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Industrial ship overhaul

Author
ShahFluffers
Ice Fire Warriors
#21 - 2013-05-04 02:08:13 UTC  |  Edited by: ShahFluffers
Serenity Galad wrote:
Therefore, a new criteria can be introduced, in additions to the previously mentioned ones:
1- tank
2- speed
3- Cargo
4- specialization (ore, PI)
5- price

i think we should focus on these criteria, which could help CCP focus its design overhaul of the Industrial line... So any other ideas?

4 and 5 there might be issues.

A regular industrial ship is indiscriminate in what it can store, making ships with specialized bays redundant unless they have more storage space for their specialty cargo. I don't see this happening as it would just complicate things... and CCP seems fairly intent on avoiding "complications."

With price... what do you mean? That there are two versions of a cargo specialized ship? One cheap and one more expensive? Again... unnecessarily complicated. Citing precedent... with all the other ships that have rebalanced CCP would probably bring all industrial ship costs in line with their "max tier" versions... because all the ships would be theoretically equal.
However, I'm not above creating a whole new ship... an industrial noob ship. 750 to 1000 m3 (or something) hauling space with EHP equal to other newbie ships.
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#22 - 2013-05-04 02:57:56 UTC  |  Edited by: Vayn Baxtor
Been a longtime fan of the idea of seeing those hulls in form of combat support and unorthodox warfare.
Guess it is too whatever.


I do hope though that they get the necessary hitpoints beef, because they are way too paperlike (and I really don't care how much "awesome tank" one has done over this time, if any).

Using tablet, typoes are common and I'm not going to fix them all.

Sandra Coldblood
Whitestar Atomics
#23 - 2013-05-04 04:15:55 UTC
I've been a fan of the idea of updating the orca as the top of the mining ships.. being able to put one or more strip miners and or ice mining on it. lose the maintenance hanger in one variant and increase the ore size hold to the amount already in cargo and ore holds and take 20 % of hanger maintenance as added ore hold storage. with keeping the specs of group bonus mining with it. that would be the apex of a high and low sec mining ship.
Serenity Galad
Pator Tech School
Minmatar Republic
#24 - 2013-05-04 12:22:31 UTC
Limiting the criteria to just three: speed, tank, and hold doesn't offer the needed differentiation inside each race and btw them. Currently, gallente have 5 different t1 , and there is four different races, assuming the industrial is limited to 3 for each race, if would be interesting to differentiate each race by other criteria.

Another idea is to unify the skill for industrial, maybe under ORE , or just add this skill and rebalance the primea as PI hauler. However keeping the current skill tree/ industrial ship line is neither intuitive or practical.
Reaver Glitterstim
The Scope
Gallente Federation
#25 - 2013-05-04 18:02:16 UTC
Claire Raynor wrote:
They might then go for the Hold/EHP/Allign options like they did for the mining barges and make each the best at one of them.
Except what they really did with barges was Hold / EHP+Align / supposedly-mining-more-but-not-really

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."

Danni stark
#26 - 2013-05-04 18:47:41 UTC
Reaver Glitterstim wrote:
Claire Raynor wrote:
They might then go for the Hold/EHP/Allign options like they did for the mining barges and make each the best at one of them.
Except what they really did with barges was Hold / EHP+Align / supposedly-mining-more-but-not-really


the concept was good, each ship has a role. the problem became apparent when the role bonuses were not sufficient for the role, or sacrificed too much to do the role, or simply had a role that didn't actually exist. the rebalance didn't balance anything.
Serenity Galad
Pator Tech School
Minmatar Republic
#27 - 2013-05-04 21:39:04 UTC
So let's try to put our ideas down, concretely:

the three agreed upon criteria:
1- tank
2-speed
3-hold

additional criteria:
4- specialization (PI, ore, hidden/unscannable, contraband transport)
5- price

i ll start with hold:

i think a industrial similar to iteron V is needed for small mining ops and beginner miners, that could hold upwards of 27000 (a can)
speed and tank are not needed in this case. I guess an ore hold is preferable here, it fits the role, limit its use, and keep the price down. it should be availble to all four races, with small differences similar to the one the differentiate the freighters.

summing my point for the large Hold industrial:
- large Ore hold 27,000+
- low agility/speed and small tank 10k-15k EHP?
- lowish price less then 10 mil
Kadl
Imperial Academy
Amarr Empire
#28 - 2013-05-06 16:27:53 UTC
Gizznitt Malikite wrote:
The modules I suggested could be replaced with meta rather than t2 to take week or two off of the training requirement. Furthermore, it should have ~200k EHP with the PDU, or 235k using the implant (both of which are more EHP than a freighter has). Finally, the align time is 10 seconds because of the MWD trick (which is why you fit the MWD).


Engineering V is the crucial skill, and you must spend around a week training it, but the meta modules will cut away the rest of the training time. The 164k EHP is based on an extremely low skill character (alt made for the Orca) without a mechanic skill. A base mechanic skill of 2 (perhaps what a starting character has), brings it up to 175k EHP. Training mechanic will rapidly increase the EHP.

You are right the MWD trick eliminates the aligning penalty. That means that alignment cannot be used to balance the industrials against the Orca. The Orca is what an industrial wants to be. The decrease in training time will make Orcas available to many more people. I still want to see what changes they are planning for the other industrials sooner rather than later.

Vayn Baxtor wrote:
Been a longtime fan of the idea of seeing those hulls in form of combat support and unorthodox warfare.
Guess it is too whatever.

I do hope though that they get the necessary hitpoints beef, because they are way too paperlike (and I really don't care how much "awesome tank" one has done over this time, if any).


The procurer tank is up around 70-80k EHP. I would guess that a Caldari, or Minmatar industrial might be setup for that after these changes. Couple that with an appropriate setup, and I think we will see something that can be used in unorthodox ways. Perhaps they may be setup as bait.

Serenity Galad wrote:
Limiting the criteria to just three: speed, tank, and hold doesn't offer the needed differentiation inside each race and btw them. Currently, gallente have 5 different t1 , and there is four different races, assuming the industrial is limited to 3 for each race, if would be interesting to differentiate each race by other criteria.

Another idea is to unify the skill for industrial, maybe under ORE , or just add this skill and rebalance the primea as PI hauler. However keeping the current skill tree/ industrial ship line is neither intuitive or practical.


The skill changes have already been announced. They could change things around again. They could completely change things in the last week. I would rather that they let us know what they are doing so they get some feedback.

Using speed, tank, and cargohold they can differentiate the industrials and the races. For example every race gets a ship with between 25-27k cargohold and relatively weak tanks. Every race gets a ship with a tank of around 60-80k EHP. Every race gets a ship with good align times, warp speed, and space speed. Now each of the ships within the races are different. Between the races the differences would be who has the best in each category. Gallente can have the largest cargo hold, but everyone will be close enough that it won't normally matter. Perhaps the Caldari can have the best tank (shield tanking industrials). Minmatar can have the best speed, and Amarr can have the second best in each category or something.

Hopefully CCP will recognize that when we talk about speed we are talking about time to warp, and a bit of time in warp. Space speed is not often significant. Hopefully they will give us some information soon so we can give them feedback.
HTC NecoSino
ISEEU Corporation
Observatory Great Bear
#29 - 2013-05-06 17:08:47 UTC
These ships already exist for each individual race..

Want something cheap with a decent cargohold? Use a T1 hauler

Want something with a massive cargohold? Use an Orca or a freighter

Want something fast and agile to move stuff fast? Use a T2 cloaky hauler.

Want all of the above without investing time/isk in training? Not going to happen. All of the T1s can be fit to steer them in each direction, but CCP isn't going to create new ships when there are advanced ships that already fill those roles.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#30 - 2013-05-06 19:05:22 UTC
Kadl wrote:
Gizznitt Malikite wrote:
The modules I suggested could be replaced with meta rather than t2 to take week or two off of the training requirement. Furthermore, it should have ~200k EHP with the PDU, or 235k using the implant (both of which are more EHP than a freighter has). Finally, the align time is 10 seconds because of the MWD trick (which is why you fit the MWD).


Engineering V is the crucial skill, and you must spend around a week training it, but the meta modules will cut away the rest of the training time. The 164k EHP is based on an extremely low skill character (alt made for the Orca) without a mechanic skill. A base mechanic skill of 2 (perhaps what a starting character has), brings it up to 175k EHP. Training mechanic will rapidly increase the EHP.

You are right the MWD trick eliminates the aligning penalty. That means that alignment cannot be used to balance the industrials against the Orca. The Orca is what an industrial wants to be. The decrease in training time will make Orcas available to many more people. I still want to see what changes they are planning for the other industrials sooner rather than later.


Alternatively, they "could" simply nerf the attributes of the orca with one of two methods:

A.) Reduce it's base PG by ~250 MW. It will still be possible to fit a 100 mn on the orca, but only by fitting several fitting mods (RC 2, ACR 2, and 1 more PG mod/implant). This is viable, as most support Orca's would still have PG for Gang Links and a shield tank even with the loss of ~250 PG.

B.) Alter the mass/agility attributes of the Orca so a single cycle of the 100mn MWD won't accelerate the Orca to warp speed. The Orca's mass (250m kg) is 200-250% the mass of a BS (~100m kg), but 20-25% the mass of a capital (Freighter/Carrier/Dread = ~1b kg). If you double the mass of the Orca and change it's inertia modifier to maintain the same speed/agility, then BS MWD's will probably take 2 cycles to actually put the Orca into warp (essentially doubling the align time). This would be problematic for many WH dwellers though, as the max "mass limit" of many, many WH's is 300m kg's, resulting in many "trapped" Orca's.

Serenity Galad wrote:
So let's try to put our ideas down, concretely:

the three agreed upon criteria:
1- tank
2-speed
3-hold

additional criteria:
4- specialization (PI, ore, hidden/unscannable, contraband transport)
5- price

i ll start with hold:

i think a industrial similar to iteron V is needed for small mining ops and beginner miners, that could hold upwards of 27000 (a can)
speed and tank are not needed in this case. I guess an ore hold is preferable here, it fits the role, limit its use, and keep the price down. it should be availble to all four races, with small differences similar to the one the differentiate the freighters.

summing my point for the large Hold industrial:
- large Ore hold 27,000+
- low agility/speed and small tank 10k-15k EHP?
- lowish price less then 10 mil


I really, really want to emphasize that speed does not equal agility. And, IMO, agility is a bigger deal for logistics than speed!

Speed matters when autopiloting and must travel from 15km's out to the gate. It also helps you move from wreck to wreck or can to can more quickly, but tractor beams are going to be more effective despite any speed enhancements. Simply put, speed is "nice" but no-where near as important as agility. Agility matters in your time to "enter warp". To the person not autopiloting, it's improved agility (not speed) that gets your from point A to B faster. If operating in "dangerous space", it agility that allows you to get into warp (i.e. safe) more quickly.

I really want to know what people are imagining when they suggest "speed as a balancing attributed". Keep in mind:
Agility == ability to rapidly accelerate or change direction.
Speed == Higher Max Velocity.

Please clarify: Do you imagine a ship quickly moving from wreck to wreck (at mwd cruiser speeds)? Do you imagine a ship auto-traveling from 15km's out to gate at base frigate speeds? Do you mean a ship entering warp like a nano'd cruiser? Do they want all of this?
Kadl
Imperial Academy
Amarr Empire
#31 - 2013-05-06 21:34:08 UTC
HTC NecoSino wrote:
These ships already exist for each individual race..

Want something cheap with a decent cargohold? Use a T1 hauler

Want something with a massive cargohold? Use an Orca or a freighter

Want something fast and agile to move stuff fast? Use a T2 cloaky hauler.

Want all of the above without investing time/isk in training? Not going to happen. All of the T1s can be fit to steer them in each direction, but CCP isn't going to create new ships when there are advanced ships that already fill those roles.


CCP does any number of odd things. They have indicated that they are changing the T1 industrials in the tiericde. There has been little information on the details. We can see the effects on the mining ships which were significantly changed in Inferno 1.2 (summer 2012). We also have the comments earlier in the thread which match the changes in Inferno.

Given that the only requirement for these ships will be Racial Industrial I, we cannot expect them to be spectacular. Removing all of the multiple versions of the industrial ships (Amarr 2, Caldari 2, Minmatar 3, Gallente 5) is also unlikely. We also know there is some animosity towards the Gallente best of pack mentality. This means they will need to consider some roles.

I don't think they are going to give us the best of the Orca and Blockade Runner roles in the T1 industrials. At the same time the low skill required to fit an excellent Orca may make it silly to have a Racial Industrial skill at 5. Which leads to Gizznitt Malikite's post about possible Orca nerfs. Both of those are potential changes which would give the Racial Industrials some room to fill a role.

Thank you for giving me a venue for gathering a posting for all of those little links to the details we do have. Unfortunately, we are still waiting for the big details from CCP.
Erutpar Ambient
The Scope
Gallente Federation
#32 - 2013-05-07 05:01:08 UTC
Interdiction nullification anyone??
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#33 - 2013-05-07 05:57:42 UTC
Erutpar Ambient wrote:
Interdiction nullification anyone??

Deep Space Transports already have those integrated. If you add them on t1 hulls - it'll lead to even less use of already underused specialization.

They can add warp-speed as criteria (very important one when you do 20-50 jumps trip)

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Erutpar Ambient
The Scope
Gallente Federation
#34 - 2013-05-07 06:22:17 UTC
Kirimeena D'Zbrkesbris wrote:
Erutpar Ambient wrote:
Interdiction nullification anyone??

Deep Space Transports already have those integrated. If you add them on t1 hulls - it'll lead to even less use of already underused specialization.

They can add warp-speed as criteria (very important one when you do 20-50 jumps trip)


Not talking about warp core strength, I'm talking about Interdiction nullification.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#35 - 2013-05-07 06:26:27 UTC
Erutpar Ambient wrote:
Kirimeena D'Zbrkesbris wrote:
Erutpar Ambient wrote:
Interdiction nullification anyone??

Deep Space Transports already have those integrated. If you add them on t1 hulls - it'll lead to even less use of already underused specialization.

They can add warp-speed as criteria (very important one when you do 20-50 jumps trip)


Not talking about warp core strength, I'm talking about Interdiction nullification.

This bonus is too powerful for t1 hull anyway.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Erutpar Ambient
The Scope
Gallente Federation
#36 - 2013-05-07 06:37:33 UTC
Kirimeena D'Zbrkesbris wrote:
Erutpar Ambient wrote:
Kirimeena D'Zbrkesbris wrote:
Erutpar Ambient wrote:
Interdiction nullification anyone??

Deep Space Transports already have those integrated. If you add them on t1 hulls - it'll lead to even less use of already underused specialization.

They can add warp-speed as criteria (very important one when you do 20-50 jumps trip)


Not talking about warp core strength, I'm talking about Interdiction nullification.

This bonus is too powerful for t1 hull anyway.


So Interdiction Nullification is OP as a stand-alone bonus?

So sig radius, EHP, alignment time etc don't matter if you have Interdiction Nullification?

Very interesting...
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#37 - 2013-05-07 08:17:11 UTC
Erutpar Ambient wrote:

So Interdiction Nullification is OP as a stand-alone bonus?

So sig radius, EHP, alignment time etc don't matter if you have Interdiction Nullification?

Very interesting...

I meant that if CCP were to add more ships with such a bonus - those should be t2 ships at least, because interdiction nullification is more like specialization and not general ship bonus and thus do not belong on t1 hulls.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Caljiav Ocanon
The Holy Rollers
#38 - 2013-05-07 10:27:15 UTC
I think doing the same thing for haulers that they did for the mining barges is kind of lame, I mean we all see what happened there right? Capacity is king and haulers will be no different. As long as they actually provide real differences and not just tank/cargo/??? then we might be okay.


In fact -
While we're on the subject, how about something to shoot for between the haulers and freighters size/cost wise? Doesn't need to be fancy. I was thinking along the lines of JF ish capacity (minus jump capability if that's not obvious) at maybe Orca ish cost, might do the trick.

Kadl
Imperial Academy
Amarr Empire
#39 - 2013-05-07 14:34:46 UTC
Erutpar Ambient wrote:
Interdiction nullification anyone??


I agree with Kirimeena, this does not seem like a good T1 industrial bonus. I don't think that CCP is likely to go that route.

Caljiav Ocanon wrote:
In fact -
While we're on the subject, how about something to shoot for between the haulers and freighters size/cost wise? Doesn't need to be fancy. I was thinking along the lines of JF ish capacity (minus jump capability if that's not obvious) at maybe Orca ish cost, might do the trick.


Is there a problem using the Orca? I know they list it as an industrial command ship, but it has a great second life as a hauler. The training time will be short after Odyssey.
Caljiav Ocanon
The Holy Rollers
#40 - 2013-05-07 15:09:17 UTC
Although people use the Orca for that purpose, It's not exactly a good fit for the role.
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