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[Odyssey 1.1] Tech 1 Industrials, Round 2

First post
Author
Syrias Bizniz
some random local shitlords
#801 - 2013-08-04 11:48:52 UTC
CCP Rise wrote:
Yes, we will be rebalancing the manufacturing requirements in a similar manner to other recent rebalance efforts.

Yes, on to HACs =)

I completely agree that this rebalance paves the way for more industrial ship rebalancing in other classes, but those efforts aren't on the short term radar. There's just so many ships to work on! And new ones to create! And we really want to start chipping away at mod rebalance as well.



Oh boy you're making me feel all funny in my belly.


On a sidenote:

Is there going to be a hauler with a specialised Cargohold designed for carrying fuel? Like Fuelblocks, Isotopes, Liquid Ozone etc...
Magnus Coleus
Republic Military School
Minmatar Republic
#802 - 2013-08-07 19:27:59 UTC  |  Edited by: Magnus Coleus
Hate most of the new names (or rather, the names are alright, but most don't seem to suit the ships at all), and I can't say the idea of having holds for different materials makes full sense (either in terms of physics or lore - what's so special about a mineral hold that doesn't allow it to carry ore, or vice-versa?), but I guess adding some uniqueness to each ship is a good thing.

Maybe the different hold types could be justified by something like shielding / temperature control / pressurization / etc., so the "ore" hauler can't carry normal cargo (ex., janitors, exotic dancers, ship modules) in its hold because it lacks radiation shielding, temperature control and a breathable "atmosphere", and the generic haulers have less overall cargo space because they need the systems to support all those things.

Still can't quite justify why ore and minerals need different hold types, though.
Daoden
The Scope
Gallente Federation
#803 - 2013-08-09 03:10:12 UTC
Havnt read every post in here but they could add a caldari or amarr hauler that has a specialty bay for cap components or station componenets since everyone wants those races to have something special and both take alot of space to move, and I've already seen the ones for pos fuel/moon goods and other that I agree with.
Little Dragon Khamez
Guardians of the Underworld
#804 - 2013-08-09 23:06:51 UTC
Quick thought, how about making an extra badger model, I.e, a badger mkIII that is optimised for collecting salvage, give it 3 high slots to allow the fitting of 2 tractor beams and a salvager combo, it would be a good entry level salvager for newer characters to use that can't yet afford a noctis, whilst its obviously not as good as a noctis it is a fun idea that fits in well with the new diversity and specialization that we are all mostly supportive off.

A specialist salvage bay is not really required, but it would be a nice touch and in principle isnt any different to the ammo bay of the minmatar industrial.

Dumbing down of Eve Online will result in it's destruction...

MainDrain
The Scope
Gallente Federation
#805 - 2013-08-11 11:46:58 UTC
May have been asked already, but...

If i have an iteron mark 2, with it's new mineral bay, and i fill the bay to the max, and then store the itty inside my rorqual ship maintence bay what happens? Does it work.

Same applies to all other new specialised indy ships
Ersahi Kir
Brutor Tribe
Minmatar Republic
#806 - 2013-08-11 23:27:07 UTC
MainDrain wrote:
May have been asked already, but...

If i have an iteron mark 2, with it's new mineral bay, and i fill the bay to the max, and then store the itty inside my rorqual ship maintence bay what happens? Does it work.

Same applies to all other new specialised indy ships


Normally you can't store a ship that has anything other than ammo/scripts in a hanger bay, so I don't think you'll be able to put it in there.
Balzac Legazou
Center for Advanced Studies
Gallente Federation
#807 - 2013-08-12 06:16:25 UTC  |  Edited by: Balzac Legazou
Ersahi Kir wrote:
MainDrain wrote:
May have been asked already, but...

If i have an iteron mark 2, with it's new mineral bay, and i fill the bay to the max, and then store the itty inside my rorqual ship maintence bay what happens? Does it work.

Same applies to all other new specialised indy ships


Normally you can't store a ship that has anything other than ammo/scripts in a hanger bay, so I don't think you'll be able to put it in there.


But that would mean the dedicated "charge" (ammo) hauler would have an advantage over every other type.

BTW, what's the in-game justification for not allowing ships with cargo to be stored inside maintenance bays? I mean, the cargo is inside the ship so the ship's volume is the same, right? Why does the maintenance bay care if my ship is full of metal bars instead of metal bullets?

This whole "this type of cargo can go into this box, but not into that box" and "this box can go into that box, but only if the outer box likes the things inside the inner box" approach seems incredibly arbitrary and messy. I'm sure there are gameplay implications, but when things get this confusing and this full of (illogical, unjustified) special cases, maybe they should fix the base gameplay mechanics instead of adding extra layers of stuff on top.
Ersahi Kir
Brutor Tribe
Minmatar Republic
#808 - 2013-08-12 06:28:38 UTC  |  Edited by: Ersahi Kir
Balzac Legazou wrote:
Ersahi Kir wrote:
MainDrain wrote:
May have been asked already, but...

If i have an iteron mark 2, with it's new mineral bay, and i fill the bay to the max, and then store the itty inside my rorqual ship maintence bay what happens? Does it work.

Same applies to all other new specialised indy ships


Normally you can't store a ship that has anything other than ammo/scripts in a hanger bay, so I don't think you'll be able to put it in there.


But that would mean the dedicated "charge" (ammo) hauler would have an advantage over every other type.

BTW, what's the in-game justification for not allowing ships with cargo to be stored inside maintenance bays? I mean, the cargo is inside the ship so the ship's volume is the same, right? Why does the maintenance bay care if my ship is full of metal bars instead of metal bullets?

This whole "this type of cargo can go into this box, but not into that box" and "this box can go into that box, but only if the outer box likes the things inside the inner box" approach seems incredibly arbitrary and messy. I'm sure there are gameplay implications, but when things get this confusing and this full of (illogical, unjustified) special cases, maybe they should fix the base gameplay mechanics instead of adding extra layers of stuff on top.


Because CCP knows that players think about things from a mineral compression PoV. And they did notice that the hoarder, which is the ammo specific truck, would be attractive for mineral compression so they increased the unpackaged volume of the ship. It may not make sense from a traditional PoV, but it makes sense because MMO players are sneaky gits who will try to abuse any mechanic they can to get an advantage.
Rekindle
Fleet 6
#809 - 2013-08-12 15:43:57 UTC
tl:dr the itty 5 is getting 1k m3 nerf.

I fly a lot of itty 5s where I live. If I want blockade runners or anything other than cargo I go Viator or Occator. This is a nerf for me and not part of any major improvement to my life. I mean, ill survive with the 1000m3 less cargo but tahts all this is , a nerf.
Rekindle
Fleet 6
#810 - 2013-08-12 15:45:16 UTC
also id like to share the idea that specialized cargo holds are a terrible idea. its a step in the wrong direction and is over complicated.
ElQuirko
University of Caille
Gallente Federation
#811 - 2013-08-12 16:29:17 UTC
Don't really understand why you're sorting out industrial ships for combat roles. That definitely will never occur in a fight, nuh-uh. We will never see mining barges fighting haulers.

Dodixie > Hek

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#812 - 2013-08-12 21:57:26 UTC
Well, anything that has drones can kill anything. Nice one nonetheless.

I don't know why people are so defensive on that subject either. It is "that easy" to just use the hull and have it refitted or whatever to a more appropiate combat support. These ships should not be paper either. And there is a lot of room for creativity to make them viable for a new playstyle while letting the rest of the world to continue flying their HACs or whatever crap.

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

jeproghnem
Sacred Skies
#813 - 2013-08-13 05:21:07 UTC
just read this thread and all i could think was... "where is my Amarrian hauler with a dedicated 'cattle' bay?" Twisted
Tekumze Wolf
30plus LLC
Brave Collective
#814 - 2013-08-13 08:10:55 UTC
Personally I think this hauler thing is too bloated and unnecessarily complicated.

It could be done in a much simpler way and not forcing people to buy several ships to do basically the same thing.

It's like if they made racial miners and make them good at different things just so you have to build several of them. One for mining Matari Ice, one for caldari..., one for each ore...

Would be much easier and simpler to introduce low slot "cargo holds" for different types of cargo.
Then you can mix and match the setup on your hauler to get the optimal cargo hold for ya.
Dav Varan
State Protectorate
Caldari State
#815 - 2013-08-13 10:23:09 UTC
Iteron 5 has too much capacity ( maxed ) to be considered "average"

It has 2nd best capacity in class according to your numbers.
Given the spec holds of Itty 2-4 I think Iteron 5 should have lowest capacity in class with expanders otherwise Gal industrial skill is more useful than the other races.
Meyr
Di-Tron Heavy Industries
OnlyFleets.
#816 - 2013-08-13 13:59:34 UTC  |  Edited by: Meyr
THANK YOU, so VERY much, for making my Itty V, already stupidly easy to gank, even EASIER to kill.

What, you haven't already made gankers lives easy enough? You gave them Tier 3 BC's, you gave them 'Tags for Sec Status', now you gift them with even thinner loot piƱatas to shoot at?

When will you stop catering to the whiniest player base in Eve?
GreenSeed
#817 - 2013-08-13 14:03:49 UTC  |  Edited by: GreenSeed
Drogdasan wrote:
Ersahi Kir wrote:
Drogdasan wrote:
Lucky me, now I get to rip out 400 mil worth of rigs. I used to use two Itty V's to haul ice in fleet ops, now they fit 4 blocks less and I have to switch to a bloody bestower.


Or you could be slightly less whiny and realize that you can put 63 blocks of ice into a itty 4 without a single mod or rig. Your call.


Still making my Itty V worthless.


what is wrong with you?

if you have an IttV, it means you have GAll indus V, previously you had a 38433.1 hauler, now you get 37152. a 63k dedicated ore hauler and a 64.5k mineral hauler. and a monster PI hauler so you wont have any excuses not to have an efficient factory planet set up. and keep in mind all 3 of this ships can fit around 2.5x the tank the itty V can, while still filling the lows with nanos + DCUII.

and on top of it all, you get a cheap and very fast mini transport for when you have to go shipping for some cheap crap and cant be bothered to manually fly it.

if you had the bestower trained to V, you get 39,201 of cargo that should never, ever be filled because the ship simply cant offer protection to the value. and a small tanky sigil that doenst get any tankier the more levels of amarr indus you have trained.

gallente gets the best deal by far, specially because all the gallente ships will perform better per level of industrial trained for their role. having +5% speed on a minnie industrial means ****, but having +5% agility on a gall one? or +10% cargo? gimme gimme gimme
Clara Xavier
Space Gremlins
#818 - 2013-08-13 18:18:26 UTC
Seriously, just give it up already.

Make a series of ORE haulers, 1 for each "role" you envision. Replace peoples skills and ships with something that would match up to it.

You came up with the Primae (PI) and Noctis (Salvaging), use that hull and come up with a "Hauling" ship and insert as many special variants with random bays to suit everyone (Ore, Modules, Ammo, Covert Cloak Speedy, Big Fat Cargo Hold Version, whatever). Match the skill levels to the role if you want or just require them all to have level 1 and bonus each ship based on the level.

Take anyone with **Racial** industrial blah and give them SP back and grant them the ORE industrial skill book if they don't have the skill (NPC value in ISK if they do added to wallet). I know this breaks your I trained **race** level 5 for the cloaky hauler thing, be happy. You got your SP back now you can spend it on the ORE skill or if you had more than 1 race you got some extra SP to throw into something else.

What do you do w/the Freighters? They all require the racial industrial right? Easy, don't require it, require ORE industrial to 3, or maybe just add different requirements that would complement the survival of a freighter. It's only a racial 3 pre-requisite it won't break the world if it was gone.
DetKhord Saisio
Seniors Clan
#819 - 2013-08-13 20:04:18 UTC
CCP Rise wrote:
BADGER MARK II - Launcher, Most Base Cargo

Caldari Industrial Skill Bonuses:
+5% Cargo Capacity
+5% Max Velocity

Slot layout: 2H, 5M(-1), 4L(+1); 1 turrets , 1 launchers(+1)
How does adding slots to t1 industrial ships translate over to their t2 versions? So for example, will the t2 bustard get a Launcher hardpoint as well?


DetKhord Saisio
Seniors Clan
#820 - 2013-08-13 20:30:51 UTC
Little Dragon Khamez wrote:
Quick thought, how about making an extra badger model, I.e, a badger mkIII that is optimised for collecting salvage, give it 3 high slots to allow the fitting of 2 tractor beams and a salvager combo, it would be a good entry level salvager for newer characters to use that can't yet afford a noctis, whilst its obviously not as good as a noctis it is a fun idea that fits in well with the new diversity and specialization that we are all mostly supportive off.

A specialist salvage bay is not really required, but it would be a nice touch and in principle isnt any different to the ammo bay of the minmatar industrial.

No. Not when the exploration frigates can do this better, faster, and cheaper. Those frigates (Magnate/Heron/Imicus/Probe) have racial frigate skill bonus per level: 5% bonus to Salvager cycle time

Acutally, what makes more sense is add a small tractor beam and/or salvaging bonus to beginner frigates (Impairor/Ibis/Velator/Reaper).