These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Jita Park Speakers Corner

 
  • Topic is locked indefinitely.
Previous page12
 

Frigate Logistics Needed

First post
Author
Nicolo da'Vicenza
Viziam
Amarr Empire
#21 - 2011-12-08 21:02:21 UTC
buff T1 logis instead plz
Camios
Sebiestor Tribe
Minmatar Republic
#22 - 2011-12-08 22:33:31 UTC
Yes. More versatility is a good thing. But there are some things to think about.

Cruisers are the richest class in the game: you have HACs, Recons, heavy dictors, logistics, factions and t3. And you even have the t1 hulls. Battleships and frigate levels are far less rich, why?

Probably because, with current mechanics, cruiser class vessels are the funniest ships to fly (they're quite fast but quite durable), and CCP decided to expand over it instead of "fixing" the other classes.

Frigate play is healthy, in the sense that

  • there are really useful frigate sized ships out there (ceptors, bombers and covert ops)
  • frigates are cheap and fun

but on the other side there are few situations where you would prefer an assault ship over a heavy assault ship, and a EAF over a recon. For these reasons, a frigate sized logistic would probably be useless (well, it's hard to say without a look at the stats).

There are two ways of fixing "the frigate problem":

  • create situations where the usage of other shipclasses is discouraged more or less artificially
  • make frigates generally more interesting to use (eg, reduce 1mn mwd sig radius penalty to 200-300% instead of 500%?)


I like the first alternative the most, just because it means "more situations and things to do" instead of "more instruments to do the same things".





Anela Cistine
Royal Amarr Institute
Amarr Empire
#23 - 2011-12-11 07:14:51 UTC
New players don't need T2 logistics frigates. The T1 logistics cruisers are much faster to train for, cheaper than any t2 frigate, and do the same job.

Ospreys are fantastic at reping shields, and a newbie can train into a reasonably skilled one in just a few days. All you need is very basic fitting skills, Caldari Cruiser III, and Shield Emission Systems III to run an Osprey with one large shield transporter (with better support/fitting skills you can run a large and a medium shield transporter). There is no tank to speak of, but frigates wouldn't have much tank either. Back when we used to shoot lasers at POS all day, Augorors were also a popular choice for newbies to transfer cap and keep the guns firing.

I suspect that T2 logistics frigates would do nothing at all for new players. They would simply allow established players to train up logistics alt to help out on level 4 missions a little faster.
Hustomte
Veritex Industrial Inc.
#24 - 2011-12-11 15:15:00 UTC
Anela Cistine wrote:
New players don't need T2 logistics frigates. The T1 logistics cruisers are much faster to train for, cheaper than any t2 frigate, and do the same job.

Ospreys are fantastic at reping shields, and a newbie can train into a reasonably skilled one in just a few days. All you need is very basic fitting skills, Caldari Cruiser III, and Shield Emission Systems III to run an Osprey with one large shield transporter (with better support/fitting skills you can run a large and a medium shield transporter). There is no tank to speak of, but frigates wouldn't have much tank either. Back when we used to shoot lasers at POS all day, Augorors were also a popular choice for newbies to transfer cap and keep the guns firing.

I suspect that T2 logistics frigates would do nothing at all for new players. They would simply allow established players to train up logistics alt to help out on level 4 missions a little faster.


I totally agree with you, I started this post to get feedback and I value those who have put in time to write up detailed responses. In hindsight I think it would have been better for me to say T1 frigate with a simple range-bonus to small-remote reps. But I think the inner artist in me just wanted to see some love for the mining-frigs that have no variations elsewhere in the game. Blink

The problem I have with the cruisers is that they are expensive, big, bulky, and not fast or fun to fly. Their sensor resolution also leaves to be desired when flying with other frigs doing reps (ie. lock-time means life or death). Being able to keep up is also an issue, especially when you are a big un-tanked fat target. Pirate

IMHO Frigates have lost their fun-factor to Cruisers and larger ships, only their T2 variants are epic, which leaves the T1 using noobs S.O.L. Ugh

I went straight for Cruisers and the Augoror is still probably my all time favorite ship in Eve (yeah, I know it sucks performance wise but I LOVE cap-transferring) ... which reminds me, why are there no cap-transfer drones, only cap-draining drones?

Anywho, im getting off subject... I think I am starting to sound like the guy on a soapbox speaking for the little guy, you know, all the tackle pilots and rifter roaming gangs that need some logi-love. Big smile They shouldn't feel like a sacrificial lamb, especially as a new player.

...Signature...

Sephiroth Clone VII
Brothers of Tyr
Goonswarm Federation
#25 - 2011-12-12 06:12:12 UTC  |  Edited by: Sephiroth Clone VII
This idea is unimaginably dumb.

If you don't like expense and training times of tech 2 cruisers why are you going for a tech 2 frig, have you seen the prices of them. They are about the same if not more then tech 1 cruisers, which do have rep bonuses.

Also training time, it takes a grand total of a week or less to get into a cruiser and have it level 3 (reasonable amount of training to get the most benefit). Any tech 2 frig requires frig to 5 in addition to one or multiple other skills to five. Yea training anything to level 5 takes longer then the 3-4 mark, things grow exponentially.

A frig repair vessel would be nimble but then again a cruiser would be close enough, and have more reping power being able to fit medium and large reps, and have much more cap. Furthermore if you doing a frig fleet, spider tank, have everyone have a remote repair fitted, due to mismatch fitting usually the top frigs have extra odd slots for secondary unbonused guns that can be fit out for a utility, which could be armor rep. Examples rifter and Tristan.

Also if you ghetto poor, in addition to being not too bright you better fly tech 1, tech 2 platinum insurance payout is a tenth of the real value of the ship..
Hustomte
Veritex Industrial Inc.
#26 - 2011-12-12 18:02:55 UTC
Sephiroth CloneIIV wrote:
stuff written because I am too dumb and impatient to read an entire thread.


Please read the whole thread, specifically the post right above yours genius. P
https://forums.eveonline.com/default.aspx?g=posts&m=502086#post502086

...Signature...

Ravcharas
Infinite Point
Pandemic Horde
#27 - 2011-12-12 21:37:46 UTC
There might be many reasons why frig logistics is a bad idea but "I wouldn't fly one/You should play the game my way instead/Another shipclass is better for this" are not on the list.
Dracko Malus
Messerschmitt Vertrieb und Logistik
#28 - 2011-12-14 09:28:26 UTC
Hustomte wrote:

Can CCP remove the small-remote-armor repairer then?

What is the purpose of it with a 4km range and 19 HP/s?

Inquiring minds want to know Big smile

No, because it's nice to be able to rep your drones after combat when flapping about in a (failfit though) Worm or Ishkur... Without having to dock up at station..

Tess La'Coil's loveslave.

Mithrantir Ob'lontra
Ixion Defence Systems
#29 - 2011-12-15 15:00:06 UTC
Hustomte wrote:
Prometheus Exenthal wrote:
No.

Frigates (overall) are pretty well balanced.
There are oddballs, and there are obvious tiering issues, but they are pretty damn good.

Introducing anything logistics based would be extremely stupid, and would be akin to trying to make a role for something that isn't needed. In short, it would be pretty broken if it were good, and pretty useless if they weren't.


Speaking of things not needed (other than the CSM) ;)
Can CCP remove the small-remote-armor repairer then?

What is the purpose of it with a 4km range and 19 HP/s?

Inquiring minds want to know Big smile

Drone repairing on a tight fit Myrmidon.


And I also find the possibility of logistics frigates not useful. Personally I believe that any logistics ship should be able to provide support for the classes above it.
We have the logistics cruisers that are used in any sub-capital fleet, and are able to provide adequate support to the whole range of sub-capitals (frigates, destroyers, cruisers, battlecruisers, battleships).
Adding a logistics frigate to provide the same thing for frigates and destroyers only (since it won't be able to do that adequately for any other class) is not going to work.
No one will ever accept to let the fate of his ship on a logistics frigate that simply won't be able to put out the amount of repairing that is needed either in pvp or pve.
Reaver Glitterstim
The Scope
Gallente Federation
#30 - 2011-12-16 15:40:46 UTC
HaxTis wrote:
Yeah Ya Huei is right you should run missions alone and have no friends to make this awful game bearable :eyeroll:

I see a couple of cons to this - small, speed-tanking logis could be incredibly OP. Try thinking of a few ways this could be abused and try to solve those problems.


By incrediby OP I think you mean useful and would not be ignored by the playerbase. But I'm quite certain it would not be OP.

I think frigate logi should be added not only to get newer players into logi but moreover to add in fast speed-tanking mini-logis that give up a lot of their power for the ability to go fast, much like assault ships.

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."

Max Kolonko
Caldari Provisions
Caldari State
#31 - 2011-12-16 23:39:46 UTC
Hustomte wrote:
Prometheus Exenthal wrote:
No.

Frigates (overall) are pretty well balanced.
There are oddballs, and there are obvious tiering issues, but they are pretty damn good.

Introducing anything logistics based would be extremely stupid, and would be akin to trying to make a role for something that isn't needed. In short, it would be pretty broken if it were good, and pretty useless if they weren't.


Speaking of things not needed (other than the CSM) ;)
Can CCP remove the small-remote-armor repairer then?

What is the purpose of it with a 4km range and 19 HP/s?

Inquiring minds want to know Big smile


You actually use them on a wolf-pack stealth bomber low sec fleets - to rep tacklers after jumping via Black Ops gate
GavinCapacitor
CaeIum Incognitum
#32 - 2011-12-22 17:37:32 UTC  |  Edited by: GavinCapacitor
Hustomte wrote:
Problem: New players can't get their feet wet into logistics until they get to Cruiser level ships.:(]

Hustomte wrote:
Proposed solution: Give a tech2 version of the mining frigates into an entry logistics role (Navitas, Tormenter, Bantam, Burst)


"Newbies can't get into logistics until they can fly cruisers, so lets give them a tech 2 ship to fix that"

This stuff writes itself.
Imigo Montoya
BreadFleet
Triglavian Outlaws and Sobornost Troika
#33 - 2011-12-22 21:12:56 UTC
Anela Cistine wrote:
New players don't need T2 logistics frigates. The T1 logistics cruisers are much faster to train for, cheaper than any t2 frigate, and do the same job.

Ospreys are fantastic at reping shields, and a newbie can train into a reasonably skilled one in just a few days. All you need is very basic fitting skills, Caldari Cruiser III, and Shield Emission Systems III to run an Osprey with one large shield transporter (with better support/fitting skills you can run a large and a medium shield transporter). There is no tank to speak of, but frigates wouldn't have much tank either. Back when we used to shoot lasers at POS all day, Augorors were also a popular choice for newbies to transfer cap and keep the guns firing.

I suspect that T2 logistics frigates would do nothing at all for new players. They would simply allow established players to train up logistics alt to help out on level 4 missions a little faster.


I was pretty much going to put forward something like this, but Anela has done it first. I like the idea but I don't see it really adding value.

You've also addressed this but TBH "Logistics" doesn't really fit in a frigate sized ship for lore reasons either. On top of that the small reps make a nice addition when PG is low to a logistics ship (T1 or T2) and can be used as an addition to other ships with a spare high slot.

Wolfpacks are still very commonly seen, and a whole lot of fun, and the rifter is used pretty heavily even with the option to use the T2 variants. Small fast speed/sig tanking ships (AB rifter is very cool for this) are great and are always useful. GSF newbees have been cleaning up WN. pods in big fleet fights, which is really fun and something you can't really do in a Maelstrom with the long lock time. Those newbee rifters/thrashers get logi love when they can too, but the ships are given out for free anyway.

There's an image I'd like to post here, but I can't find it (perhaps somebody could help me out here). It has a picture of a rifter with the GSF logo at the bottom and something along the lines of "I'm a 10 day old character, my entire ship costs as much as your ammo, and I'm about to ruin your day" written on it.
Hustomte
Veritex Industrial Inc.
#34 - 2011-12-23 09:27:49 UTC
GavinCapacitor wrote:
"Newbies can't get into logistics until they can fly cruisers, so lets give them a tech 2 ship to fix that"

This stuff writes itself.


I edited the OP since you (and a couple others) never took the time to read the entire thread. I hope this will full-stop the captain-obvious posts like this one.

...Signature...

Hustomte
Veritex Industrial Inc.
#35 - 2011-12-23 09:35:33 UTC
Imigo Montoya wrote:
I was pretty much going to put forward something like this, but Anela has done it first. I like the idea but I don't see it really adding value.


Just because you don't see it doesn't mean it doesn't have value.

Imigo Montoya wrote:
You've also addressed this but TBH "Logistics" doesn't really fit in a frigate sized ship for lore reasons either.


A frigate cannot remote rep for lore reasons... I would LOVE to hear this explained to me. Lol

Imigo Montoya wrote:
*stuff about killing things*


My response to the whole t2 thing, again, and comment about playing styles and types:
https://forums.eveonline.com/default.aspx?g=posts&m=502086#post502086

...Signature...

Imigo Montoya
BreadFleet
Triglavian Outlaws and Sobornost Troika
#36 - 2011-12-23 09:55:01 UTC
Hustomte wrote:
A frigate cannot remote rep for lore reasons... I would LOVE to hear this explained to me. Lol


Not quite that a frigate cannot remote rep for lore reasons, but specifically filling the logistics role. The main reasons are that the kind of power required for repairing things was usually the domain of a carrier, and the role of the frigate is being a small fast mover. This is general lore as opposed to anything specific.

Hustomte wrote:
My response to the whole t2 thing, again, and comment about playing styles and types:
https://forums.eveonline.com/default.aspx?g=posts&m=502086#post502086


Yeah, I saw that, and addressed that specifically (although I didn't quote the sections I was specifically addressing). In particular, what you summarised as "*stuff about killing things*" was directly addressing things like "The problem I have with the cruisers is that they are expensive, big, bulky, and not fast or fun to fly" and "IMHO Frigates have lost their fun-factor to Cruisers and larger ships, only their T2 variants are epic, which leaves the T1 using noobs S.O.L"

T1 Cruisers are not that very expensive, or all that big or bulky. Sure, compared to a frigate they are, but frigates (even T1) most definitely have not lost their fun-factor (as my examples show).
Hustomte
Veritex Industrial Inc.
#37 - 2011-12-23 10:10:33 UTC
Imigo Montoya wrote:
T1 Cruisers are not that very expensive, or all that big or bulky. Sure, compared to a frigate they are, but frigates (even T1) most definitely have not lost their fun-factor (as my examples show).


I agree with you that frigates are fun, and that Cruisers are cheap-as-chips now that im "older" in game. The current frigates are just not fun for people who like reps... i mean, I came up with a Vengeance logi fit that can armor, shield, and hull rep because one doesn't exist. Logi-love wants to fly fast too you know Blink
Plus its 800+mm scan resolution is nice for those fast lock-times on your fellow frigs. The current buff proposals to AF's with another utility slot is going to make the Vengeance a beast and probably over-powered. And again we're talking about tech 2 ships (and I want to talk about T1's).

In my original post I was addressing how new players want to experience all the aspects of the game when deciding to stay or not. Combat, E-War, Mining are all represented. Logistics is not... its just this simple, even if it SUCKS and is pointless (like all the mining frigs) it gets a new player to experience what remote-reps are, how to start flying a support ship, and something to work with until they fly their Cruiser counterparts. A tutorial with it would also be nice.

And as far as the lore thing: then why mining frigates?

Thank you for your feedback Imigo Montoya (I love that movie btw) I really do appreciate it. Smile

...Signature...

Imigo Montoya
BreadFleet
Triglavian Outlaws and Sobornost Troika
#38 - 2011-12-23 11:23:02 UTC  |  Edited by: Imigo Montoya
The thing about logistics and new players is that for logistics to be any good you need somebody else to do it with (ie, they're mostly useless without somebody else to rep). By the time a really new player is ready to find somebody else to rep that really needs it, they're likely to be able to fly and afford a cruiser anyway.

One aspect of skill requirements for ships is that it protects new players from spending all their iSK on something that they really can't afford to lose. For example if you don't know how to properly tank then having a marauder (a Billion+ ISK ship) really won't help that and you'll probably lose it, even in predictable missions. You get the opportunity to properly understand the (quite unintuitive) game mechanics as you train into new things, and hopefully you (the player) will understand how to maximise effectiveness before getting into something shiny. So by the time you can fly a cruiser (fairly soon really) if you have followed the tutorials you should have enough ISK to actually get one.

Besides, if you're repping other people they could provide the ship for you. Again with the GSF example, Rifters are handed out free to any pilot, no matter how many you lose because every ship counts. This sums up the philosophy nicely (as an example of a new player performing a useful role in a cheap ship, not necessarily logistics).

As for the lore of mining frigates, mining has always been something that any down on their luck Joe can do to scrape a living out of, and frigates are the cheapest most accessible ships around.

I think the drawback you mentioned (dev time) really is the clincher. You always have to ask whether the benefit to the game that a feature provides will be worth the time taken to implement it. It might be cool to do something, or "complete the set", but would it really add that much to the game (even if it wouldn't take that much to implement either)?
Previous page12