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[Kronos] Freighters and Jump Freighters Rebalance [Updated]

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Herr Wilkus
Aggressive Salvage Services LLC
#2381 - 2014-05-24 19:32:14 UTC
Steve Ronuken wrote:
Quesa wrote:
Quote:
Jump Freighters Bonus per level:
+10% to armor and hull hitpoints
-10% jump fuel requirements

What's the point of a bonus to armor/hp on a JF?



They're kind of important while travelling through the riskiest space for them.

Namely highsec.


He has a good point.

JFs are now clocking between 600K - 750K EHP with around 150K cargospace.
25 Taloses in 0.5, or 2.5 Billion+ to kill increases the break-even 'safe hauling' margin to 5 Billion.

These things were not getting killed at a very high rate to begin with when they "only" had 250K EHP.

Changing the EHP bonus to something else would probably dial their hitpoints back to something approaching reason.

This also goes for the freighters, which are getting about 25% more cargo for a very tiny EHP penalty, and NO penalty to alignment. This, mind you, is the version that also gets 'cheap and easy' flexibility of mod-fitting, rather than rigs.

3rd Revision:

I would probably start with looking at the base EHP - match a 25% increase in max cargo version with a 25% EHP penalty.
Such a large increase in cargo capability should have an increased ganking risk associated with it.

Then I would give a slight nerf to alignment. Getting freighters to align as fast as they do today (40 sec) should take at least 1 low-slot.


First version of freighters (with rigs) seemed to be an actual rebalance without increasing their abilities in favor of 'easier logistics'.
Fozzie got endless tears, death threats. Then he cracked.

Second version is a clear buff, which explains why the carebears are universally happy. Oh wait, they aren't - they STILL want more EHP with enough CPU for damage controls. Roll

As flat as prices are across the entire highsec economy, 'easier logistics via buffed freighters/haulers' is not what EVE needs right now.
Xavier Thorm
Caldari Provisions
Caldari State
#2382 - 2014-05-24 20:01:10 UTC
Herr Wilkus wrote:
As flat as prices are across the entire highsec economy, 'easier logistics via buffed freighters/haulers' is not what EVE needs right now.


Well at least I'm not the only one thinking this.
Herr Wilkus
Aggressive Salvage Services LLC
#2383 - 2014-05-24 20:30:48 UTC
Xavier Thorm wrote:
Herr Wilkus wrote:
As flat as prices are across the entire highsec economy, 'easier logistics via buffed freighters/haulers' is not what EVE needs right now.


Well at least I'm not the only one thinking this.


Personally, I thought the 'capital rigs for freighters' was a pretty good way to suck up some of the extra salvage that has been dumped on he market over the last 3-4 years.

Salvaging used to be a pain in the ass for mission runners and all rigs were 'large rigs' - so salvage values were relatively high.

Subsequent addition of easy mode salvaging (Noctis, salvage drones, tractor deployables), and additional 'exploration' sources of T2 Salvage has crushed prices into the mud.

Turning all that surplus into massive capital rigs might move the price point in the other direction, and give capital rigs a place in highly populated highsec.

Giving up on rigs and going to lowslots was fairly gutless on the part of the DEV team.

The metagaming whiners weren't complaining about 'rigs' per se - it was simply the 'lack of a buff' that came with the rigs.

Currently, freighters are statistically buffed AND given 'easy modularity' with lowslots.

If anything, it should be the other way around.

I could live with 'overall enhanced statistics via rigs' - simply because rigs have a significant cost associated with them and are harder to swap. Destroyed freighters mean more rigs (and thus, salvage) are consumed as well. Lowslot mods - not so much. Big difference between a Cargohold Expander II and a Capital Cargo rig.
Raddar 13
Doomheim
#2384 - 2014-05-24 21:29:50 UTC
The 3 low slots on the freighter seem a lot better than the rigs. And I'm quite content for the changes, noting the fact that freighters are not a integral part of my experiences in Eve.(I have the skills to pilot one i tried it but most often than not i just end up using the Bustard)

On the same note it would be interesting if freighter would be able to hold assembled ships with out needing to create a contract (For the package, similar to how the maintenance bay on other capitals work) . I think this would encourage some people to use them more often. The reason i think this would be a good idea is because i have been in situations where i had multiple ships that where fitted and needed relocating and the Orca was not able to hold them in one go so the fasted way and safest of moving them was to sell them and the more expensive ones move them individually.

A good example would be 3 Legions fitted with tech 2 rigs and a Golem also fitted with tech 2 rigs. Now a obvious choice would be to find a create a contract to move the ships, but you have the skill necessary to fly a freighter and a freighter but you can not put the ships in the cargo hold so you would need to use a alt to create a transport contract fail it and contract back your ships then move them.

I feel like freighters should be able to transport smaller ships with out the need for repackaging. Of course the ship would be treated as a item not a ship while its in the freighters hold.(Lore wise they need to use special loading equipment to get the ship in and out. Except if its blown up the it should be a giant pinata that lets the transported ships float in space.)

I thank you for your time.
Herr Wilkus
Aggressive Salvage Services LLC
#2385 - 2014-05-24 21:56:34 UTC
Raddar 13 wrote:
The 3 low slots on the freighter seem a lot better than the rigs.


If by 'better' you mean more powerful - yes.
I don't think 'more powerful freighters' is desirable right now, they are already pretty good at what they do.

Providing freighters with flexibility is fine.
But providing 'cheap/easy' lowslot flexibility AND a significant stat buff is out of line.
Its freighter power creep. Obviously going to be popular with short-sighted carebears that are worried about ganks, but bad in the long run. Power creep on freighters makes AFK logistics in highsec even easier and thus flattens prices everywhere.

If freighters were buffed with rigs, a small degree of power-creep is probably OK - simply because capital rigs have a large cost associated with them, are not easy to change, and make freighters significantly more expensive (and risky to lose).


In other words, if freighters are going to become 'more powerful' - do it with rigs, not lowslots - because rigs have a significant cost balancing out the enhanced EHP/Cargo/alignment stats.




Sniper Smith
Center for Advanced Studies
Gallente Federation
#2386 - 2014-05-24 22:17:27 UTC
It's only a significant stat buff if you fit it that way, and only for any one specific stat.

You can haul a LOT more.. if you don't want tank.
You can haul a LOT faster.. if you want ~ tank and/or ~ cargo.
You can tank the world.. if you don't want to haul much.

There's gonna be as many people out there flying freighters full of stuff with less EHP, just as there will be people out there moving less but without much fear.. It's a good tradeoff.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#2387 - 2014-05-24 22:38:14 UTC
Herr Wilkus wrote:
Raddar 13 wrote:
The 3 low slots on the freighter seem a lot better than the rigs.


If by 'better' you mean more powerful - yes.
I don't think 'more powerful freighters' is desirable right now, they are already pretty good at what they do.

Providing freighters with flexibility is fine.
But providing 'cheap/easy' lowslot flexibility AND a significant stat buff is out of line.
Its freighter power creep. Obviously going to be popular with short-sighted carebears that are worried about ganks, but bad in the long run. Power creep on freighters makes AFK logistics in highsec even easier and thus flattens prices everywhere.

If freighters were buffed with rigs, a small degree of power-creep is probably OK - simply because capital rigs have a large cost associated with them, are not easy to change, and make freighters significantly more expensive (and risky to lose).


In other words, if freighters are going to become 'more powerful' - do it with rigs, not lowslots - because rigs have a significant cost balancing out the enhanced EHP/Cargo/alignment stats.



Troll? And you pay for the increased cost when I have to buy several more freighters to be able to have the proper freighter for a wide range of applications handy in several hubs? Somehow I don't see you pay me 10M/gate for a high sec transport. Ugh

Rig prices are ridiculous, in some cases nearly doubling or more than doubling the cost of a freighter, which is just as easy to kill. That's what you call "significant stat buff" and "more powerful"? If people do more AFK Hauling their stuff, more people get killed, with rigs or with low slot modules. That is the short, mid and long term evaluation and outlook of this change. Now the only difference is that with low slot modules we Haulers don't need to pay several billions to "bling" our shooting galley, while people like you pay 1,000 ISK /jump and expect it to be moved pronto.

There is not even the slightest sign of a power creep, because at the end of the day, freighters have not received any improvement. Ever stat increase is payed double with 2 stat decreases.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Herr Wilkus
Aggressive Salvage Services LLC
#2388 - 2014-05-24 23:00:54 UTC
Sniper Smith wrote:
It's only a significant stat buff if you fit it that way, and only for any one specific stat.

You can haul a LOT more.. if you don't want tank.
You can haul a LOT faster.. if you want ~ tank and/or ~ cargo.
You can tank the world.. if you don't want to haul much.

There's gonna be as many people out there flying freighters full of stuff with less EHP, just as there will be people out there moving less but without much fear.. It's a good tradeoff.


Problem is compared with the current baseline - today's freighters.

A) Max Cargo Fit: (25% buff in Cargo, 5-15% reduction in EHP, 0% loss in alignment speed.)
B) Max EHP Fit (80% buff in EHP, 60% reduction in cargo, 0% loss in alignment speed)
C) Max Alignment (17% buff in EHP, 40% reduction in cargo, 50% faster alignment time)

Considering the cost of modding freighter stats is now tiny (mods are cheap), the benefits far outweigh the downsides to the point where this can be considered not just a 'rebalance' - but a significant all around logistics buff.

EHP and alignment need to drop from the current 'no mods/rigs' baseline.

One also has to consider the effect of brick tanked 700K EHP JF in highsec pushing the 'safe ISK haul amount' into the stratosphere. Its not all about raw volume - but how much ISK value you can stuff into a freighter/JF safely.

This value is going to TRIPLE in this current iteration unless EHP/alignment speed is brought under control.
And the carebears will cheer wildly for ever higher AFK safe-cargo threshold.

Not good for the game overall though, IMHO, for the reasons stated above.

Raddar 13
Doomheim
#2389 - 2014-05-24 23:03:55 UTC  |  Edited by: Raddar 13
Herr Wilkus wrote:
Raddar 13 wrote:
The 3 low slots on the freighter seem a lot better than the rigs.


If by 'better' you mean more powerful - yes.
I don't think 'more powerful freighters' is desirable right now, they are already pretty good at what they do.

Providing freighters with flexibility is fine.
But providing 'cheap/easy' lowslot flexibility AND a significant stat buff is out of line.
Its freighter power creep. Obviously going to be popular with short-sighted carebears that are worried about ganks, but bad in the long run. Power creep on freighters makes AFK logistics in highsec even easier and thus flattens prices everywhere.



It seems that my post only contained the quoting with out the rest of the stuff i wrote.

AFK logistics are not as big of a problem as you seem to make it there have been plenty of cases where people have taken advantage of this for profit or tears. If provided with a easy revenue from ganking a freighter i believe plenty of players will jump for the occasion.

Now the 3 low slot mode has a lot of drawback with out the need of nerfing the ships (and with out upsetting the community)
For example:
- Capital Cargohold Optimization II - Cargo Capacity Bonus 20 % & Drawback -10 % Armor since you need level 5 to use this rig the Drawback is only -5% not that much of a drawback
- Expanded Cargohold II - Cargo capacity bonus 27.5 %, Structure HP bonus -20 % & Maximum Velocity Modifier -10 % since there is no skill to alleviate these drawback fitting 3 of these is similar do giving gankers the chance of using a sledgehammer instead of a normal hammer.

Keeping this view in mind (Might be right or wrong i don't know) these changes seem fair because most of the modules have serious drawback on a ship type that is not really good at besides transporting goods or getting shot at.
Caldeo Okaski
The Martial Virtues Foundation
#2390 - 2014-05-24 23:18:34 UTC  |  Edited by: Caldeo Okaski
It really feels to me that the Charon and Fenrir are getting the very short end of this stick when it comes to tank. Especially when you consider that it's impossible to add any kind of shield tanking module. Not that anyone is going to have much interest in doing it, but a Providence or Obelisk pilot could add armour resist plating if they wanted to. Now let's face it, freighters are going to be hull tanked and again, the Providence and Obelisk have a distinct advantage in this regard since they have a significantly larger hull HP pool to boost, and since Reinforced Bulkheads add a percentage bonus, those ships are getting a bigger bonus from those modules as well, further enforcing the advantage they get.

The only advantage that Charon pilot has is a 25K m3 base cargo bonus over an Obelisk, but you give up 32.5k hull HP (roughly 42% more for the Obelisk) to get that. When you figure in even one RBII that gap widens to 40,625HP in the hull. Maybe I'm underestimating the value of the shields, but with no way to buff that at all, it's pretty lame. Again, realistically, freighters are going to be hull tanked and that puts the advantage squarely in the hands of the Obelisk and Providence. I just feel bad for Fenrir pilots, not only do their defences stink, but they don't even have the cargo capacity to consider a consolation.
Herr Wilkus
Aggressive Salvage Services LLC
#2391 - 2014-05-24 23:29:40 UTC
Rivr Luzade wrote:


Rig prices are ridiculous, in some cases nearly doubling or more than doubling the cost of a freighter, which is just as easy to kill. That's what you call "significant stat buff" and "more powerful"? If people do more AFK Hauling their stuff, more people get killed, with rigs or with low slot modules. That is the short, mid and long term evaluation and outlook of this change. Now the only difference is that with low slot modules we Haulers don't need to pay several billions to "bling" our shooting galley, while people like you pay 1,000 ISK /jump and expect it to be moved pronto.

There is not even the slightest sign of a power creep, because at the end of the day, freighters have not received any improvement. Ever stat increase is payed double with 2 stat decreases.



'Every stat increase is paid double with 2 decreases' is completely false.

On alignment its mostly upside.
On cargo, you lose some m^3, but gain the ability to painlessly shield far more ISK worth. (IE safer to haul Mex instead of Trit)

Don't accuse me of trolling on this topic though.
I'm a ganker, but I have spent far more time flying freighters than any other ship.

What mainly concerns me is this:

Currently I fly a Nomad in highsec. Its EHP is around 330K - such that it would take around 10-13 Taloses to kill it in 0.5 space. Or, 1-1.5 Billion worth of gank-ships need to be risked to kill it. So, I generally never haul much more than 3 Billion ISK in it, less if I decide to autopilot. If I haul more than this, I tend to make sure I have a cyno-alt ready for a quick jump to lowsec.

But it will be retired if these changes go through.

Look at the new Anshar - you are pushing 720K EHP, with a still healthy cargo of 120K m^3.
That requires over 25 Taloses, meaning an investment of 2.5 to 3 Billion ISK is required to kill it.

You can stuff around 6 Billion into this new Anshar and autopilot away without worrying about gankers making a single dime at your expense. Realistically you could probably stuff around 8 Billion into it before you'd get a second look, as 2 or 3 Billion split 25 ways is a pretty meager payday for such a large operation.

Result: logistics is much easier as much large values of cargo can move without risk of a profitable gank.

This needs to be avoided and looked at more carefully. Radical changes and revisions in such an important ship class in response to forum rage is going to lead to unintended consequences.




Kaarous Aldurald
Black Hydra Consortium.
#2392 - 2014-05-24 23:55:59 UTC
Rivr Luzade wrote:

There is not even the slightest sign of a power creep, because at the end of the day, freighters have not received any improvement. Ever stat increase is payed double with 2 stat decreases.


No, that's a lie. The shield and armor buffs are too high, they make even a max cargo fit freighter have entirely too much EHP, as they divert too much tank away from what should be being penalized by the cargo modules.

It would be better if freighter customization were expensive and permanent, rather than dirt cheap, swappable and overpowered.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Raddar 13
Doomheim
#2393 - 2014-05-25 00:07:02 UTC  |  Edited by: Raddar 13
All thought i still view the 3 low slot model to be a good one i think that the Caldari and Minmatar freighters could use a tanking module. The Amarr and Gallente freighters can use Resistance Plantings to improve their tanks but the other two freighters don't get a significant bonus for their use.
But the only two low slot modules that come to mind are Shield Power Relay and the Shield Flux Coil which I'm pretty sure are really good or really bad on the Caldari and Minmatar freighter.
What do you guys think about the Shield Power Relay and the Shield Flux Coil to balance all the 4 races strength ? Or it will just bring the out of balance again ?


Edit: The shield recharge time would have been pretty useful in the stats provided.
Caldeo Okaski
The Martial Virtues Foundation
#2394 - 2014-05-25 00:46:01 UTC
When talking about a gank situation, passive shield recharge really isn't going to help you much. Buffer is what will keep you alive long enough for CONCORD to arrive. That is, unless the passive recharge rate is some ungodly number to begin with, but I highly doubt that.
Yutou Narukami
Garoun Investment Bank
Gallente Federation
#2395 - 2014-05-25 02:28:21 UTC
Question: what will the CPU/Powergrid requirements be for the hyperspatial accelerators?

Because this is what I am envisioning... wait for it... Interceptor with 8 AU/sec base warp speed, 3 HSA's in the low slots, 2 t2 HSA rigs, being flown by a pilot with full set of Ascendancy implants including Ascendancy Omega.

In other words, you all can eat my tachyon trail.
Takara Mora
University of Caille
Gallente Federation
#2396 - 2014-05-25 02:30:38 UTC
Sniper Smith wrote:
It's only a significant stat buff if you fit it that way, and only for any one specific stat.

You can haul a LOT more.. if you don't want tank.
You can haul a LOT faster.. if you want ~ tank and/or ~ cargo.
You can tank the world.. if you don't want to haul much.

There's gonna be as many people out there flying freighters full of stuff with less EHP, just as there will be people out there moving less but without much fear.. It's a good tradeoff.



And no longer an automatic calculation for gankers ... now they will actually have to work just a tiny bit harder to figure out whether they have enough catalysts for a successful gank ...
Rivr Luzade
Coreli Corporation
Pandemic Legion
#2397 - 2014-05-25 06:47:43 UTC  |  Edited by: Rivr Luzade
Herr Wilkus wrote:

Don't accuse me of trolling on this topic though.
I'm a ganker, but I have spent far more time flying freighters than any other ship.

What mainly concerns me is this:

Currently I fly a Nomad in highsec. Its EHP is around 330K - such that it would take around 10-13 Taloses to kill it in 0.5 space. Or, 1-1.5 Billion worth of gank-ships need to be risked to kill it. So, I generally never haul much more than 3 Billion ISK in it, less if I decide to autopilot. If I haul more than this, I tend to make sure I have a cyno-alt ready for a quick jump to lowsec.

But it will be retired if these changes go through.

Look at the new Anshar - you are pushing 720K EHP, with a still healthy cargo of 120K m^3.
That requires over 25 Taloses, meaning an investment of 2.5 to 3 Billion ISK is required to kill it.

You can stuff around 6 Billion into this new Anshar and autopilot away without worrying about gankers making a single dime at your expense. Realistically you could probably stuff around 8 Billion into it before you'd get a second look, as 2 or 3 Billion split 25 ways is a pretty meager payday for such a large operation.


You really want to tell me that ganking a 6.5B ship with cargo worth 2B+ (in total 8.5B+ ISK worth) is too powerful if you need 3B in gank ships? Really?

I don't know what your unintentened consequences are, but that gankers need to put a little bit more effort into their cause when they want to indulge in illegal activities, is certainly more than welcome. This puts ganking a tiny little bit closer to what Haulers risk every day in their defenseless ships. Blink

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Warr Akini
Imperial Academy
Amarr Empire
#2398 - 2014-05-25 07:07:25 UTC  |  Edited by: Warr Akini
Rivr Luzade wrote:
You really want to tell me that ganking a 6.5B ship with cargo worth 2B+ (in total 8.5B+ ISK worth) is too powerful if you need 3B in gank ships? Really?

I don't know what your unintentened consequences are, but that gankers need to put a little bit more effort into their cause when they want to indulge in illegal activities, is certainly more than welcome. This puts ganking a tiny little bit closer to what Haulers risk every day in their defenseless ships. Blink


Your argument rests on a pure dollar-for-dollar consideration, which might be fair in a vacuum but disregards the manpower required - organizing twenty people in highsec for more than five minutes before they get bored is a hell of a challenge, I promise you. RvB and a couple of others have done it well, we've done it alright even outside of Burn Jita, but in the end cost never ends up being the barrier to entry - manpower does. Especially in a game where effort levels are so high to achieve something like a gank.

EDIT: Avoiding being ganked in about 99% of situations in a jump freighter, by comparison, takes two people and a very passive operation at most (but not so much that you're autopiloting).
Rivr Luzade
Coreli Corporation
Pandemic Legion
#2399 - 2014-05-25 07:14:44 UTC  |  Edited by: Rivr Luzade
Warr Akini wrote:
Rivr Luzade wrote:
You really want to tell me that ganking a 6.5B ship with cargo worth 2B+ (in total 8.5B+ ISK worth) is too powerful if you need 3B in gank ships? Really?

I don't know what your unintentened consequences are, but that gankers need to put a little bit more effort into their cause when they want to indulge in illegal activities, is certainly more than welcome. This puts ganking a tiny little bit closer to what Haulers risk every day in their defenseless ships. Blink


Your argument rests on a pure dollar-for-dollar consideration, which might be fair in a vacuum but disregards the manpower required - organizing twenty people in highsec for more than five minutes before they get bored is a hell of a challenge, I promise you. RvB and a couple of others have done it well, we've done it alright even outside of Burn Jita, but in the end cost never ends up being the barrier to entry - manpower does. Especially in a game where effort levels are so high to achieve something like a gank.


Bored to hell in High sec sitting in station? Where is the difference to sitting on a Titan in 00 sec/Low sec waiting for the drop? If it bores you to wait in a twenty man fleet for a gank, then you clearly are not fit for ganking. If lack of manpower is your issue, you are clearly not fit for ganking. Why is it that ganking has be an easy, low-risk, low-isk-involving, low manpower involving activity?

Warr Akini wrote:
EDIT: Avoiding being ganked in about 99% of situations in a jump freighter, by comparison, takes two people and a very passive operation at most (but not so much that you're autopiloting).


You mean the slow freighter, the webber and in case of a JF also the ready cyno, so all in all 3 people. You mean for the freighter pilot to use longer alternative routes, which in some cases is not even possible? You mean the, demanded, constant scouting of your routes or sitting in station when gankers are around and you cannot undock?

You mean effort put into bumping on the side of the gankers, who just MWD a Machariel into the freighter? Or, again on the side of the gankers, leisurely sitting around Vexors or Thrashers on a gate, ready to instalock, cargo scan and explode Haulers? You mean the leisurely sitting around in station while a couple of people cargo scan ships to find the most juicy targets, then undock, warp to a gate, exploded the target and warp to a safe? You mean the easily put up scam/trap contracts which reduce considerably, after the contract has been taken?

Sure, there is so much effort involved into ganking.

Now, I am not someone to say that ganking should become unbearably hard, it's a part of the game (and lets face it, for many people the only way to get kills for their killboard), but I am very firmly against making it easier. And making it easier is all what this patch does. Just take the mentioned trap contracts. You can set up Courier Contracts with a very juicy reward (5M/jump maybe) and a reasonably high collateral (2B for instance for freight containers) and have the volume be 1.2M m³. This way, people are lured into accepting this awesome contract, they cannot cancel it because of the high collateral (if they do, you win as well) and their fitting for freighters and even the choice of the feasible freighters itself are extremely limited to paper thin tanks.
Of course, the Hauler can accept the contract on an alt and wait for downtime and use webbing alts, but setting this up and catching the majority of the haulers is way too easy with such schemes. Let alone that you cannot see what's inside the CC until you have accepted it. And you call that putting in effort into ganking?

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Warr Akini
Imperial Academy
Amarr Empire
#2400 - 2014-05-25 08:26:40 UTC  |  Edited by: Warr Akini
Let's go point-by-point.

Quote:
If it bores you to wait in a twenty man fleet for a gank, then you clearly are not fit for ganking.


You misquote me - I speak of organizing twenty people to kill one thing; oftentimes without warning, and pulling people who would otherwise be occupied up in nullsec. Your overreaction and blanket assumption about who or what is 'fit for ganking' is poor form.

Quote:
You mean the slow freighter, the webber and in case of a JF also the ready cyno, so all in all 3 people.


I think some intelligent mathematician demonstrated many years before I was born that three is far less than six, which in turn is far less than twenty. Also, in case of the JF, you may replace the webber with the cyno - ergo two people.

Quote:
You mean the, demanded, constant scouting of your routes or sitting in station when gankers are around and you cannot undock?


Re: "scouting" and intel, have you heard of killboards?

Quote:
You mean effort put into bumping on the side of the gankers, who just MWD a Machariel into the freighter? Or, again on the side of the gankers, leisurely sitting around Vexors or Thrashers on a gate, ready to instalock, cargo scan and explode Haulers?


Anyone can select a freighter, turn on MWD, and hit "approach" one good time. It takes a lot more to actually sustain bumps, most especially on JFs. As in all subjective things, your mileage may vary.

Also, you no doubt have not yet heard of kill rights, white knights, counter-ecm, vultures, suspect flag on looting, the change to looting so that you can't loot once you have initiated warp (changes CCP has made over the years to make stealing loot, ganking, or 'illegal activity' harder and harder to profit from) or warp core stabilizers (since we're talking about haulers in general).

As for the rest, a contract has a minimum 24 hours to complete. It is very difficult to convince people who otherwise have things to do (or even those who don't within EVE) to watch a whole 24 hour shift, even combined, for a single hauler. Plus, suspiciously high collateral and/or suspicious destinations or a twenty-four hour limit all should raise flags with haulers of any intelligence.

The ad hominem attack on gankers who need to gank to fill a killboard is also poor form, by the way.

But perhaps the most important is this:

Quote:
And making it (ganking) easier is all what this patch does.


'fraid not. Your maximum EHP gain compared to Rubicon is nearly three-quarters, your maximum EHP loss is maybe 20% in one or two cases (and in the Nomad's case is actually no loss, I've found out after updated numbers). Scam collateral contracts to force people up may still be a tactic used, but it will continue to be a not-often-used tool. As I said in a previous post, sure, some people will just run expanders all the time, but the flipside of that doesn't mean people running bulkheads will necessarily start carrying double their loads value-wise.

EDIT: My mistake - the Anshar gains 157.92% EHP, Obelisk 82.63% EHP, Providence 78.93% EHP, and the rest fall below the 75% threshold I mentioned.