These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

a new class of ships: q-ship

Author
Simi Kusoni
HelloKittyFanclub
#41 - 2012-06-16 12:04:35 UTC
loard doktor wrote:

What do gankers use when they know they are going to lose their ships to gate guns? Why use expensive ships to take out a easy to kill industrial freighter?

They use ships they won't lose to gate guns, duh. Suicide ganking is for high sec, if you'd ever left high sec you'd know that.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

loard doktor
tradersbear
#42 - 2012-06-16 12:13:04 UTC  |  Edited by: loard doktor
Simi Kusoni wrote:
Obviously not, the only part of the game this would kill is suicide ganking, and I've always seen suicide ganking as a silly (albeit necessary) mechanic.

As you can see in my above post, I very rarely step foot in high sec. And any one of your ships would die in a fire here.

And so you finally admit what this proposal really is about: nerf suicide ganking.


NO its not about nerfing suicide ganking (Ive never been ganked). Its about using your head in a manner that allows you to find targets that are worthy of being honor killed. I have a problem attacking the innocent and the ships i can use to lure the not so innocent will not survive long enough for me to do anything against them.

Lets be completely honest here. Do you use massive over kill to kill freighers and miners in low sec? Do the average person use 10 times the ammo needed to kill a target?

Im betting the answer is no. I would bet that you dont get up a fleet 10 times bigger than is needed to kill a miner.

If you scan a ship and its not tanked, do you holler at all your buddies to come to you to help you take out such an easy target?

HERE is where the q-ship great victory would be. You would come in thinking you could kill the ship in 2 shots only to have it begin shooting you instead. With its large guns, its quite possibly going to be able to take you out before you even realise its firing.

While your team mates are trying to get revenge, the q-ships corp mates are warping in behind them.

the q-ship would be more likely to live another day than you would, unless you actually do run in fleets 10 times bigger than needed for easy targets.

Simi Kusoni wrote:
They use ships they won't lose to gate guns, duh. Suicide ganking is for high sec, if you'd ever left high sec you'd know that.


so the gate guns never fire on people in low sec? thats not what ive heard and even was told in this thread.
Xhaiden Ora
Doomheim
#43 - 2012-06-16 12:23:16 UTC
loard doktor wrote:
You dont understand the tactics then.

Gankers will only risk the number of ships that they need to take out a miner or freighter. IF they scan it (and they almost certainly will), they will know its set up for tanking, and thus will either ignore it, or bring in a larger fleet.

Having a q-miner means that if they scan it, they will think its untanked, and thus vernable. They will then calculate how many ships it will take, and that will be the number that they risk. Because of its hidden armor and such, the q-ship will NOT DIE most of the time.

Unless you area developer, you dont know if its a waste of their time or not.


And if your ship existed, they would immediately be suspicious of a mining ship that just sat there inviting a gank instead of mining. Which would give them enough time to assess your disguise and realise what you were up too. Then once your name got out as someone using that ship they either wouldn't bother at all or they would just bring enough gank to blow up your silly decoy ship too.

As for being a developer, I am, but not for EVE =p. That said, new game assets don't just magically fall out of a dev's butthole. They have to be created, programmed, tested, balanced and implimented. Things are rarely simple. Especially here where you're asking for new mechanics that don't exist in the game on top of a new ship. All so the ship can perform one ridiculously specific role in one specific scenario that the vast majority of the player base won't use and those who do will find it taper off in effectiveness neigh immediately once the word gets out.


loard doktor wrote:

Obviously, because of your hatred of this idea, you are one of the ones that would be disadvantaged by it.


"People don't agree with me so its obviously a conspiracy".

Simi Kusoni
HelloKittyFanclub
#44 - 2012-06-16 15:54:47 UTC
loard doktor wrote:
Simi Kusoni wrote:
They use ships they won't lose to gate guns, duh. Suicide ganking is for high sec, if you'd ever left high sec you'd know that.


so the gate guns never fire on people in low sec? thats not what ive heard and even was told in this thread.

I don't think you understand, gate guns don't kill you in low sec. They do ~350 DPS and don't take into account signature radius or transversal, so they kill frigates in seconds.

Battle cruiser however, which are the primary ships used in low sec gate camps, can just sit there for minutes. Gate camps in low sec do not use ships that cannot tank gate guns.

loard doktor wrote:
Simi Kusoni wrote:
Obviously not, the only part of the game this would kill is suicide ganking, and I've always seen suicide ganking as a silly (albeit necessary) mechanic.

As you can see in my above post, I very rarely step foot in high sec. And any one of your ships would die in a fire here.

And so you finally admit what this proposal really is about: nerf suicide ganking.


NO its not about nerfing suicide ganking (Ive never been ganked). Its about using your head in a manner that allows you to find targets that are worthy of being honor killed. I have a problem attacking the innocent and the ships i can use to lure the not so innocent will not survive long enough for me to do anything against them.

Lets be completely honest here. Do you use massive over kill to kill freighers and miners in low sec? Do the average person use 10 times the ammo needed to kill a target?

Im betting the answer is no. I would bet that you dont get up a fleet 10 times bigger than is needed to kill a miner.

If you scan a ship and its not tanked, do you holler at all your buddies to come to you to help you take out such an easy target?

You don't ship scan targets in low sec, you just kill them. And yes, we use overwhelming force.

If you want to try your hand at ~eleet pee vee pee~ try using a vagabond, cynabal or similar ship and engage a gate camp in low sec. Run out to ~100km, kill the ships that are fastest to follow you whilst maintaining range from fleet.

You'll have gate guns on your side, but it still won't be an easy fight. Alternative you could get some friends, fly a drake into them and drop carriers/black ops/titan bridge them. Or do the normal thing and just keep your fleet hidden until you've tackled them.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Barbara Nichole
Royal Amarr Institute
Amarr Empire
#45 - 2012-06-16 16:32:04 UTC
Simi Kusoni wrote:
Barbara Nichole wrote:
Simi Kusoni wrote:
People already don't bother to tank their hulks, why would they fit DPS mining crystals? And if they wanted to kill a thrasher that gets the first shot they would also need to tank their hulks.

...beside the point and really has nothing to do with the op idea.. If this irrelevant arguement the only debate against this idea, I say go for it.


That isn't an argument against the OP's proposal, it is an argument against Nikk's proposal.

And the fact that something is useless is not "irrelevant".



no, the fact that it is irrelevant makes it irrelevant. I don't give a flying leap if people don't tank their ships or do.. the idea could work in more places than mining.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Gevlin
Pator Tech School
Minmatar Republic
#46 - 2012-06-16 20:19:58 UTC
Out side of Freighters.

I can see this already being a feature built into the game.
You can Tank out a hulk, put energy vamps and Nuets on it, and Run with Drones.

or the battle badger able to tank better than a Battle Cruiser

I think we can already do this out side of frieghters.

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Galmalmin
KarmaFleet
Goonswarm Federation
#47 - 2012-06-16 23:41:20 UTC
I get it that there are ways to tank / arm MOST of the industrial ships out there.

I get that there are ways to have friends / corpies standing by (or with in a gate or two) to assist if the need occurs while your doing your industrial what ever.

I also get that changing the current ships and or adding abilities / modules / rigs to then is programing / time intensive for the dev's and would / could take resources from other needs.

That being said, this game is marketed as a "sandbox" and in a "sandbox" if someone wants to upgrade their frigate to be able to fire a BFG (big f*** gun) from it, they should be able to. It might cost they a pretty penny and use all their low and mid slots to have the power and cap to do it, but they should be able to. If they want to hang two 100MWD on an interceptor, they should be able to do it. We are talking about a game that is supposedly, what, 4,000 years into our future? Are you telling me that that far into the future that techs / mechanics / engineers could not figure out how do that kind of stuff?

Ya, i hear the complaints that it would not be balanced blah blah blah. It seems to me that for every ship that had some "UBER" ability, our intrepid player base figured out a way to counter it with what we already had at hand... yes it might have been difficult, but someone always figured out a way to counter that "UBER" what ever. So, "balancing" similar ship types between the races is BS as far as I am concerned. In a "sandbox", you figure out a way.

Who am I? In game, I am an industrialist. I have no interest in PVP. I like collecting resources from asteroid belts, moons and planets. I enjoy moving them to a place to build various modules / items to build bigger stuff and / or sell. Most of that is done as part of a corp, but as a solitary player. It is, for the most part, not a team effort out side of the multiple toons I run on this laptop to get it done. My corpies like pvp and ratting and missioning and such, most don't like mining / collecting resources so much. Hence, I am usually not in the company of defensive back up close by. How ever, as far as this game goes, that is what I like. You may not like that kind of play and that is what makes this game interesting is the variety available to fit just about any ones style of play.

In Real Life, I'm someone who has, maintains, trains with and carries weapons / firearms as well as teaches his family to do the same. I believe in 'walk softly, but carry a big stick'.

So, when I say I think it is 'BULL' that I can not hang a gun/s on my Exhumer or Missles on my Charon or a Scram and a Web on my Rhea, it comes from the fact that humans learn to improvise, adapt and overcome so they can do what they want to do regardless of the reason/s. And in our 'future' we shall be able to do that and more if we choose to.

The current game mechanics do not allow for that yet and I get that. Chastising someone for wanting to do that (improvise, adapt, overcome) just shows that one does not understand the point or just does not care. If and/or when the game mechanics become available to do that (improvise, adapt, overcome), I think we will find that this game is a whole lot more unpredictable, fun and exciting.

How I want to use my what ever ship, should be up to me and how I choose to fit or hang stuff on it should be up to me and not locked into some loose mold because it is particular race of ship and or design. Ever hear of rewiring something to be able to get more power directed somewhere? Ever heard of expanding an engine compartment to put in a bigger one? Ever heard of welding something on to the outside of a what ever to hold more what ever? Ever heard of upgrading your CPU / HD / RAM / POWER SUPPLY to run more and bigger stuff? That is basically what it is that I want to be able to do in this game. Make it cost, make it slower because of the mass until you hang a bigger engine / power plant on it, make it ugly because you have a bunch of Fred Sanford stuff hanging on it. What ever, but let us do it. So what if the ships all look different. It is just a matter of computing power / graphics power / coding power and I want it yesterday like everyone else.

Have a great day and fly safe.

Galmalmin
Simi Kusoni
HelloKittyFanclub
#48 - 2012-06-16 23:47:55 UTC
Galmalmin wrote:
I get it that there are ways to tank / arm MOST of the industrial ships out there.

I get that there are ways to have friends / corpies standing by (or with in a gate or two) to assist if the need occurs while your doing your industrial what ever.

I also get that changing the current ships and or adding abilities / modules / rigs to then is programing / time intensive for the dev's and would / could take resources from other needs.

That being said, this game is marketed as a "sandbox" and in a "sandbox" if someone wants to upgrade their frigate to be able to fire a BFG (big f*** gun) from it, they should be able to. It might cost they a pretty penny and use all their low and mid slots to have the power and cap to do it, but they should be able to. If they want to hang two 100MWD on an interceptor, they should be able to do it. We are talking about a game that is supposedly, what, 4,000 years into our future? Are you telling me that that far into the future that techs / mechanics / engineers could not figure out how do that kind of stuff?

I too wish to fit citadel launchers on my merlin.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Pidgeon Saissore
Tyrant's
#49 - 2012-06-17 02:49:33 UTC
I think the intended purpose would be better suited to adding a few modules instead of ships. For instance a module that converts 90% of cargo space to hull hp 1 for 1. Of coures change the ration for balancing but the idea is there. Also a module that alters any scan attempted on it. For the most part these are only applicable in high sec though it could be made a perfect trap for say an orca with a cyno in low.
loard doktor
tradersbear
#50 - 2012-06-18 11:30:51 UTC
Xhaiden Ora wrote:
And if your ship existed, they would immediately be suspicious of a mining ship that just sat there inviting a gank instead of mining. Which would give them enough time to assess your disguise and realise what you were up too. Then once your name got out as someone using that ship they either wouldn't bother at all or they would just bring enough gank to blow up your silly decoy ship too.


IF it just sat there, yes, it would look suspicious. thats why it has all the capcity of the ship its mimicing save its cargo space. Sure if you got famous enough, people would leave you alone, but then there are alts.


Xhaiden Ora wrote:
As for being a developer, I am, but not for EVE =p. That said, new game assets don't just magically fall out of a dev's butthole. They have to be created, programmed, tested, balanced and implimented. Things are rarely simple. Especially here where you're asking for new mechanics that don't exist in the game on top of a new ship. All so the ship can perform one ridiculously specific role in one specific scenario that the vast majority of the player base won't use and those who do will find it taper off in effectiveness neigh immediately once the word gets out.


Its no more new than a any other changes to ship. Look at the changes their are doing to entire sections of ships. THAT takes a long time and only affects a few ships at a time. Do you see anyone complaining about how long thats taking? Ive already seen people complaining about how they are changing some of the ships they love because it would ruin certain stratigies.


Xhaiden Ora wrote:
"People don't agree with me so its obviously a conspiracy".



No, i never said its a consparacy and i expected to see a lot of people that love to gank and pirate miners disagree. Youre obviously one of these.
loard doktor
tradersbear
#51 - 2012-06-18 11:39:25 UTC
Simi Kusoni wrote:
I don't think you understand, gate guns don't kill you in low sec. They do ~350 DPS and don't take into account signature radius or transversal, so they kill frigates in seconds.

Battle cruiser however, which are the primary ships used in low sec gate camps, can just sit there for minutes. Gate camps in low sec do not use ships that cannot tank gate guns.


maybe they werent pro enough to know that. All I know is when i returned to see if there was anything left in my cargo containers (some times they leave them), there were several wrecks, 3 of which had the same name as was on my kill board. There were others that warp scrambled my rookie ship, then my pod.

Simi Kusoni wrote:

You don't ship scan targets in low sec, you just kill them. And yes, we use overwhelming force.

If you want to try your hand at ~eleet pee vee pee~ try using a vagabond, cynabal or similar ship and engage a gate camp in low sec. Run out to ~100km, kill the ships that are fastest to follow you whilst maintaining range from fleet.

You'll have gate guns on your side, but it still won't be an easy fight. Alternative you could get some friends, fly a drake into them and drop carriers/black ops/titan bridge them. Or do the normal thing and just keep your fleet hidden until you've tackled them.


I know little about these types of statagies, because most of my time in low sec has been at the wheel of a freighter or miner. In none of the cases that ive lost ship (several) did I ever see a huge fleet coming in on me. It was always a few destroyers or cruisers, save once when I was attacked by about 8 frigates. Being that I was in a mining frigate at the time, that was infact overkill.
loard doktor
tradersbear
#52 - 2012-06-18 11:41:48 UTC
Gevlin wrote:
Out side of Freighters.

I can see this already being a feature built into the game.
You can Tank out a hulk, put energy vamps and Nuets on it, and Run with Drones.

or the battle badger able to tank better than a Battle Cruiser

I think we can already do this out side of frieghters.


Problem is, a simple scan will show this.

Then they either ignore you (not what your wanting) or they get a much larger group of ships to take you out.
loard doktor
tradersbear
#53 - 2012-06-18 11:45:23 UTC
Galmalmin wrote:
I get it that there are ways to tank / arm MOST of the industrial ships out there.

I get that there are ways to have friends / corpies standing by (or with in a gate or two) to assist if the need occurs while your doing your industrial what ever.

I also get that changing the current ships and or adding abilities / modules / rigs to then is programing / time intensive for the dev's and would / could take resources from other needs.

That being said, this game is marketed as a "sandbox" and in a "sandbox" if someone wants to upgrade their frigate to be able to fire a BFG (big f*** gun) from it, they should be able to. It might cost they a pretty penny and use all their low and mid slots to have the power and cap to do it, but they should be able to. If they want to hang two 100MWD on an interceptor, they should be able to do it. We are talking about a game that is supposedly, what, 4,000 years into our future? Are you telling me that that far into the future that techs / mechanics / engineers could not figure out how do that kind of stuff?

Ya, i hear the complaints that it would not be balanced blah blah blah. It seems to me that for every ship that had some "UBER" ability, our intrepid player base figured out a way to counter it with what we already had at hand... yes it might have been difficult, but someone always figured out a way to counter that "UBER" what ever. So, "balancing" similar ship types between the races is BS as far as I am concerned. In a "sandbox", you figure out a way.

Who am I? In game, I am an industrialist. I have no interest in PVP. I like collecting resources from asteroid belts, moons and planets. I enjoy moving them to a place to build various modules / items to build bigger stuff and / or sell. Most of that is done as part of a corp, but as a solitary player. It is, for the most part, not a team effort out side of the multiple toons I run on this laptop to get it done. My corpies like pvp and ratting and missioning and such, most don't like mining / collecting resources so much. Hence, I am usually not in the company of defensive back up close by. How ever, as far as this game goes, that is what I like. You may not like that kind of play and that is what makes this game interesting is the variety available to fit just about any ones style of play.

In Real Life, I'm someone who has, maintains, trains with and carries weapons / firearms as well as teaches his family to do the same. I believe in 'walk softly, but carry a big stick'.

So, when I say I think it is 'BULL' that I can not hang a gun/s on my Exhumer or Missles on my Charon or a Scram and a Web on my Rhea, it comes from the fact that humans learn to improvise, adapt and overcome so they can do what they want to do regardless of the reason/s. And in our 'future' we shall be able to do that and more if we choose to.

The current game mechanics do not allow for that yet and I get that. Chastising someone for wanting to do that (improvise, adapt, overcome) just shows that one does not understand the point or just does not care. If and/or when the game mechanics become available to do that (improvise, adapt, overcome), I think we will find that this game is a whole lot more unpredictable, fun and exciting.

How I want to use my what ever ship, should be up to me and how I choose to fit or hang stuff on it should be up to me and not locked into some loose mold because it is particular race of ship and or design. Ever hear of rewiring something to be able to get more power directed somewhere? Ever heard of expanding an engine compartment to put in a bigger one? Ever heard of welding something on to the outside of a what ever to hold more what ever? Ever heard of upgrading your CPU / HD / RAM / POWER SUPPLY to run more and bigger stuff? That is basically what it is that I want to be able to do in this game. Make it cost, make it slower because of the mass until you hang a bigger engine / power plant on it, make it ugly because you have a bunch of Fred Sanford stuff hanging on it. What ever, but let us do it. So what if the ships all look different. It is just a matter of computing power / graphics power / coding power and I want it yesterday like everyone else.

Have a great day and fly safe.

Galmalmin


THANKS. You understand what Ive been trying to say.
loard doktor
tradersbear
#54 - 2012-06-18 11:48:25 UTC
Pidgeon Saissore wrote:
I think the intended purpose would be better suited to adding a few modules instead of ships. For instance a module that converts 90% of cargo space to hull hp 1 for 1. Of coures change the ration for balancing but the idea is there. Also a module that alters any scan attempted on it. For the most part these are only applicable in high sec though it could be made a perfect trap for say an orca with a cyno in low.


IF it completely hid what was inside, perhaps modules would work. Problem is, you still have no weapons. What good is a q-miner with no weapons?
Duchess Starbuckington
Doomheim
#55 - 2012-06-18 16:12:03 UTC
So basically: you're a dribbling newbie with no idea how lowsec or indeed PVP in general works, so you want the game changed to revolve around you.

The word "no" springs immediately and repeatedly to mind.

Want to be gank resistant in highsec? Use a mining Rokh. EHP in 6 figures with surprisingly high mining yield.
Want to survive lowsec gate camps? Cloaks, agility, scouts and warp stabs are your friends.
Want to survive in general? Get a clue.

None of these problems require a q-ship to solve.
Danika Princip
GoonWaffe
Goonswarm Federation
#56 - 2012-06-18 21:42:04 UTC
wait wait wait.

You lost a pod.

in LOWSEC?


How? Shocked
Xhaiden Ora
Doomheim
#57 - 2012-06-18 21:55:44 UTC
loard doktor wrote:

No, i never said its a consparacy and i expected to see a lot of people that love to gank and pirate miners disagree. Youre obviously one of these.


Seeing as I have never generated a single killmail in EVE in my life thus far you're going to have to come to terms with the fact people are disagreeing with you because you have a bad idea and not because of some secret ulterior motive.
Reaver Glitterstim
The Scope
Gallente Federation
#58 - 2012-06-18 22:25:51 UTC  |  Edited by: Reaver Glitterstim
While I like the idea, I think it's overly complicated to have ships dedicated to mimicry. Instead, there should be a greater array of modules that allow players to change the roles of ships that already exist, specifically tech 1 ships since they are meant to be versatile, they are cheap, and they make good decoys already because they are what noobs fly.

[edit]
a bit off topic, but I thought of a reverse to the decoy thing:
A prophecy is generally seen as a high buffer-tank ship with low dps, noobs may use it as a decoy but most people know it's just a gimp and ignore it. The trick? Fit it with quad beam lasers and a fat armor tank, and also 2 webs and a mwd. People may think that it's a gimp decoy and ignore it. Use the webs and MWD to close into the tiny quad beam range and start hitting. Quad beams hit considerably harder than you might think, once you get into optimal. Once they notice you have decent damage output, they'll think you must have sacrificed some tank to get it. Then they'll start hitting you, and by the time they realize you aren't dying, they've already wasted a lot of time.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

loard doktor
tradersbear
#59 - 2012-06-19 00:22:36 UTC  |  Edited by: loard doktor
Xhaiden Ora wrote:
Seeing as I have never generated a single killmail in EVE in my life thus far you're going to have to come to terms with the fact people are disagreeing with you because you have a bad idea and not because of some secret ulterior motive.


If that is in fact the case, its not that big a deal either. I expected people to disagree with it for many reason. Also, just because you personally havent done so (at least not on that account, doesnt necissariy mean its a bad idea, just not one you like.

That i can accept too.

Reaver Glitterstim wrote:
While I like the idea, I think it's overly complicated to have ships dedicated to mimicry. Instead, there should be a greater array of modules that allow players to change the roles of ships that already exist, specifically tech 1 ships since they are meant to be versatile, they are cheap, and they make good decoys already because they are what noobs fly.




It might be that they can make modules do it easier, but I personally dont see it as necissary to remake a group of ships. Did they have to completely remake all the ships that got t2 and t3 changes? If so, were they that big of a change in programming. IF so, how much difference is it to change the model a little bit to make it work with freighters and miners. They already have the programming needed to make t2 and t3 ships, so why would it take that much more work to add those to miners and frieghters.
Atrocitus Parallax
Doomheim
#60 - 2012-06-19 00:25:57 UTC
Would it specialize in going inside bigger ships audio receptors and removing any debris that may be clogging the receptor? If so im for it.