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[Odyssey 1.1] Tech 1 Industrials, Round 2

First post
Author
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#461 - 2013-06-28 06:41:55 UTC
Endeavour Starfleet wrote:
Mineral compression and ease of transport is an issue that they are working to resolve. (Changes to hoarder's unpackaged volume.) And they can hopefully make it so that these ships with items in the holds cant be loaded into a carrier. That is where I would personally say overpowered as it has gone beyond newer players having a good single ship to something getting abused to turn carriers into uber mineral haulers.

Do large alliances really think CCP will let that happen for very long? No. That will be stopped and quick and these ships will go back to being good specialized task ships.


Still doesn't change the fact that it is way unbalanced.


Hey newbee, want to pick up a hauler spawn?

Gallente Industrial.

Want to grab your jetcans from the ice anom?

Gallente Industrial.

Want to pick up all your planet goo in 1 run?

Gallente Industrial.

Want to just generally haul stuff?

Well, you already have Gallente industrial for the awesome specialized ships, so keep with it and get an Iteron V.


Want to truck ammo to a combat site?

The current doctrine is blockade runner and blops bridge.
Maybe a basic cyno alt with Minmatar Industrial I, and don't expect it to come back because it will die for no other reasons than being a Hoarder near ships with guns.
Endeavour Starfleet
#462 - 2013-06-28 06:46:02 UTC
Benny Ohu wrote:
Shepard Wong Ogeko wrote:
If this was all about helping the little guy, then just double the max possible cargo holds on all of them. How about we just get past the cargo expansion modification idea, and just give all of them a big separate bay. Quit assuming that it should just be a slow moving container with no other noteworthy traits.

these industrials are designed around what can be acheived with max expanders and cargo rigs, which leaves them with a small base bay and basically makes them require cargo expanders and rigs

but they have to be considering that your cargo increases exponentially with expanders/rigs which makes a lot of expanders/rigs pretty much the only option when fitting

if they all had bigger starting bays and cargo expanders increased cargo by a set amount, could this allow more design freedom where it came to slots/bonuses and therefore more interesting ships and fitting options without having to resort to specialist bays?

noone armour tanks an indy, even bestower/iteron, it's all shield tank



The issue with changing cargo expanders is that it would not only massively change the T1 lineup but the T2 lineup as well. Also don't forget about smaller ships that sometimes fit those.

It is an interesting point. Just in my opinion beyond the scope of the current changes. Before that happens the T2 line needs to change into specialized roles instead of just "Trained up so I can fly a ship with moar cargo or a ship with a cov ops cloak"
Benny Ohu
Royal Amarr Institute
Amarr Empire
#463 - 2013-06-28 06:51:25 UTC  |  Edited by: Benny Ohu
well. the dst could have been interesting except for ccp putting the unscannable hold on the blockade runner

and also the armour dst concept is kinda ruined by the whole 'needs cargo expanders' bit because of 'give it a small bay because people are going to cargo expand everything anyway' bit because of the 'cargo expanders stack exponentially bit'

well that's the way imma seein it atm

when it comes to combat ships fitting a cargo expander that has a fixed bonus... i'm pretty ok with that considering they lost a slot

yeah there's an issue with frigates getting holyshit how much cargo does your tiny ship have. i can see highsec everywhere magnate/atron haulers everywhere
Endeavour Starfleet
#464 - 2013-06-28 06:54:02 UTC
Shepard Wong Ogeko wrote:
Endeavour Starfleet wrote:
Mineral compression and ease of transport is an issue that they are working to resolve. (Changes to hoarder's unpackaged volume.) And they can hopefully make it so that these ships with items in the holds cant be loaded into a carrier. That is where I would personally say overpowered as it has gone beyond newer players having a good single ship to something getting abused to turn carriers into uber mineral haulers.

Do large alliances really think CCP will let that happen for very long? No. That will be stopped and quick and these ships will go back to being good specialized task ships.


Still doesn't change the fact that it is way unbalanced.


Hey newbee, want to pick up a hauler spawn?

Gallente Industrial.

Want to grab your jetcans from the ice anom?

Gallente Industrial.

Want to pick up all your planet goo in 1 run?

Gallente Industrial.

Want to just generally haul stuff?

Well, you already have Gallente industrial for the awesome specialized ships, so keep with it and get an Iteron V.


Want to truck ammo to a combat site?

The current doctrine is blockade runner and blops bridge.
Maybe a basic cyno alt with Minmatar Industrial I, and don't expect it to come back because it will die for no other reasons than being a Hoarder near ships with guns.


Except generally haul stuff is different now. It is more about what and how risky it is to haul the general cargo.

How about I list some things I think should not be a specialized ship.

Capital Construction parts bay
Tech 2 production items that cant fit in the other line of holds.
Self Destruct hold (Sorry folks I can't really support this anymore as I believe the moving towards a lower cargo higher EHP would do better for this type of carrying)

For stuff like that. (Or other items) You need to pick the ship that works right for you. And that isn't always going to be an Inty 1 or 5
Arrendis
TK Corp
#465 - 2013-06-28 06:55:29 UTC
Endeavour Starfleet wrote:
Mineral compression and ease of transport is an issue that they are working to resolve. (Changes to hoarder's unpackaged volume.) And they can hopefully make it so that these ships with items in the holds cant be loaded into a carrier. That is where I would personally say overpowered as it has gone beyond newer players having a good single ship to something getting abused to turn carriers into uber mineral haulers.

Do large alliances really think CCP will let that happen for very long? No. That will be stopped and quick and these ships will go back to being good specialized task ships.

Edit: To make it clear I personally want CCP to have different build and reprocess values so railguns and ammo are not used for mineral compression. I don't want things easier for large alliances to build supers.


I don't know, CCP doesn't seem to have a problem letting me stick a pair of Panthers into the ship maintenance array of my nidhoggur to more or less double its fuel capacity.

But see, now you're the one crying 'overpowered' because the 'large alliances' are thinking of ways to use these ships that are advantageous to them, but not to the little guy. I'm afraid I have bad news:

The large alliances will always find ways to take advantage of opportunities the little guy doesn't have. Mostly, it'll be in the form of things like 'we have enough dudes to do this' or 'we have enough money to do this' - which is really the same thing, because you only have the money if you have the dudes to make the money or hold the space needed to make the money.

If you think CCP is going to level that playing field, you really should look back over the history of EVE and consider the concepts of 'sandbox' and 'emergent gameplay' more.

As for making it easier for large alliances to make supers goes... do you know what the only real checks on the production of supercapitals really are? It's really two things. 1)how long is going to take? (because let's face it, you can only crank them out so fast, and nobody has infinite production facilities), and 2)is someone else trying to kill it in the womb? Because everyone has enemies, and if your enemies know one is aborning, they'll likely take the shot if they can.

Minerals? Resources? Logistical workload? Yeah, those are headaches. But what makes the large alliances successful in general is their level of organization and ability to get large jobs done. So that's already playing to their strengths.

Ultimately, that's the real root of the 'unbalance' that larger alliances enjoy: larger alliances only got larger because they solved their organization problems. And that gives them the ability to leverage something far more powerful than game mechanics - manpower.
Arrendis
TK Corp
#466 - 2013-06-28 06:56:43 UTC  |  Edited by: Arrendis
Shepard Wong Ogeko wrote:

Want to truck ammo to a combat site?

The current doctrine is blockade runner and blops bridge.
Maybe a basic cyno alt with Minmatar Industrial I, and don't expect it to come back because it will die for no other reasons than being a Hoarder near ships with guns.


Yeah, probably, heh. I'm actually thinking you can have it moving with the fleet and then cloaking up at safe spots, like off-grid command ships do if there's no safe pos in-system. Though obviously, they have to uncloak and watch d-scan for the fight, the truck should, in theory, just have to cloak up and then keep moving at sublight to be reasonably safe.
Endeavour Starfleet
#467 - 2013-06-28 06:58:21 UTC
Benny Ohu wrote:
well. the dst could have been interesting except for ccp putting the unscannable hold on the blockade runner

and also the armour dst concept is kinda ruined by the whole 'needs cargo expanders' bit because of 'give it a small bay because people are going to cargo expand everything anyway' bit because of the 'cargo expanders stack exponentially bit'

well that's the way imma seein it atm

when it comes to combat ships fitting a cargo expander that has a fixed bonus... i'm pretty ok with that considering they lost a slot

yeah there's an issue with frigates getting holyshit how much cargo does your tiny ship have. i can see [s]highsec[s/] everywhere magnate/atron haulers everywhere


A solution to that would be "These modules only fit on industrial craft" but then it is unfair to those who use these frigs for hauling today. Again something to look at in the future but I think many will agree with me that we need other things in EVE changed first.
Endeavour Starfleet
#468 - 2013-06-28 07:03:40 UTC
Arrendis wrote:
Shepard Wong Ogeko wrote:

Want to truck ammo to a combat site?

The current doctrine is blockade runner and blops bridge.
Maybe a basic cyno alt with Minmatar Industrial I, and don't expect it to come back because it will die for no other reasons than being a Hoarder near ships with guns.


Yeah, probably, heh. I'm actually thinking you can have it moving with the fleet and then cloaking up at safe spots, like off-grid command ships do if there's no safe pos in-system. Though obviously, they have to uncloak and watch d-scan for the fight, the truck should, in theory, just have to cloak up and then keep moving at sublight to be reasonably safe.


And that is a great thing. For newer players it means being able to be an actively helpful part of the fleet. Not to mention learn about cloaking and safespot mechanics early in the game. For a reasonable training cost.
Benny Ohu
Royal Amarr Institute
Amarr Empire
#469 - 2013-06-28 07:04:25 UTC
Endeavour Starfleet wrote:
A solution to that would be "These modules only fit on industrial craft" but then it is unfair to those who use these frigs for hauling today. Again something to look at in the future but I think many will agree with me that we need other things in EVE changed first.

no, -if- cargo expanders are an issue they need to be looked at at the same time as industrials because of the close connection (especially if cargo expander mechanics are limiting design freedom on industrial balancing)

it's like balancing a titan without considering bridges or doomsdays
Arrendis
TK Corp
#470 - 2013-06-28 07:07:59 UTC
Endeavour Starfleet wrote:

And that is a great thing. For newer players it means being able to be an actively helpful part of the fleet. Not to mention learn about cloaking and safespot mechanics early in the game. For a reasonable training cost.


Nah, much like the current BLOPS trucks, it'd be a 'do this with your alt, nerd' situation - the new pilot is already useful in fleets by flying fast tackle frigates, and they'll learn a lot more that way.
Endeavour Starfleet
#471 - 2013-06-28 07:08:38 UTC
Arrendis wrote:

But see, now you're the one crying 'overpowered' because the 'large alliances' are thinking of ways to use these ships that are advantageous to them, but not to the little guy. I'm afraid I have bad news:........


No I am saying overpowered because it is using the ship as a giant mineral can in a carrier which as far as I am aware not what was in the topic. And doing so gives a big advantage to those who already have too much.

As opposed to the ships themselves which were designed with these specific roles which was listed in the topic.
Arrendis
TK Corp
#472 - 2013-06-28 07:10:05 UTC
Benny Ohu wrote:

it's like balancing a titan without considering bridges or doomsdays


Well, to be fair, only one of the titans is really unbalanced. Sure, the Erebus is a bit front-heavy, but it's nothing compared to the huge amount of mass on the bow of the Ava-...

Huh? He meant... oh. Oh. Ohhhhhhh.

Nevermind.
Endeavour Starfleet
#473 - 2013-06-28 07:13:00 UTC
Benny Ohu wrote:
Endeavour Starfleet wrote:
A solution to that would be "These modules only fit on industrial craft" but then it is unfair to those who use these frigs for hauling today. Again something to look at in the future but I think many will agree with me that we need other things in EVE changed first.

no, -if- cargo expanders are an issue they need to be looked at at the same time as industrials because of the close connection (especially if cargo expander mechanics are limiting design freedom on industrial balancing)

it's like balancing a titan without considering bridges or doomsdays


Many people argue that titan bridges are overpowered. But the last change to it was to the tracking if I recall.

To change expander means they have to do T2 right now as well. That has got to be well beyond the scope of what they intended.

The specialized ships are solutions to ships that never get used and glaring differences in mining and PI tasks. That was a separate issue that got solved in this pass without having to bring in art assets and other delaying factors.
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#474 - 2013-06-28 07:15:25 UTC
Benny Ohu wrote:
Shepard Wong Ogeko wrote:
If this was all about helping the little guy, then just double the max possible cargo holds on all of them. How about we just get past the cargo expansion modification idea, and just give all of them a big separate bay. Quit assuming that it should just be a slow moving container with no other noteworthy traits.

these industrials are designed around what can be acheived with max expanders and cargo rigs, which leaves them with a small base bay and basically makes them require cargo expanders and rigs

but they have to be considering that your cargo increases exponentially with expanders/rigs which makes a lot of expanders/rigs pretty much the only option when fitting

if they all had bigger starting bays and cargo expanders increased cargo by a set amount, could this allow more design freedom where it came to slots/bonuses and therefore more interesting ships and fitting options without having to resort to specialist bays?

noone armour tanks an indy, even bestower/iteron, it's all shield tank


It is sort of circular that Industrials are designed around a specific fit.

I don't know about changing the way expanders work. That would probably break a lot of other common fits outside of T1 Industrials.

But separate bays that aren't effected by cargo expanders means we could get out of the rut of balancing Industrial ships under the assumption they will all be fit with 3 T1 cargo rigs and a T2 expander in every low slot. Just use the racial industrial skill to increase Industrial bay size. That way, ships can be given a balancing pass where the cargo capacity is one thing, and classifying the ship as being best HP, speed, or agility can be done with all available fitting space on the table.



Arrendis
TK Corp
#475 - 2013-06-28 07:18:17 UTC
Endeavour Starfleet wrote:

No I am saying overpowered because it is using the ship as a giant mineral can in a carrier which as far as I am aware not what was in the topic. And doing so gives a big advantage to those who already have too much.

As opposed to the ships themselves which were designed with these specific roles which was listed in the topic.


No, see, that's just it: it really doesn't give us all that much of an advantage over what we already have. The real advantages we have in that scenario are:

1)We can get that much in minerals. How do we get them? Well, it's probably not one guy selling that. It's one guy selling it for a corp, or alliance. Or, more likely, buying it in hi-sec for a corp/alliance project. So that money being spent is already an aggregation of the benefits of manpower.

2)We can move that much via jumpship - carrier or freighter, it doesn't matter, we've got the infrastructure, be it cyno alts or beacons - and beacons actually represent more of our advantage when used right, because to safely jump to a beacon means you need eyes in the system. Jumping to a cyno alt, the alt provides those eyes. Jumping to a static beacon, either you need to move someone there, which is the same as a cyno alt, or your alliance needs to generally have people there who can let you know 'it's safe' - and then you need to have the communications infrastructure to send the request and get a response. And that means intel channels, because let's face it, Alliance chat gets pretty spammy sometimes.

And those advantages? That's organization, and personnel again. Because really, the carrier move? It saves a little time, and a little money, but the far more important and advantageous step in the process is the ability to bypass gates by traveling back and forth via jump-drive in the first place.
Benny Ohu
Royal Amarr Institute
Amarr Empire
#476 - 2013-06-28 07:28:24 UTC
Endeavour Starfleet wrote:
Many people argue that titan bridges are overpowered. But the last change to it was to the tracking if I recall.

To change expander means they have to do T2 right now as well. That has got to be well beyond the scope of what they intended.

The specialized ships are solutions to ships that never get used and glaring differences in mining and PI tasks. That was a separate issue that got solved in this pass without having to bring in art assets and other delaying factors.

vOv tracking is guns which are mods. that's beside the point anyway

i see no reason t2 haulers would have to be balanced next to expanders. they'd suffer the same percieved problems t1 would anyway. besides, if something is broken you fix it, you don't keep building your house on sand. even if t2 had to be balanced at the same time, so be it.

that's really a meaningless argument to make - if you do not like the implications of the concept imma putting out there (that expanders might be a cause for difficulty in balancing industrials) you should address the concept, not minor issues like having to consider t2s

i mean all t1 ships/mods balancing is made with a general idea of how they'll fit alongside t2 stuff yet to be balanced
Endeavour Starfleet
#477 - 2013-06-28 07:32:26 UTC
Shepard Wong Ogeko wrote:


......

I don't know about changing the way expanders work. That would probably break a lot of other common fits outside of T1 Industrials.

But separate bays that aren't effected by cargo expanders means we could get out of the rut of balancing Industrial ships under the assumption they will all be fit with 3 T1 cargo rigs and a T2 expander in every low slot. Just use the racial industrial skill to increase Industrial bay size. That way, ships can be given a balancing pass where the cargo capacity is one thing, and classifying the ship as being best HP, speed, or agility can be done with all available fitting space on the table.





You know thinking about this I got to say this is an aspect that would be interesting to look at in the future. It would give more meaning to moving the specialized haulers to ORE and then doing a new balance pass to incorporate that into the standard lineup.

I am agreeing with a goon? In this topic? WHAT!?
Arrendis
TK Corp
#478 - 2013-06-28 07:34:31 UTC
Endeavour Starfleet wrote:

I am agreeing with a goon? In this topic? WHAT!?


Goons aren't always the bad guys.

Or even the Bad at EVEā„¢ guys.
Arrendis
TK Corp
#479 - 2013-06-28 07:43:28 UTC  |  Edited by: Arrendis
Benny Ohu wrote:

i see no reason t2 haulers would have to be balanced next to expanders. they'd suffer the same percieved problems t1 would anyway. besides, if something is broken you fix it, you don't keep building your house on sand. even if t2 had to be balanced at the same time, so be it.

that's really a meaningless argument to make - if you do not like the implications of the concept imma putting out there (that expanders might be a cause for difficulty in balancing industrials) you should address the concept, not minor issues like having to consider t2s

i mean all t1 ships/mods balancing is made with a general idea of how they'll fit alongside t2 stuff yet to be balanced


I think the difference between 'balancing cargohold expanders' vs 'balancing T1 cruisers' is that changing T1 cruisers didn't change T2 cruisers at all. My scythe being a valid logi hull doesn't make my scimitar into a mining cruiser. But if you balance the T1 haulers by crippling the Expanded Cargoholds, or the Cargohold Optimization Rigs, then until you get to the 'yet to be balanced' point in time, the T2 haulers are crippled.

So the T2 haulers would need to have the same fix applied at the same time, in order to offset any change to the modules and rigs that both ships have in common. Because they'd need the same offsets, just to be - in effect - unchanged. For exactly the same reason that you said:

Quote:

no, -if- cargo expanders are an issue they need to be looked at at the same time as industrials because of the close connection (especially if cargo expander mechanics are limiting design freedom on industrial balancing)


Because the T2 haulers are no less closely linked to the cargo expanders.
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#480 - 2013-06-28 07:46:46 UTC
Arrendis wrote:
Shepard Wong Ogeko wrote:

Want to truck ammo to a combat site?

The current doctrine is blockade runner and blops bridge.
Maybe a basic cyno alt with Minmatar Industrial I, and don't expect it to come back because it will die for no other reasons than being a Hoarder near ships with guns.


Yeah, probably, heh. I'm actually thinking you can have it moving with the fleet and then cloaking up at safe spots, like off-grid command ships do if there's no safe pos in-system. Though obviously, they have to uncloak and watch d-scan for the fight, the truck should, in theory, just have to cloak up and then keep moving at sublight to be reasonably safe.


If it was a fleet hanger instead of an ammo only bay, that would give it some serious utility near a battlefield.

With the current mechanics, all the ammo Hoarder could do is drop a jetcan of ammo for others to loot. Not ideal when jet cans die easily to bombs, smart bombs, or even newbees in slashers. There are limits on how often it can make a jet can. It can't sit cloaked next to a jet can and still pick it up quickly. The cloaks it could fit have limits as well, like time to re-cloak and slowing down an already very slow ship. All in all, the ship isn't all that great, and is only good for the fleet as something that makes a jetcan.

If CCP is really thinking of an ammo truck role, a fleet hanger with refit would make putting a Hoarder near a battlefield a much less painful idea. Already setup to toggle fleet and corporation access. Allows for other useful battlefield materials, like drones and liquid ozone. A much nicer option than trying to defend a jetcan with a Hoarder on a nullsec battlefield.