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Darwinism Died with Eve? How Space Ship Engineers Never Learned to Adapt - And Stopped Worrying.

Author
Doctor Ungabungas
Doomheim
#61 - 2012-05-05 18:13:59 UTC
Digital Messiah wrote:
[quote=seany1212]Mining is the only career where you have so little choice.


Use a mining rokh. Own the hell out of some space rocks.

Valerie Tessel
Center for Advanced Studies
Gallente Federation
#62 - 2012-05-05 18:21:52 UTC
Digital Messiah wrote:
Also a designers flaw. You do realize how very little isk / hour mining generates compared to about anything else right? I could make more trading in jita with no skills. But a hulk pilot with 19 million in mining skills will still make less. People don't fly a hulk to get the results of a retriever. And you might say they trade off to have more tank. Yet both the retriever and the hulk usually die under the same circumstances so why tank it?

Long story short, fix mining, increase the mineral cost for modules + ships, or make a T2 variant of a ship worth fitting with a tank. Combat wise there are titans that don't work as well as others, carriers, etc. People choose not to use them but at least they have options to use something better. Mining is the only career where you have so little choice.

And honestly would it hurt to have two variations of the hulk? One with strictly mining / cargo hold bonuses, another with buffer / tanking bonuses. It makes sense in the high sec / null sec idea everyone pushes.

Right, CCP could do things like removing drone poo and... CCP has actually made mining more valuable in Inferno. Prices have already started to increase.

Tactical destroyers... I'll take a dozen Gallente, please.

Alavaria Fera
GoonWaffe
#63 - 2012-05-05 18:24:39 UTC
Valerie Tessel wrote:
Alavaria Fera wrote:
Valerie Tessel wrote:
The real adaptation to a situation like hi-sec ganking would be other ships / technology that could offer active defense (as opposed to after-the-fact defense). I proposed such under the Aegis destroyers thread in the Assembly Hall (see sig). But the most positive responses I've managed to get are "this seems like a good idea, but I'm not going to support it yet."

Actually a "remote shield extender" would be interesting."

For sure, our logistics ships would be more easily able to deny the enemy killmails. It would also help reduce the whole "alpha" problem since you can also increase a buffer.

Absolutely. A remote shield extender with a cool down (75% on, 25% off per cycle for example) would mix things up a bit. I also thought it'd be cool to have a role for a new kind of destroyer, cheap, reduces damage, acts like a remote hardener almost. Personally, I'd like to see both of these things make it into the game.

Just make sure you can't use them on Titans, please...

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Tippia
Sunshine and Lollipops
#64 - 2012-05-05 18:36:47 UTC
Alavaria Fera wrote:
Actually a "remote shield extender" would be interesting.
Hmm. Sure.
Valerie Tessel
Center for Advanced Studies
Gallente Federation
#65 - 2012-05-05 18:53:11 UTC
Tippia wrote:
Alavaria Fera wrote:
Actually a "remote shield extender" would be interesting.
Hmm. Sure.

And how many of those can you have in a fleet?
Quote:
Note: The Fleet bonus only works if you are the assigned fleet booster.

In talking about a mining vessel, yes, probably only one as the fleet booster would be enough. But wouldn't you want mining vessels to be boosted by an Orca or mining links? There should be a way to protect others without being in the fleet, and without having to play clean up afterward (reps, shield transfer).

Tactical destroyers... I'll take a dozen Gallente, please.

Doctor Ungabungas
Doomheim
#66 - 2012-05-05 18:56:43 UTC
Valerie Tessel wrote:
Tippia wrote:
Alavaria Fera wrote:
Actually a "remote shield extender" would be interesting.
Hmm. Sure.

And how many of those can you have in a fleet?
Quote:
Note: The Fleet bonus only works if you are the assigned fleet booster.

In talking about a mining vessel, yes, probably only one as the fleet booster would be enough. But wouldn't you want mining vessels to be boosted by an Orca or mining links? There should be a way to protect others without being in the fleet, and without having to play clean up afterward (reps, shield transfer).


Have your Rorq as wing leader and your Vulture as squad leader or vice versa.
Tippia
Sunshine and Lollipops
#67 - 2012-05-05 19:03:27 UTC
Valerie Tessel wrote:
And how many of those can you have in a fleet?
All in all? 31. Of course, only three at a time can affect any one ship.
Serene Repose
#68 - 2012-05-05 19:11:36 UTC  |  Edited by: Serene Repose
I have to agree. It's counter-intuitive to have a large, industrial purpose vessel that's flimsy. The structural requirement alone, to keep ships from bursting at the seams with a huge load of ore, seem to be overlooked here. Here's a case: Park an M1 Abrams on a train track and hit it with a diesel locomotive doing 60mph. Who do you think would win, the tank? Uh huh. Better yet, put a train of coal cars behind the loco. EVE's metrics on this just doesn't make sense.

Conversely, the ship of choice for suicide ganks, the destroyer, is by nature a light, maneuverable and fast ship. Destroyers, traditionally, were intended to take out submarines. Again. It's incongruous.

I'm not saying make mining and industrial vessels indestructable, but damn near to it just for them to do the job they're intended to perform, without regard to tanking an attacker. Sure, line up enough dessies and have that fabulous Alpha strike possible, but make it proportionate. Easy enough to calculate with a COMPUTER. Sum total of dessie loss, w/fittings (roughly) that can alpha a hulk would cost the price of a hulk to replace. If that's twenty, then that's twenty.

LOPSIDED - I think a two year old can tell if something is LOPSIDED. Aren't EVE devs supposed to be edjumicated?

We must accommodate the idiocracy.

Indahmawar Fazmarai
#69 - 2012-05-05 19:17:16 UTC
My own insane proposal is: allow miner capitals to be used in hisec. Lol

Imagine a Dread firing 8 strip miners at 8 asteroids at once... a weapon of asteroidal mass destruction! Twisted
Valerie Tessel
Center for Advanced Studies
Gallente Federation
#70 - 2012-05-05 19:17:33 UTC
Tippia wrote:
Valerie Tessel wrote:
And how many of those can you have in a fleet?
All in all? 31. Of course, only three at a time can affect any one ship.

Lol Right.

I suppose my idea is aimed toward lower-skilled players, cheap ships, and directed defense (targeting the friendly). This mechanism would work external to fleet mechanics.

Tactical destroyers... I'll take a dozen Gallente, please.

Valerie Tessel
Center for Advanced Studies
Gallente Federation
#71 - 2012-05-05 19:19:19 UTC
Indahmawar Fazmarai wrote:
My own insane proposal is: allow miner capitals to be used in hisec. Lol

Imagine a Dread firing 8 strip miners at 8 asteroids at once... a weapon of asteroidal mass destruction! Twisted

Alas there is only one Veldnaught.

Tactical destroyers... I'll take a dozen Gallente, please.

Alavaria Fera
GoonWaffe
#72 - 2012-05-05 19:22:28 UTC
Valerie Tessel wrote:
Tippia wrote:
Valerie Tessel wrote:
And how many of those can you have in a fleet?
All in all? 31. Of course, only three at a time can affect any one ship.

Lol Right.

I suppose my idea is aimed toward lower-skilled players, cheap ships, and directed defense (targeting the friendly). This mechanism would work external to fleet mechanics.

You know who would end up crying because of such a mechanic?

Not us.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Valerie Tessel
Center for Advanced Studies
Gallente Federation
#73 - 2012-05-05 19:28:52 UTC
Alavaria Fera wrote:
Valerie Tessel wrote:
Tippia wrote:
Valerie Tessel wrote:
And how many of those can you have in a fleet?
All in all? 31. Of course, only three at a time can affect any one ship.

Lol Right.

I suppose my idea is aimed toward lower-skilled players, cheap ships, and directed defense (targeting the friendly). This mechanism would work external to fleet mechanics.

You know who would end up crying because of such a mechanic?

Not us.

LOL. Does this mean I can get 10K likes on the Aegis destroyers thread? P

Tactical destroyers... I'll take a dozen Gallente, please.

Tippia
Sunshine and Lollipops
#74 - 2012-05-05 19:29:43 UTC  |  Edited by: Tippia
Serene Repose wrote:
I have to agree. It's counter-intuitive to have a large, industrial purpose vessel that's flimsy. The structural requirement alone, to keep ships from bursting at the seams with a huge load of ore, seem to be overlooked here. Here's a case: Park an M1 Abrams on a train track and hit it with a diesel locomotive doing 60mph. Who do you think would win, the tank? Uh huh. Better yet, put a train of coal cars behind the loco. EVE's metrics on this just doesn't make sense.
…except that this isn't what's happening. Instead, take that train and shoot it with a T72 tank. Note how the train is now a pile of smouldering rubble. Now, shoot the M1 with the same tank, and note that the maintenance crew will be pretty angry about having to spend overtime to buff out that dent.

Quote:
Conversely, the ship of choice for suicide ganks, the destroyer, is by nature a light, maneuverable and fast ship. Destroyers, traditionally, were intended to take out submarines.
…and these days, they traditionally carry various forms of long-range missiles, which can quite easily take out mobile resource extraction vessels such as, say, an oil rig.

Valerie Tessel wrote:
I suppose my idea is aimed toward lower-skilled players, cheap ships, and directed defense (targeting the friendly). This mechanism would work external to fleet mechanics.
The problem is that it would immediately be co-opted by those higher-skilled (and larger-numbered) fleets and would have to be balanced with those in mind, making it about as effective as the current crop of command and logistics ships.
stoicfaux
#75 - 2012-05-05 19:41:32 UTC  |  Edited by: stoicfaux
Bah, the ships' tanks aren't the problem. The problem is law enforcement. Gankers are artificially "subsidized" with relatively weak penalties to ganking and with aggression mechanics that favor the ganker tremendously.

If you really want to help miners, then gankers should be flagged for longer than 15 minutes. Criminal flags should last months to years in the faction space where the crime occurred. If you gank, then the offended faction navy and sentry guns will open fire on you immediately. Deputized players can also engage you. This continues until you pay restitution to the miner and pay a fine.

Deputized Players could either patrol the mining belts looking for outlaws to shoot and/or miners could pay to "upgrade" the system with faction navy (or mercenary) patrols of the mining belts.

This would help shutdown small time "l33t" suicide gankers (/roll), while still making it possible for organized groups of outlaws to "raid" high-sec, i.e. make Hulkageddon less of a pigeon shoot and more of a hunt where the line between prey and predator is blurred.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Zverofaust
Ascetic Virtues
#76 - 2012-05-05 19:48:45 UTC
Relevant.

Your arguement is invalid given the prevalence of real-world non-military designs susceptible to attack and damage that have not "evolved". During WW2 the primary cargo transport ship, the Liberty linked above, barely changed from first design to the final hull ever built. Non-military ships like these depend on actual military forces to protect them. No oil tanker or cargo ship existing today could so easily strap on tons of extra armour and other defenses like the Hulk currently can by throwing on Invulns, Shield Extenders and defensive Rigs. They are 100% mining ships. Want a quasi-military, quasi-mining ship? Throw 8 mining lasers on a Tier3 Battleship and call it a day.
Mars Theran
Foreign Interloper
#77 - 2012-05-05 19:53:14 UTC
seany1212 wrote:
Oh look, another one of these threads, oh look, what's worse is it's a alliance member Blink

Show me a decent buffer tanked hulk that's lost to gankers (start with a DC2 Roll)... That's because pretty much everyone mining sticks survey scanners and cargohold expanders/mining upgrades in their respective mids and lows. When I start seeing actual tanked hulks on lossmails to gankers then i'll side with any one of these terrible threads Roll



..and you can still fit 5 ships for half the price and bring a group of guys out to alpha it.

The argument that mining exhumers can mine lots having something to do with ship balance is ********. Like that should somehow offset the fitting capabilities and tank vs. gank of the ship.

Here's an argument for you: You can fit a few HACs for less than it costs to buy an Exhumer HULL and go ratting, running Incursions, ganking in Lowsec, complexing, mission running, etc.. and make equal to or better ISK than a Hulk can mining.
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Valerie Tessel
Center for Advanced Studies
Gallente Federation
#78 - 2012-05-05 19:53:50 UTC
Tippia wrote:
Valerie Tessel wrote:
I suppose my idea is aimed toward lower-skilled players, cheap ships, and directed defense (targeting the friendly). This mechanism would work external to fleet mechanics.
The problem is that it would immediately be co-opted by those higher-skilled (and larger-numbered) fleets and would have to be balanced with those in mind, making it about as effective as the current crop of command and logistics ships.

Agreed, which is why I have a few posts on how to counter and scale the effectiveness of such a ship or module. I'd much appreciate it if you can poke holes in the notion on that thread. It would help refine the idea if it really is worthwhile.

I do like stoicfaux's idea of deputation. *checks to see if character name Barney Fife is taken*

Tactical destroyers... I'll take a dozen Gallente, please.

Mars Theran
Foreign Interloper
#79 - 2012-05-05 19:58:37 UTC  |  Edited by: Mars Theran
Zverofaust wrote:
Relevant.

Your arguement is invalid given the prevalence of real-world non-military designs susceptible to attack and damage that have not "evolved". During WW2 the primary cargo transport ship, the Liberty linked above, barely changed from first design to the final hull ever built. Non-military ships like these depend on actual military forces to protect them. No oil tanker or cargo ship existing today could so easily strap on tons of extra armour and other defenses like the Hulk currently can by throwing on Invulns, Shield Extenders and defensive Rigs. They are 100% mining ships. Want a quasi-military, quasi-mining ship? Throw 8 mining lasers on a Tier3 Battleship and call it a day.


http://www.youtube.com/watch?v=OZq-XdykpGU&feature=player_detailpage#t=79s <--- gank that.

Also: "Stern-mounted 4-in (102 mm) deck gun for use against surfaced submarines, variety of anti-aircraft guns," and that ship is no longer in production and only has two surviving ships still in use to one extent or another. Oh yeah, and it's as well armored as a battleship; or did you miss that? Not to mention that the two surviving ship made it through WWII.

"The ships were constructed of sections that were welded together. This is similar to the technique used by Palmer's at Jarrow, but substitutes welding for riveting. Riveted ships took several months to construct. The work force was newly trained – no one had previously built welded ships."

"Another notable Liberty ship was SS Stephen Hopkins, which sank the German commerce raider Stier in a ship-to-ship gun battle in 1942 and became the first American ship to sink a German surface combatant."

I'm not sure you selected the best example for your argument there; or maybe that was intentional and you are in fact fighting for the other side. Lol
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Indahmawar Fazmarai
#80 - 2012-05-05 20:00:53 UTC
stoicfaux wrote:
Bah, the ships' tanks aren't the problem. The problem is law enforcement. Gankers are artificially "subsidized" with relatively weak penalties to ganking and with aggression mechanics that favor the ganker tremendously.

If you really want to help miners, then gankers should be flagged for longer than 15 minutes. Criminal flags should last months to years in the faction space where the crime occurred. If you gank, then the offended faction navy and sentry guns will open fire on you immediately. Deputized players can also engage you. This continues until you pay restitution to the miner and pay a fine.

Deputized Players could either patrol the mining belts looking for outlaws to shoot and/or miners could pay to "upgrade" the system with faction navy (or mercenary) patrols of the mining belts.

This would help shutdown small time "l33t" suicide gankers (/roll), while still making it possible for organized groups of outlaws to "raid" high-sec, i.e. make Hulkageddon less of a pigeon shoot and more of a hunt where the line between prey and predator is blurred.


Huh, I had a better proposal.... alllow bounty hunters to track down their targets in a way that gave a meaning to "being wanted"

Sahmelessly plugging it:

My "EVE Retaliation" proposal

Exceprt:

Quote:
Summary:

- unlimitedly transferable kill rights; if a hirer is fillthy rich and can throw 20 hunters on the agressor, let the agressor have it
- pay for destroying the target's stuff, not merely kill him. No longer self-killing for the bounty unless you're up to losing twice the reward.
- any other target in the prey's corporation can be punished too. If you gang together against bounty hunters, bounty hunters can gang together against you.
- bounty hunters can track the last moves of their target via stargates and stations. It sucks to be hunted.
- bounty hunters can pinpoint the last moves of the target via the target's appearences in local chat. It sucks a lot to be hunted.