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Player Features and Ideas Discussion

 
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Industrial Ship Changes - long term goal

Author
Amarisen Gream
The.Kin.of.Jupiter
#1 - 2016-03-14 07:10:36 UTC
To long don't want to read?

Basic idea is to split the current racial industrial hauler skill into a light and heavy version that would allow more room to develop upon.

The long version with the why!

As it currently stands the industrial ship skills work; they just don't offer a lot of flavor for pilots.

- Light Industrial Ships -
These ships would be cruiser sized when packaged/unpackaged - they would fulfil the small capacity, agile industrial role.
10k m3 general capacity - specialized versions would max out at 25 km3

- Heavy Industrial Ships -
These ships would be Bs sized when packaged/unpackaged - they would fulfil the large capacity, slow but tanked industrial role. 50k-75k m3 general capacity - specialized versions would max out at 100k m3.

Why?

Let's start off with a few examples

SOE Light Industrial -
covert cloak, armor resist, fleet hanger, module/role that allows it to enter frigate only WHs to provide industrial hauling support to mining ops.

Serpentis Light Industrial -
low capacity drug bay, allows transport through hi-sec with out NPCs customs trying to stop you.

Gurista Heavy Industrial -
Best active tank of all industrial ships, has the ability to fit the "Hyrda Defense System" (HDS enceforth is a system that replaces the defender missiles with an automated system that attacks all hostile ships, missiles, bombs with in range. The HDS, would have a high capacity ammo bay, would love to dual ammo type with hybrid/missile charges, but once the system runs out of ammo, it has a very long reload time, maybe even heat damage.) The idea I have for this ship, is that the gurista needed a heavy industrial for moving supplies between its stations and staging locations without always needing a heavy escort. This ship could hold its own vs small gangs with out logi support. *idea needs cleaning, but I think it would be a fun ship to fly as well as to kill*

Angel Cartel Heavy Industrial -
Nothing fancy about this one, just the standard warp stuff bonus the Cartel already has. With some other bonuses to even it out.

Now with these examples in mind!
We could in all reality develop ships like these off the current industrial skills; But, there is a underlying issue with the current industrial ships, which in my opinion is that they meet the lower end of shipping needs when speaking of capacity. With freighters being the extrem at the other end. So we lack a middle capacity industrial ship. With the split in the industrial skill, we can cover all three levels of hauling, with the hopes of not stepping to much on the toes of another class.

Addition information
These could easily be built around destroyer/battle cruiser sizes vs cruiser/battleship sizes as well.
Players would get the BPCs from killing rats in missions (once revamped), LP stores and other means which CCP deem balanced.
The Empire version would maintain their low cost, while the faction/pirate would take on the price of their size. 100-250 mil for Light, 300-500mil for Heavy.


Thoughts, feelings, constructive feed back.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2016-03-14 12:35:11 UTC
You're describing T2 haulers.

Train those if you want the exact divide you're describing, on hulls that already do exactly what you want to do with faction hulls, for less ISK than you want them to cost.
Amarisen Gream
The.Kin.of.Jupiter
#3 - 2016-03-14 13:06:14 UTC
Danika Princip wrote:
You're describing T2 haulers.

Train those if you want the exact divide you're describing, on hulls that already do exactly what you want to do with faction hulls, for less ISK than you want them to cost.


No. . . I'm talking about expanding the T1 more, the T2 would be adapted as needed. But this also allows better Faction/Pirate Industrial ships

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

FT Diomedes
The Graduates
#4 - 2016-03-14 13:37:53 UTC
Amarisen Gream wrote:
Danika Princip wrote:
You're describing T2 haulers.

Train those if you want the exact divide you're describing, on hulls that already do exactly what you want to do with faction hulls, for less ISK than you want them to cost.


No. . . I'm talking about expanding the T1 more, the T2 would be adapted as needed. But this also allows better Faction/Pirate Industrial ships


And it is not needed, since the T2 Industrial ships already provide the functions you want.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Amarisen Gream
The.Kin.of.Jupiter
#5 - 2016-03-14 14:42:33 UTC
FT Diomedes wrote:
Amarisen Gream wrote:
Danika Princip wrote:
You're describing T2 haulers.

Train those if you want the exact divide you're describing, on hulls that already do exactly what you want to do with faction hulls, for less ISK than you want them to cost.


No. . . I'm talking about expanding the T1 more, the T2 would be adapted as needed. But this also allows better Faction/Pirate Industrial ships


And it is not needed, since the T2 Industrial ships already provide the functions you want.


T2 haulers - Max out at like 70k m3. there about.


Also, this allows more tailoring of Pirate ships. or so people not read!

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2016-03-14 14:54:25 UTC
Amarisen Gream wrote:


T2 haulers - Max out at like 70k m3. there about.


Also, this allows more tailoring of Pirate ships. or so people not read!


75km, yes. Right at the top end of where you say heavy haulers should be. They are the heavy tank, slow moving, large cargohold haulers, which is what you are trying to introduce with your heavy haulers.

Your light haulers, meanwhile, are literally just blockade runners.

This also has nothing whatsoever to do with faction haulers. Why do you need to make T2 haulers obsolete to introduce faction haulers that do the same job, worse, and for twice the cost?


If you want the exact roles you have listed, train T2. Simple as that, the ships already exist.
Amarisen Gream
The.Kin.of.Jupiter
#7 - 2016-03-14 16:11:16 UTC
Danika Princip wrote:
Amarisen Gream wrote:


T2 haulers - Max out at like 70k m3. there about.


Also, this allows more tailoring of Pirate ships. or so people not read!


75km, yes. Right at the top end of where you say heavy haulers should be. They are the heavy tank, slow moving, large cargohold haulers, which is what you are trying to introduce with your heavy haulers.

Your light haulers, meanwhile, are literally just blockade runners.

This also has nothing whatsoever to do with faction haulers. Why do you need to make T2 haulers obsolete to introduce faction haulers that do the same job, worse, and for twice the cost?


If you want the exact roles you have listed, train T2. Simple as that, the ships already exist.



I have access to T2 industrials as well as freighters. (If people would READ) As I stated in my OP, this is an IDEA to allow more development room. It doesn't present any idea that CANNOT be done with the current skill if so decided, but in developing two industrial skill sets the fine tuning can be (IMO) cleaner. As well as allow different sized ships to preform the same task with different capacities depending on the players needs.

Yes a T2 DST can haul nearly 70k m3 in cargo. It would be nice to have a ship(s) that are specialized to carry more than that - 100-150 (have to avoid pushing to high as we don't want to hurt freighters)

Logistical pilots would love ships that allowed them to do their jobs more efficiently. I am sure WH logistical pilots would love to have an Industrial that had less impact on the mass use of a WH so they could fuel their Towers/Citadels/Structures with less headache or worry that they missed calculated and the WH closes before the needed goods get into system.

Or a Null-sec logistical pilot in charge of massive clusters of Moon Goo towers who needs to fuel them or move moon goo from one place to another without needing or desiring to use a Freighter which is to big and to slow for the job. or a T2 general purpose hauler which requires more trips.

EVE is a game, but it has ideas and features that mimic our real life. How would you like it if the only thing to carry your goods was a Mini Cooper or a Mini Van or a Ocean going Cargo Ship. Those forms of transport could move what you needed, but how practical would it be?

As it stands, you all saying, just train a T2 doesn't fix the bigger issue.
The current skills and ships meet the need, only because we don't have anything else to compare them to. You can't tell me in the supposed 20k years of EVE history, that each Empire has had the same 2-5 T1 haulers and 2 T2 haulers? You can't tell me that the pirate factions haven't made or tested prototype industrial ships.

We are talking about the same industrial ships that where balanced around the largest ships being BSs back in the day, and from what I can tell, very little in the way of balance afterwards. The last major change was to the Gallante ships when they specialized them.

There is room for making Industrial ships better, and just training T2 isn't the answer.

Thats my opinion.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Daichi Yamato
Jabbersnarks and Wonderglass
#8 - 2016-03-14 16:39:01 UTC
Between t1 scout frigs, t1 indies, t2 indies, orcas and freighters we cover everything here.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Danika Princip
GoonWaffe
Goonswarm Federation
#9 - 2016-03-14 17:06:53 UTC
If you want to haul 10k in a fast, agile hauler, you use a blockade runner.

if you want to haul up to 75k in a slow, tanky brick, you use a dst (Maybe more, I just eftd a max cargo occator as an example)

if you want to haul 100k, you use an orca

150k, a rorqual, which also covers POS things you don't want to use a jump freighter for.

350, a JF

1mil, a freighter.

Nullsec moon guys in charge of large clusters use rorquals and jump freighters. They are not going to slowboat an industrial around to do it instead, because that would be suicide.

A DST hauls, in one run, several weeks of POS fuel in a package a fifth the mass of what you want to bring in. Why would you want to use five times the mass for ~33% more cargo?

What are you trying to do that is not covered already?

How is it cleaner to split the trees, replace 8 T2 haulers, 12 T1 haulers and presumably four freighters, JFs, and both capital industrials too in order to bring in a more complicated system than it is to leave things as they are?


There is not a niche for the new haulers you are on about. I haul, through nullsec, and I use DSTs to do it when the load is small enough that I don't just pay a JF pilot to do it for me. Taking away my DST is not going to change this, making it harder for me to move my crap is not going to change this, and changing my 100k EHP 1500dps tank hauler to something thinner will just make me use the JFs instead.
Amarisen Gream
The.Kin.of.Jupiter
#10 - 2016-03-14 20:11:34 UTC
I am going to dig around more for more info or just wait for CCP to publish more info on the new structures.



But I am still all for introducing some sort of pirate industrial ships.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Elyia Suze Nagala
Republic Military School
Minmatar Republic
#11 - 2016-03-14 21:46:49 UTC  |  Edited by: Elyia Suze Nagala
I'm not going to argue these roles are already exsisting with current ships, HOWEVER, your comments about faction vessels did actually sound interesting. I don't know about the bonus ideas, but it's kinda legit. I'd keep the bonuses more online with the bonuses from the pirate factions though.

Also, I think that more definitively showing the capacity/size progression would be a minor clean-up, but a good idea, though ultimately it's not a serious problem to demand immediate attention.
TheExtruder
TheExtruder Corporation
#12 - 2016-03-15 02:06:11 UTC
I like the idea, but it feels like it would mainly help a smaller group of capsuleers

-1
Amarisen Gream
The.Kin.of.Jupiter
#13 - 2016-03-15 05:37:21 UTC
Elyia Suze Nagala wrote:
I'm not going to argue these roles are already exsisting with current ships, HOWEVER, your comments about faction vessels did actually sound interesting. I don't know about the bonus ideas, but it's kinda legit. I'd keep the bonuses more online with the bonuses from the pirate factions though.

Also, I think that more definitively showing the capacity/size progression would be a minor clean-up, but a good idea, though ultimately it's not a serious problem to demand immediate attention.



Thank you.

The Light/Heavy industrial skill/versions is secondary to the pirate versions.
I probably over thought the whole thing, when working on the pirate industrials.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Elyia Suze Nagala
Republic Military School
Minmatar Republic
#14 - 2016-03-15 13:24:04 UTC
I mean too, people can argue if you want pirate industrials then just get ships skins created for them... That would be an easy fix, but I still think true Faction vessels with the more specific faction bonuses like Angels and warp speeds, Guistas with defensive drone bays, or even SOE with Covert Cloaks and probing bonus would be an interesting idea worth pursuing.

I know CCP has a LOT on their table right now, so its not at all a priority, but still I think its a cool concept and one with developing.

This would be my thoughts for anyone interested. The faction variants would specialize in increased defensive capacities and other specific faction related augmentations. All in addition to base industrial bonuses. Of course this comes at the cost of increased production requirements (cost) and other normal tweeks like the reduced calibration, HPs, etc.

Again, I think the big difference for these should be weaponized defenses not HP buff like the Empires.

Regular Racial hauler bonues to include, "3 or 5% bonuses to ships cargo capacity" and "5% bonus to ship inertia modifier".
Role bonuses to include, "90% reduction to effective distance traveled for jump fatigue", plus the following roles bonuses:

Angel Cartel
- 200% bonus to small project turret damage
- 50% bonus to warp speed/acceleration

Dread Guistas
- 4% bonus to all shield resists
- 300% bonus to light combat drone damage and HP
(10 Mbit & 25 m3 Drone bay)

Sisters of Eve (Ultimate Null and WH Covert Hauler)
- 37.5% bonus to core & combat scanner probe strength
- 100% reduction in cloaking device CPU requirements
- Can fit Covert Cloaks

Serpentis
- 200% bonus to small hybrid turret damage
- 50 bonus to sensor dampener effectiveness (I know its not webs, but this would be more fitting for a defensive reasons on an industrial)

Sansha Nation
- 100% bonus to afterburner velocity
- 200% bonus to small energy turret damage

Blood Raiders
50% bonus to statis web range
Energy Nosteratu fitted to this ship will drain targeted ships capacitor regardless of your own capacitor level.

Mordus Angels
- 4% to all shield resists
200% bonuses to missile velocity
50% penalty to missile flight time
Tiddle Jr
MOONFIRE SERVICE PROVIDER
#15 - 2016-03-15 22:07:24 UTC
Daichi Yamato wrote:
Between t1 scout frigs, t1 indies, t2 indies, orcas and freighters we cover everything here.


Nullified T3's. And exotic hauler - Gnosis maxed cargo.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP