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[Kronos] Freighters and Jump Freighters Rebalance [Updated]

First post First post First post
Author
Hiryu Jin
noXCorp
#2301 - 2014-05-22 19:50:49 UTC
seriously, just admit this was a terrible idea, leave things the way they are and move on to something else.
Teckos Pech
Hogyoku
Goonswarm Federation
#2302 - 2014-05-22 19:52:18 UTC
Hoshi Sorano wrote:
I do think that the change from rigs to slots is a good one, both in terms of cost and options. However, I am a bit concerned about the decision to only allow low slots.

CCP Fozzie wrote:
The base EHP of all Freighters and Jump Freighters is being increased (since Expanded Cargoholds affect freighter hp more than cargo rigs do) and more emphasis is being placed on armor and shield than before (although all Freighters still gain the majority of their hitpoints from hull).
(boldface added for emphasis)

This statement would seem to indicate that using either armor or shield to tank a freighter should be viable options, but the limitation to low slots only means that there really are only options to boost armor. You even list armor tanking modules as an expected choice for freighter pilots. But where are the shield options?

Basically, if you're going to start adding slots to freighters, don't do the job halfway; give the ships a full suite of slots and fitting options.


Yeah! I too want to be able to fit a bait Obelisk with a huge tank and a cyno!

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Axe Coldon
#2303 - 2014-05-22 20:10:43 UTC
Hoshi Sorano wrote:
I do think that the change from rigs to slots is a good one, both in terms of cost and options. However, I am a bit concerned about the decision to only allow low slots.

CCP Fozzie wrote:
The base EHP of all Freighters and Jump Freighters is being increased (since Expanded Cargoholds affect freighter hp more than cargo rigs do) and more emphasis is being placed on armor and shield than before (although all Freighters still gain the majority of their hitpoints from hull).
(boldface added for emphasis)

This statement would seem to indicate that using either armor or shield to tank a freighter should be viable options, but the limitation to low slots only means that there really are only options to boost armor. You even list armor tanking modules as an expected choice for freighter pilots. But where are the shield options?

Basically, if you're going to start adding slots to freighters, don't do the job halfway; give the ships a full suite of slots and fitting options.


A mid slot or 2 and a new module that is the equivalent of adaptive nano only for shields. So could still keep cpu and power low to limit what we can put their.

No trees were killed in the sending of this message. However, a large number of electrons were terribly inconvenienced.

Teckos Pech
Hogyoku
Goonswarm Federation
#2304 - 2014-05-22 20:15:05 UTC
Hiryu Jin wrote:
seriously, just admit this was a terrible idea, leave things the way they are and move on to something else.


Might want to rethink that a bit.

After all, getting all the low ends out to null to keep building supers your block relies heavily on.....might want a freighter with as big a cargo hold as you can get. You may have to end up hauling a giant amount of veld to the ore compression array, before jumping it out to null.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Rittel
Band of Valence
#2305 - 2014-05-22 20:24:01 UTC
Is there any plan to align all the JF's fuel usage?

If you're going to nerf the Rhea slightly more than the others it seems fair to at least drop its fuel usage per LY slightly.
NEONOVUS
Mindstar Technology
Goonswarm Federation
#2306 - 2014-05-22 20:31:23 UTC
Axe Coldon wrote:
Hoshi Sorano wrote:
I do think that the change from rigs to slots is a good one, both in terms of cost and options. However, I am a bit concerned about the decision to only allow low slots.

CCP Fozzie wrote:
The base EHP of all Freighters and Jump Freighters is being increased (since Expanded Cargoholds affect freighter hp more than cargo rigs do) and more emphasis is being placed on armor and shield than before (although all Freighters still gain the majority of their hitpoints from hull).
(boldface added for emphasis)

This statement would seem to indicate that using either armor or shield to tank a freighter should be viable options, but the limitation to low slots only means that there really are only options to boost armor. You even list armor tanking modules as an expected choice for freighter pilots. But where are the shield options?

Basically, if you're going to start adding slots to freighters, don't do the job halfway; give the ships a full suite of slots and fitting options.


A mid slot or 2 and a new module that is the equivalent of adaptive nano only for shields. So could still keep cpu and power low to limit what we can put their.

Midslots means ewar
Lowslots mean that they cant project anything
Freelancer117
So you want to be a Hero
#2307 - 2014-05-22 20:32:47 UTC
3x low slots ftw Cool

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

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http://bit.ly/1egr4mF

Teckos Pech
Hogyoku
Goonswarm Federation
#2308 - 2014-05-22 21:17:46 UTC
NEONOVUS wrote:
Axe Coldon wrote:
Hoshi Sorano wrote:
I do think that the change from rigs to slots is a good one, both in terms of cost and options. However, I am a bit concerned about the decision to only allow low slots.

CCP Fozzie wrote:
The base EHP of all Freighters and Jump Freighters is being increased (since Expanded Cargoholds affect freighter hp more than cargo rigs do) and more emphasis is being placed on armor and shield than before (although all Freighters still gain the majority of their hitpoints from hull).
(boldface added for emphasis)

This statement would seem to indicate that using either armor or shield to tank a freighter should be viable options, but the limitation to low slots only means that there really are only options to boost armor. You even list armor tanking modules as an expected choice for freighter pilots. But where are the shield options?

Basically, if you're going to start adding slots to freighters, don't do the job halfway; give the ships a full suite of slots and fitting options.


A mid slot or 2 and a new module that is the equivalent of adaptive nano only for shields. So could still keep cpu and power low to limit what we can put their.

Midslots means ewar
Lowslots mean that they cant project anything


Well the modules could be limited as with the low slots. While Hoshi Sorano's request for a full range of slots and fitting options is silly, the notion of allowing at least some shield tanking ability is less so. Of course, the ships that have more shield than armor HP have other characteristics such as being faster or more cargo space. As such, this request may not go anywhere.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Ed Bever
University of Caille
Gallente Federation
#2309 - 2014-05-22 21:18:34 UTC
Maybe give them a role bonus to allow fitting warp core stabs?
Vhelnik Cojoin
Pandemic Horde High Sec Division
#2310 - 2014-05-22 21:39:52 UTC
I may have missed it, however: Would it be possible to get CCP to comment on or confirm which set of numbers for the fitted freighters, which are correct, please?

I would like to know what I am commenting on, and Tippia provided one set of numbers, while Red Frog provided another.

Have you Communicated with your fellow capsuleers today? It is good for the EvE-oconomy and o-kay for you.

Pyotr Sevastyan
Sebiestor Tribe
Minmatar Republic
#2311 - 2014-05-22 22:11:51 UTC
Cardano Firesnake wrote:


You will understand when you will be in 0.0. :-) The fact that the cost to transport thing in low sec and 0.0 have increased is nothing in regard of the gain in 0.0 and low sec.
They are boosting the number of ways to make ISK in low sec already. But yes, going to there is risky and have a price...

The Rhea is still the ship with the bigger cargo capacity. As Expanded Cargohold II increase the cargo by % you will gain more capacity with the Rhea than with the other ships....

And also...
YES!!
https://forums.eveonline.com/default.aspx?g=posts&m=3736833#post3736833


Rhea win 1% other JF win 4% => for me is a nerf, almost 5k m3, and with the price of fuel + up the comsumption, Rhea will be not the old Rhea, it will be just an old car who cost extremly expensive in fuel in regards of cargo.
Teckos Pech
Hogyoku
Goonswarm Federation
#2312 - 2014-05-22 22:57:01 UTC
Pyotr Sevastyan wrote:
Cardano Firesnake wrote:


You will understand when you will be in 0.0. :-) The fact that the cost to transport thing in low sec and 0.0 have increased is nothing in regard of the gain in 0.0 and low sec.
They are boosting the number of ways to make ISK in low sec already. But yes, going to there is risky and have a price...

The Rhea is still the ship with the bigger cargo capacity. As Expanded Cargohold II increase the cargo by % you will gain more capacity with the Rhea than with the other ships....

And also...
YES!!
https://forums.eveonline.com/default.aspx?g=posts&m=3736833#post3736833


Rhea win 1% other JF win 4% => for me is a nerf, almost 5k m3, and with the price of fuel + up the comsumption, Rhea will be not the old Rhea, it will be just an old car who cost extremly expensive in fuel in regards of cargo.


Can you show your numbers here please, for the 1% & 4%?

As for the fuel costs/consumption issues, everyone faces those changes so it isn't like you are being singled out and the JF is still the best deal in town for moving lots of stuff to null or low sec.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Hoshi Sorano
Federal Navy Academy
Gallente Federation
#2313 - 2014-05-22 23:17:23 UTC
Teckos Pech wrote:
NEONOVUS wrote:
Axe Coldon wrote:
Hoshi Sorano wrote:
I do think that the change from rigs to slots is a good one, both in terms of cost and options. However, I am a bit concerned about the decision to only allow low slots.

CCP Fozzie wrote:
The base EHP of all Freighters and Jump Freighters is being increased (since Expanded Cargoholds affect freighter hp more than cargo rigs do) and more emphasis is being placed on armor and shield than before (although all Freighters still gain the majority of their hitpoints from hull).
(boldface added for emphasis)

This statement would seem to indicate that using either armor or shield to tank a freighter should be viable options, but the limitation to low slots only means that there really are only options to boost armor. You even list armor tanking modules as an expected choice for freighter pilots. But where are the shield options?

Basically, if you're going to start adding slots to freighters, don't do the job halfway; give the ships a full suite of slots and fitting options.


A mid slot or 2 and a new module that is the equivalent of adaptive nano only for shields. So could still keep cpu and power low to limit what we can put their.

Midslots means ewar
Lowslots mean that they cant project anything


Well the modules could be limited as with the low slots. While Hoshi Sorano's request for a full range of slots and fitting options is silly, the notion of allowing at least some shield tanking ability is less so. Of course, the ships that have more shield than armor HP have other characteristics such as being faster or more cargo space. As such, this request may not go anywhere.


How is it any more silly than having all slot types on T1 industrials? The silly part to me is flying giant loot targets around space that (unlike every other ship in this galaxy) can't be properly fit for defense.
Phugoid
Absolute Order XL
Absolute Honor
#2314 - 2014-05-22 23:22:22 UTC
Ok, seems fair enough. But I do have one big gripe!

Why is the align time being bascially tripled???? Isnt 40 seconds to get to warp long enough as it is? Now at 114 seconds it is absolutely an idiotic change!

Someone please explain the why/how of that decision......Shocked

Flugzeugführer

Valterra Craven
#2315 - 2014-05-22 23:36:41 UTC  |  Edited by: Valterra Craven
Phugoid wrote:
Ok, seems fair enough. But I do have one big gripe!

Why is the align time being bascially tripled???? Isnt 40 seconds to get to warp long enough as it is? Now at 114 seconds it is absolutely an idiotic change!

Someone please explain the why/how of that decision......Shocked


Base Stats vs Skill modifiers. Align time didn't change (on most of them).
Halan Devan
Deep Core Mining Inc.
Caldari State
#2316 - 2014-05-22 23:55:35 UTC
This still seems a massive nerf bat to the groin.

Claiming to offer the ability to customize a ship but then reducing m3 to the order that most of the new changes will go to cargo modules guarantees that most haulers will instantly slap on 2 t2 cargo mods in lows, and one slot to mess with left over isn't going to change much at all.

And increasing the cost for JFs to operate, then saying "hey we will let you use new modules to reduce the fuel costs" sounds highly dubious at beast. For any module to reduce fuel use to a meaningful point they would have to make up for the m3 lost per jump due to cargo amounts lost in the changes.

In other words the m3 per trip/fuel used with a small cargo/high efficency fuel use would have to exceed the idea of using all cargo m3 modules and paying the higher fuel cost in order for players to make that choice. Not to mention offsetting the one trip vs two trip time factor for the player in real life.

Are the fuel costs vs m3 moved really going to be that large of a factor? To offset the 2nd trip and the fuel costs for another trip? We are talking some very large numbers here for fuel reduction. With some JFs having half the cargo according to the posts by CCP is this even feasible, fuel efficiency increasing by over 100% to make up for cost per haul? And that just breaks them even for fuel cost, no mention of making up for the time lost with the 2nd trip to move the same amount that we do now...

I am still of the opinion that the "freighters get rigs" announcement, without any other work done to balance this was a Fanfest publicity stunt that was poorly planned prior to that moment.
Regan Rotineque
The Scope
Gallente Federation
#2317 - 2014-05-22 23:58:40 UTC
(insert Hallmark™ moment)

(tears)

I luvs my new tiny cargo hold freighter with bits of tank and alignment mods

Rowells
Blackwater USA Inc.
Pandemic Horde
#2318 - 2014-05-23 00:06:23 UTC
I think there is now a healthy place for the one existing faction cargo expander and a few faction nanos.
Rain6637
GoonWaffe
Goonswarm Federation
#2319 - 2014-05-23 00:07:29 UTC
Ben Hatton
Science and Trade Institute
Caldari State
#2320 - 2014-05-23 00:15:52 UTC
All I can say is that Im really looking forward to the changes, just yesterday I had 2 full Charon loads of Trit to haul and then a 200k m3 m3 high value haul to do. Given the choice I would have fitted all T2 Cargo Exps first and then Tank and warp speed.