

    So, if you replace all racial ship skills and introduce a racial control system skill
    that skill would have to have rank 19 or 27

    the big disadvantage... you have to wait long until you can use the BS ships but once you can jump in you are at level 5
    Hence, don't do it that way, although I proposed it before.


    However, in addition with the "style" skills (Bombardment, and so on) you could reduce that
    E.g. Caldari & Artellery -> Kestrel, ???, Caracal, Drake, Raven

    Advantage: you could really specialize, e.g. all bombardment ships of all races
    Disadvantages: I'm sure there are some


    Conclusion:
    I confess that dropping the racial tag from the ship skills is not as easy as I thought, but it would be possible, especially with the "style" skills you proposed.

    Sorry, for making waves
    C LaForge
    Perkone
    Caldari State
    #1516 - 2012-03-08 16:22:59 UTC
    Problem is not with the tier system but with the ships themselves. Tiers = ship lines. It's just a name for inequality between ships. Please stop with the "CCP tells us how to use the ships". They already did when they designed them, only they didn't include them into what's pompously called "ship lines". There was only the tier system, which is also something really unofficial (i.e. the Tech variations is official, you get that little tiny icon in the upper left corner).

    Anyone want to take a wager that a flood of "kill ship lines" threads will ensue after the expansion if not done correctly?


    Yterbium drew the short straw with this dev-blog, lots of interesting stuff but really a nerd raeg generator.


    Cletus Graeme wrote:
    Also, currently it's so easy to cross-train races that whichever race is currently FOTM (e.g Winmatar for as long as I can remember) ends up being trained by the majority of new pilots - whatever their own race. I never really understood why Destroyer and BC skills were cross-race while Frigate, Cruiser and BS skills are race specific so bringing them all together consistently sounds sensible.


    Destroyers are frigates on steroids and Battlecruisers are pumped up cruisers. Basically that is why they were cross-race. What I always wondered is why they didn't get any bonuses from the frigate/cruiser skills.


    This is what made possible specializing an alt. My main is a "subcap master", whilst I want an alt that will fly exclusively capitals - no point in training dessies or battlecruisers or cruisers or frigates to V, only the racial battleship.

    I also want an alt that is an all around booster -> train command ships V and by having BC V this particular alt will get all of them, nobody knows when some links become useful.

    I also want an alt that is a small ship master for zipping around in small crafts for recon, tackle, whatever.

    This is also why I don't think Dessies/Battlecruisers will ever be prerequisites for Cruisers/Battleships, just doesn't make any sense.
    Korbin Dallaz
    Center for Advanced Studies
    Gallente Federation
    #1517 - 2012-03-08 16:24:58 UTC
    Ok my first toon is on this account. I have him remapped for max training. He's training at 2700 skill points per hour and has been for a few years. I've had him remapped intel / mem for probably about 2 years to get all of my support skills out of the way. I've had to create another account to have a useful toon. You can make fun of my OCD skill training all you want but thinking long term with regards to my skills is how I like to play the game.

    Because of my long term training I do not have very much spaceship command trained on him. So I'll use Battlecruiser for an example. If you take 1.5 million skillpoints away from pilots that now have BC 5 trained and give them 6 million to spend on 4 races worth then that kind of makes the past two years of maxing out skill training worthless as I will be missing out on 4.5 million free skillpoints that I would have had had I trained differently

    Further more I'm considering burning one of my remaps to get those trained before this expansion hits but that would really mess up my long term plan

    On my other toon I've dropped everything that I was working on to train BC and dessi so I don't miss out on skill points and will train caldari cruiser 4 then caldari BS to make sure I can fly the nightmare without having to train caldari BC 4 just to get BS 1. But that's not what I want to be training now and it messes up my skill queue for the next tow months on that toon

    The speculation that you have caused with this has people jumping all around and I don't think it's good. You tell us don't worry you will be able to fly what ever you can fly now but that is not the only concern. I think you need to let people know what is going to happen in enough time for them to burn up remaps and do what ever they need to do to make the most out of the changes with regards to long term plans.

    If I wake up the day after the expansion hits and find out that I'm 6 million skill points behind everyone else I'll be more than a little pissed to say the least. Maxing out skill training is the absolute main thing I focus on in this game. Everything else comes secondary.
    Vaerah Vahrokha
    Vahrokh Consulting
    #1518 - 2012-03-08 16:28:13 UTC
    Tippia wrote:
    Alsyth wrote:
    CCP giving me 4.5M free SP won't make it any better if my new pvp recruits have to spend 6M SP instead of 1.5M to be efficient crosstrainers.

    This "you won't have to re-train for something you can already fly" is fine, but not satisfying for new characters. And I care about new characters too.
    New characters don't need all four BCs at lvl V. That's a long-term project, and making it a bit harder isn't all that bad. New characters will have it a lot easier now that the T2 requirements are reduced — you can do a whole lot more for a whole lot less after these changes.

    Quote:
    Crosstraining is not "nerf proofing" or "FOTM chasing", it's just being versatile
    …which makes you nerf-proof and which lets you go for the FOTM, both of which should be quite costly.


    Your opinions sound a bit too much patronizing.

    EvE was not exactly the faceroll game you learn in 1 day before the change. The streamlining (including the ammo / modules name changes) were aimed at making it more accessible. Making training time for popular ship classes quadruplicate is not a move aimed at new players for sure.

    "They will have a lot easier now that T2 requirements are reduced".

    Wow... I foresee the 50M in wallet newbies all rolling onto T2 ships! Oh wait, this would be dumb and also wrong.

    Per Malcanis law, only the multi-accounts owners who already know the game will send 1B to their new alt and get it up to T2 fast.

    Is this going to benefit newbies (like the one above)? No. It'll benefit those who will roll them in their twink pilots. Opposite effect.


    Tippia wrote:

    Quote:
    Crosstraining is not "nerf proofing" or "FOTM chasing", it's just being versatile
    …which makes you nerf-proof
    …which makes you nerf-proof and which lets you go for the FOTM, both of which should be quite costly.


    One of the things I HATE in other MMOs is being stuck in one class. One day a random developer decides to make them crap and you are stuck with a piece of garbage you worked for 3-4 years to make as good as possible.

    EvE is different. It lets developers decide which ship needs a nerf and the players don't feel robbed in their investment. They play something else.
    The more they segregate ships the more they become like the other MMO companies.

    The poor sod who started EvE past you or me, trained BC V to fly it at best and... WHAM nerfbat. Enjoy wasting weeks because the developers poorly implemented their own ship!

    Now, BCs are still at the "tolerable slap in face" level, but it sets a precedent for other generalistic skill books (or no books at all). And that time it will be 12x and 14x slaps in face.
    Vanessa Vansen
    Vandeo
    #1519 - 2012-03-08 16:46:01 UTC  |  Edited by: Vanessa Vansen
    Vanessa Vansen wrote:
    ok, so I did some calculations with all sub capital ships (including industrials) ...

    training all sub capitals to level V:

    one race:
    current system: 8'394'786
    proposed system: 8'394'786

    two races:
    current system: 14'302'228
    proposed system: 16'789'572

    three races:
    current system: 20'209'670
    proposed system: 25'184'358

    all races:
    current system: 26'117'112
    proposed system: 33'579'144


    all sub capitals of one race to level V: 8'394'786

    additional skillpoints for adding another race:
    current system: 5'907'442 (corresponds to rank 19 skill)
    proposed system: 8'394'786 (corresponds to rank 27 skill)

    So, if you replace all racial ship skills and introduce a racial control system skill
    that skill would have to have rank 19 or 27

    the big disadvantage... you have to wait long until you can use the BS ships but once you can jump in you are at level 5
    Hence, don't do it that way, although I proposed it before.


    However, in addition with the "style" skills (Bombardment, and so on) you could reduce that
    E.g. Caldari & Artellery -> Kestrel, ???, Caracal, Drake, Raven

    Advantage: you could really specialize, e.g. all bombardment ships of all races
    Disadvantages: I'm sure there are some


    Conclusion:
    I confess that dropping the racial tag from the ship skills is not as easy as I thought, but it would be possible, especially with the "style" skills you proposed.

    Sorry, for making waves


    doh ... my assumption:
    racial control skill provides access to hull, i.e.
    level I -> Frigates
    level II -> Destroyer
    level III -> Cruiser
    level IV -> Battlecruiser
    level V -> Battleships

    Way better
    level I -> provides access to all sizes and 20% of the bonus is granted
    level II -> 40%
    level III -> 60%
    level IV -> 80%
    level V -> 100%

    You start with level V of your race, when cross training to another race level I of that racial system control skill would give you access to the ships of that race (given that you fulfill the ship skill requirement) but only 20% of the bonus is applied.

    This way there is no big disadvantage that you'll have to wait ages until being able to fly the battleships of that race.
    You would still have to wait quite long until you can fly them as good as the ships of your own race.

    Hence, dropping the racial tag from the ship skills is a valid scenario again.
    And redistributing the skill points is not a big topic then (the big topic will be applying the bonus but everything has its price)
    Li Charen-Teng
    #1520 - 2012-03-08 16:54:11 UTC
    I welcome these changes. As a veteran pilot with a few character with high skillpoints and crosstrained in at least two races this is a big bummer. There is no automated way I could think of to see why people actually trained specific spaceship command skills.

    For my main I skilled AF cause I wanted HACs - but I never flew an assault frig, I even don't have T2 weapons trained for it. I trained covert ops cause I wanted to use bombers. On an alt I had to train Covert Ops for Recons - he never uses any Covert Ops frigs. I wanted to fly both Command Ship classes on my main, so I had to train Logistics, that I don't use at him. That list is very very long if I put everything together. Both my main pvp characters are crosstrained and the addition of new racial BC and Destroyer skills will need me to put more effort into training both to 5 again since with current ship stats I still need them at 5 even if the req is just 4.

    Do yourself a favour CCP and reimburse all skillpoints in the spaceship command group and add x-times the reimbursement for BC and Destroyer for x-amount trained racial frigate 5 and racial cruiser 5.

    Checking EVE GATE every few minutes...