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Smaller freighter, a welcome addition

First post
Author
Iain Cariaba
#181 - 2016-09-10 18:51:50 UTC  |  Edited by: Iain Cariaba
Brokk Witgenstein wrote:
To be fair, he *did* try to stay on topic- initial response was mostly "But Why?" and "LOLOrca"

it didn't come over as a sincere attempt to move conversation along; most counterproposals were ridiculously easy to gank and constitute failfits to the highest degree.

Glad to see things are moving along now.

What you fail to realize is that being on the receiving end of a gank is the end result of multiple mistakes made the freighter pilot. When flown by competent pilots, freighters are actually rather hard to catch. I've walked my five year old Charon through many gank fleets. Then again, not being a douche and treating people who enjoy ganking like they're lower than pond scum got me into their chat channels so I have great intel on where they're setup. Twisted

As for the ship Vincent wants, I don't see where it's needed. You can get high tank, large hold, and good agility out of the existing freighters. You just can't get it all at once, which dips into the OP side of things. Honestly, there needs to be more of a drawback to this ship than simply the smaller hold size, considering it improves on every other aspect of the existing freighters before adding the low slots.
Zerzzes Markarian
McCloud and Markarian Trade and Logistics Corp.
#182 - 2016-09-10 20:45:44 UTC  |  Edited by: Zerzzes Markarian
*sigh*

Currently the 4 freighters have without fits a range between 245k (Fenrir) and 313k EHP (Obelisk), bewteen 36s and 42s align time, and between 543k m3 and 580k m3 in cargo.

With Bulhead, you can have a ship with 499k EHP (or with faction bulkheads even 519k EHP).
With Inertial Stabs you can get align times of 21s (faction stabs give even 20s).
With Hyperspatials you can reach Warp speeds of 2.27 AU/s.

So depending on your choice of freighter, you have a range between 245k to 516k EHP (110%), 20s and 42s align time (110%) and 1.37 and 2.27 (66%) with the currently existing freighters. But you can't have everything in a single ship. This is what's called balance.

If he would argue we need a faster hauler with increased agility and warp speed, at the price of reduced cargo-hold and reduced EHP, I would be fine with the concept. The OP wants +30-40%% EHP, +20% Agility and +45% Warp Speed for the price of -50% Cargo-hold. He wants three important stats improved (by in total 35+20+45=100%) and only one which he doesn't care much about lowered (by 50%). And he insists on having this. This is the opposite of balanced. If he wants a ship that has three attributes improved, and only one lowered, this would have to come with a higher price than the 1.5B you pay for a freighter. Maybe something in the 3-4B range would be adequate.

Again, having a ship with ~500 EHP, 20s align time, 2 AU/s warpspeed and 250k m3 cargohold at a price of 1-1.5B would be a ship that makes 95% of all other freighters obsolete.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#183 - 2016-09-10 21:02:19 UTC
Iain Cariaba wrote:

What you fail to realize is that being on the receiving end of a gank is the end result of multiple mistakes made the freighter pilot.

I fail to realize this? Oh boy. Traditional response against traditional carebear proposals. Rest assured though- I am quite aware. A tidbit saddened all conversation about, well, anything really always has 85% gankerspam in it; let's not do that in this thread, shall we? I know. You know. I know that you know and given the time I've spent on the forums I assumed you knew that I knew. Briefly put: gankerdegank. Irrelevant. I'm talking about Cargo Space, align time and hyperspatial velocity.

A bit of tank is obviously required but how much tank depends on the value of the ship plus its cargo. For example, a 150 mil ship with 50k tank is acceptable. It's somewhere in the HAC ballpark, it's fine. A 700 mil ship with 50k tank is not. Until now, nobody's even mentioned a pricerange for our new hypothetical ship because up till now, we're still stuck in the "but why would you want one" phase.

And then there are some jokers who think 8 bil for 400k tank is okay. It is not. 8 bil pays for the Jumpdrive, not for the tank -- tank is largely irrelevant on jumpfreighters.

So until we can actually come to terms with the general idea some of us need to haul less cargo and would like to get there faster, we haven't even begun balancing EHP / price yet. We've spent the last 7 or 8 pages debunking morons claiming "those already exist". When asked "Oh yea? Which ship does" there was ONE post detailing how a freighter could achieve this provided it had more lowslots.

I've proposed a variation on the Orca, I've proposed adding rig slots to the freighter basically boiling down to the same idea as adding more lows (and, obviously, reviewing the base stats to bring it back to where it is today with 3 lows) -- but that's it.

The only time ganking was mentioned, was when some Lolsmurf was trying to be funny by proposing a 700 mil ship with 100k tank on it, to carry 140k in cargo. This definitely classifies as one of those "mistakes" pilots make, does it not? So I told him that.

Rest assured: we know. The so-called alternatives (JF? all-cargoextended Orca? inertial stabbed, dual hyperspatial freighter?) are very failfit on purpose, and rather than telling me the freighter pilot made a boo-boo, please tell that to the guys proposing such ships in the first place. We're the ones trying to demonstrate they're wrong, remember?

One one hand, they say "we don't need such a ship, it already exists" and when asked to elaborate they come up with the most ridiculous of fits. "how is it ridiculous" they ask, well ... would you put 140k cargo in a 700 mil loot pinata with neither tank nor align speed? I sure wouldn't. It is, as you so eloquently put it, the first in a line of mistakes.


Iain Cariaba wrote:

As for the ship Vincent wants, I don't see where it's needed. You can get high tank, large hold, and good agility out of the existing freighters. You just can't get it all at once, which dips into the OP side of things. Honestly, there needs to be more of a drawback to this ship than simply the smaller hold size, considering it improves on every other aspect of the existing freighters before adding the low slots.


Ah, now we come to the point: you can get high tank, large hold or good agility. This is nice if you need to move upwards of 450k m3. What we need is half that, offset by good agility AND good hyperspace velocity. Same principle, but more room for maneuvering. We're already at the lowest end of cargo capacity and it's still double of what we need. I'll re-iterate several options "the crowd" has largely ignored:

(a) make Cargo Expanders affect both cargohold AND fleet hangar. That way we can get more out of a DST by sacrificing align speed on them.
(b) introduce an offshoot of the Orca, replacing ship hangar and orehold with more fleet hangar. Can't imagine why this could possibly be bad since I'm literally not changing any other stat except replace "50k ore and 3 fitted cruisers" with 80k fleet hangar.
(c) introduce a battleship-sized minifreighter to fill the gap between cruiser sized industrials and capital ship sized freighters.
(d) review freighters and allow rigs, so that it gets 200k space but transverses the warptunnel considerably faster.

As you can see, none of these are even remotely related to improving gank resistance. I want a ship that can hold less, but is faster. That's all there is to it. Hardly an OP mobile.

How much such a ship would cost, depends entirely on which of the given options are used. If (a), then it's a 150 mil DST. If (b) we're probably talking 700 mil. If (c) probably also 700 mil. If (d) it'll be 1.3 bil. What is for sure unacceptable, is 8 BIL and the requirement to use multiple characters, because at that point it's painfully obvious you can just use 2 DST runs on two characters and be done with it.

Unfortunately ..... we're bogged down by lolsmurf and HTFUman. I'd very much like to go over the values and see where we end up, if we could at least finally admit a ship bridging the DST - Freighter gap does not currently exist. In fact, freighters are among the least fittable ships in game, second only to the Covetor. They deal with volumes 450-900k m3. We're really talking about 120-250k here. It'd be like the PvP shiptree stopped at cruisers, had one specialty BC and then jumped straight to dreads. Something is missing there, imho ...
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#184 - 2016-09-10 21:09:00 UTC
Zerzzes Markarian wrote:

If he would argue we need a faster hauler with increased agility and warp speed, at the price of reduced cargo-hold and reduced EHP, I would be fine with the concept. The OP wants +30-40%% EHP, +20% Agility and +45% Warp Speed for the price of -50% Cargo-hold.

Again, having a ship with ~500 EHP, 20s align time, 2 AU/s warpspeed and 250k m3 cargohold at a price of 1-1.5B would be a ship that makes 95% of all other freighters obsolete.

This is true. This we can talk about: how much EHP / how much would it cost?

I've posted my ballpark figures earlier- how do you like those?
Zerzzes Markarian
McCloud and Markarian Trade and Logistics Corp.
#185 - 2016-09-10 22:08:23 UTC
Brokk Witgenstein wrote:

This is true. This we can talk about: how much EHP / how much would it cost?

I've posted my ballpark figures earlier- how do you like those?


Thank you very much for not insulting me directly if I don't agree with you 100%.

Honestly, giving a price tag to this is a bit diffucult. But one can look at the price of implants, The +6% Hull HP implant has a price of 600M, the +8 costs 2.4B.. The +15% Warp speed implant is also of the order of150M, the +18% is 500M. The 6% agility implant is also 600M. This is EVE, look at the prices of faction or officer mods compared to normal mods. If you want to have something slighly better than normal, you have to pay a lot.

Adding more lows or rigs to a freighter would be ok, if you reduce the base stats accordingly. Then it's up to you.
Vincent Pelletier
Pelletier Imports and Exports
#186 - 2016-09-10 22:11:02 UTC
Iain Cariaba wrote:
As for the ship Vincent wants, I don't see where it's needed. You can get high tank, large hold, and good agility out of the existing freighters. You just can't get it all at once, which dips into the OP side of things. Honestly, there needs to be more of a drawback to this ship than simply the smaller hold size, considering it improves on every other aspect of the existing freighters before adding the low slots.


It loses more than 50% of its cargo, how is that not a large drawback.
Vincent Pelletier
Pelletier Imports and Exports
#187 - 2016-09-10 22:15:05 UTC  |  Edited by: Vincent Pelletier
Zerzzes Markarian wrote:
Brokk Witgenstein wrote:

This is true. This we can talk about: how much EHP / how much would it cost?

I've posted my ballpark figures earlier- how do you like those?


Thank you very much for not insulting me directly if I don't agree with you 100%.

Honestly, giving a price tag to this is a bit diffucult. But one can look at the price of implants, The +6% Hull HP implant has a price of 600M, the +8 costs 2.4B.. The +15% Warp speed implant is also of the order of150M, the +18% is 500M. The 6% agility implant is also 600M. This is EVE, look at the prices of faction or officer mods compared to normal mods. If you want to have something slighly better than normal, you have to pay a lot.

Adding more lows or rigs to a freighter would be ok, if you reduce the base stats accordingly. Then it's up to you.


According to that logic a Badger should cost several billion more than a Tayra. It has 50% increased warp speed, 75% more EHP and infinitely more safety due to being able to fit cloak/MWD.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#188 - 2016-09-10 22:27:10 UTC
On a forum I don't expect everyone to agree with me; I merely expect reasonable dialog. The trolololll was getting a bit too thick not to notice ;-)

I'll see if I can cook up a nice comparison between what exists, and what could exist in-between - will take some time tho.
Vincent Pelletier
Pelletier Imports and Exports
#189 - 2016-09-10 22:35:54 UTC
Brokk Witgenstein wrote:
On a forum I don't expect everyone to agree with me; I merely expect reasonable dialog. The trolololll was getting a bit too thick not to notice ;-)

I'll see if I can cook up a nice comparison between what exists, and what could exist in-between - will take some time tho.


Reasoned logic and facts I'm perfectly fine with even if people disagree with me. Uninformed dumb "logic" I discard as such.
FT Diomedes
The Graduates
#190 - 2016-09-10 22:50:53 UTC  |  Edited by: FT Diomedes
Brokk Witgenstein wrote:
100k EHP. 140k cargo space. That's ridiculous.

But, you know ... that's just like your opinion man. I can clearly see who's actually hauling stuff and who's just EFT warrioring sitting on the undock all day.


That Orca can also microwarpdrive + cloak. That makes it harder to gank than the ship he wants. Which is fine - I still agree that there is a niche for this new Freighter.

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

Shae Tadaruwa
Science and Trade Institute
Caldari State
#191 - 2016-09-10 23:00:29 UTC  |  Edited by: Shae Tadaruwa
Brokk Witgenstein wrote:
[...
A bit of tank is obviously required but how much tank depends on the value of the ship plus its cargo. For example, a 150 mil ship with 50k tank is acceptable. It's somewhere in the HAC ballpark, it's fine. A 700 mil ship with 50k tank is not. Until now, nobody's even mentioned a pricerange for our new hypothetical ship because up till now, we're still stuck in the "but why would you want one" phase.

And then there are some jokers who think 8 bil for 400k tank is okay. It is not. 8 bil pays for the Jumpdrive, not for the tank -- tank is largely irrelevant on jumpfreighters.

So until we can actually come to terms with the general idea some of us need to haul less cargo and would like to get there faster, we haven't even begun balancing EHP / price yet. We've spent the last 7 or 8 pages debunking morons claiming "those already exist". When asked "Oh yea? Which ship does" there was ONE post detailing how a freighter could achieve this provided it had more lowslots.

...

Rest assured: we know. The so-called alternatives (JF? all-cargoextended Orca? inertial stabbed, dual hyperspatial freighter?) are very failfit on purpose, and rather than telling me the freighter pilot made a boo-boo, please tell that to the guys proposing such ships in the first place. We're the ones trying to demonstrate they're wrong, remember?

One one hand, they say "we don't need such a ship, it already exists" and when asked to elaborate they come up with the most ridiculous of fits. "how is it ridiculous" they ask, well ... would you put 140k cargo in a 700 mil loot pinata with neither tank nor align speed? I sure wouldn't. It is, as you so eloquently put it, the first in a line of mistakes.


...

Ah, now we come to the point: you can get high tank, large hold or good agility. This is nice if you need to move upwards of 450k m3. What we need is half that, offset by good agility AND good hyperspace velocity. Same principle, but more room for maneuvering. We're already at the lowest end of cargo capacity and it's still double of what we need. I'll re-iterate several options "the crowd" has largely ignored:

(a) make Cargo Expanders affect both cargohold AND fleet hangar. That way we can get more out of a DST by sacrificing align speed on them.
(b) introduce an offshoot of the Orca, replacing ship hangar and orehold with more fleet hangar. Can't imagine why this could possibly be bad since I'm literally not changing any other stat except replace "50k ore and 3 fitted cruisers" with 80k fleet hangar.
(c) introduce a battleship-sized minifreighter to fill the gap between cruiser sized industrials and capital ship sized freighters.
(d) review freighters and allow rigs, so that it gets 200k space but transverses the warptunnel considerably faster.

As you can see, none of these are even remotely related to improving gank resistance. I want a ship that can hold less, but is faster. That's all there is to it. Hardly an OP mobile.

How much such a ship would cost, depends entirely on which of the given options are used. If (a), then it's a 150 mil DST. If (b) we're probably talking 700 mil. If (c) probably also 700 mil. If (d) it'll be 1.3 bil. What is for sure unacceptable, is 8 BIL and the requirement to use multiple characters, because at that point it's painfully obvious you can just use 2 DST runs on two characters and be done with it.

Unfortunately ..... we're bogged down by lolsmurf and HTFUman. I'd very much like to go over the values and see where we end up, if we could at least finally admit a ship bridging the DST - Freighter gap does not currently exist. In fact, freighters are among the least fittable ships in game, second only to the Covetor. They deal with volumes 450-900k m3. We're really talking about 120-250k here. It'd be like the PvP shiptree stopped at cruisers, had one specialty BC and then jumped straight to dreads. Something is missing there, imho ...

I think you make some reasonable points here.

The one thing I would question though is that much of what the OP wants; and also eluded to here, is a ship that increases safety for the solo hauler, primarily against the risk of being ganked in a Freighter because the align time is too long and the size of the cargo hold is overkill for many needs.

So something smaller with more tank and agility, for much less cost than a JF.

My question with this is what is the point where we accept that it takes more than 1 character to move certain cargo?

If it only takes 1 gank ship to kill something (eg. poorly fit T1 hauler), then I totally agree that a lone hauler, properly fitting and using his ships should have a counter (eg. MWD-cloak trick).

However, there is no way a single ganker could take down this proposed ship. As with Freighters/Orcas/Bowheads now, it takes a fleet of gankers to affect a gank.

A single webbing alt can overcome all of that. Just the addition of 1 character eliminates the align/warp disadvantage all together and makes a Freighter/Orca/etc. max tanked, virtually immune from having an issue.

So why add another ship, when it's already possible to max tank a Freighter, carry the package in the 140,000 m^3 range and be virtually unstoppable doing so?

This proposal seems like little more than a request to allow risk free solo hauling v fleets required to stop it. That doesn't seem like a good addition.

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

Vincent Pelletier
Pelletier Imports and Exports
#192 - 2016-09-10 23:15:19 UTC
Shae Tadaruwa wrote:
This proposal seems like little more than a request to allow risk free solo hauling v fleets required to stop it. That doesn't seem like a good addition.


It's not risk free, risk free would be asking for a ~250K ship that can do cloak/mwd. It's less risky compared to the current freighter just as the badger is less risky than the Tayra because it has 75% more EHP, aligns some 40% faster and can fit cloak/mwd. Just as the Badger this idea is for a smaller cargo option that is faster while being more secure, it's really no different.

As long as empty freighters and JF get ganked for lulz there is something inherently wrong with the cost equation of ganking, that has nothing to do with me being a carebear (if only you knew) or "dumbing down". It has to do with reasoned logic. Increasing the EHP by some decent amount would probably help making ganks for zero profit less of a daily occurrence and move the new equilibrium closer to "why are you hauling more than 1 bil while being afk you lazy idiot".

It's a 30-40% EHP increase, hardly an issue if the cargo is worth it. Might be an issue is the hauler is empty.
Shae Tadaruwa
Science and Trade Institute
Caldari State
#193 - 2016-09-10 23:34:12 UTC  |  Edited by: Shae Tadaruwa
Vincent Pelletier wrote:
As long as empty freighters and JF get ganked for lulz there is something inherently wrong with the cost equation of ganking,

Sorry what?

Empty freighter or JF drops 0 ISK worth of cargo. At best, it will drop 3 lowslot modules worth a few thousand ISK (bulkheads if the freighter pilot is smart, cargo expanders if not).

To gank said empty freighter still takes around 19 odd Catalysts depending on fit, at 6 - 10 million (most recent loss on zkill is 9.90 million for the standard gank fit: https://zkillboard.com/kill/56030249/).

So that costs the gank fleet 180 million for virtually 0 return.

Cost equation is not inherently wrong.

Still doesn't answer the question, at what point should it be accepted that more than one player is an ok counter to upwards of 19 trying to kill you?

2 characters is all it takes for virtually perfect safety. Isn't that already an adequate counter?

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

Vincent Pelletier
Pelletier Imports and Exports
#194 - 2016-09-10 23:46:35 UTC  |  Edited by: Vincent Pelletier
Shae Tadaruwa wrote:
Vincent Pelletier wrote:
As long as empty freighters and JF get ganked for lulz there is something inherently wrong with the cost equation of ganking,

Sorry what?

Empty freighter or JF drops 0 ISK worth of cargo. At best, it will drop 3 lowslot modules worth a few thousand ISK (bulkheads if the freighter pilot is smart, cargo expanders if not).

To gank said empty freighter still takes around 19 odd Catalysts depending on fit, at 6 - 10 million (most recent loss on zkill is 9.90 million for the standard gank fit: https://zkillboard.com/kill/56030249/).

So that costs the gank fleet 180 million for virtually 0 return.

Cost equation is not inherently wrong.

Still doesn't answer the question, at what point should it be accepted that more than one player is an ok counter to upwards of 19 trying to kill you?

2 characters is all it takes for virtually perfect safety. Isn't that already an adequate counter?


9,9 mil is the high end, you can do it for as low as 2 mil. On top of that you get to loot and salvage the wrecks which gives you back quite a bit so your numbers are too high.

The real question is: at what point should it make sense to gank an empty freighter? The answer is that it shouldn't, an empty (or basic fit) ship shouldn't be a low cost risk free gank. If the target made it personal or the module/cargo value is high enough then it should make sense to gank.

Over the years I've ganked many people, sometimes for the loot and sometimes because I felt I needed to deliver them a message. There's a personal gain there and while "lulz" is also a gain the cost/lulz equation for risk averse carebear pvp called catalyst ganking is silly.

- edit -

Perhaps it's time to have a really good look at the Catalyst itself, if you run the numbers with other destroyers or gank ships it's the Cata that's out of whack and not by a small margin.
Shae Tadaruwa
Science and Trade Institute
Caldari State
#195 - 2016-09-10 23:50:48 UTC  |  Edited by: Shae Tadaruwa
Vincent Pelletier wrote:
The real question is: at what point should it make sense to gank an empty freighter?

Still no answer to the question I asked:

Isn't 2 characters for virtually perfect safety already a sufficient counter to the risk of being ganked by a fleet of gankers?

Two characters for near perfect safety against much larger fleets of characters.

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

Vincent Pelletier
Pelletier Imports and Exports
#196 - 2016-09-10 23:57:11 UTC
Shae Tadaruwa wrote:
Vincent Pelletier wrote:
The real question is: at what point should it make sense to gank an empty freighter?

So this is really about thought police?

About deciding what is ok for other players to choose to do?

It's not up to anyone to decide what are ok choices for others to make. None of us are important enough to be able to demand that someone else shouldn't be able to choose to gank and empty freighter or not.

Still no answer to the question I asked:

Isn't 2 characters for virtually perfect safety already a sufficient counter to the risk of being ganked by a fleet of gankers?


Has nothing to do with thought police and everything to do with balance. Would be no different from "who are you to say that frigates shouldn't do 1k dps, what kind of thought police is this!"

On to your question, it's a loaded question because it assumes that flying solo is wrong thus answering it would be silly because flying a freighter solo, an empty one anyway, shouldn't be wrong. That's the whole point.
Shae Tadaruwa
Science and Trade Institute
Caldari State
#197 - 2016-09-11 00:01:59 UTC  |  Edited by: Shae Tadaruwa
Vincent Pelletier wrote:
On to your question, it's a loaded question because it assumes that flying solo is wrong thus answering it would be silly because flying a freighter solo, an empty one anyway, shouldn't be wrong. That's the whole point.

No it doesn't assume flying solo is wrong. That is demonstrated every day by Freighters successfully flying solo.

So answering it is not silly at all. It's a genuine question.

This proposal is about reducing risk. A perfect counter to ganks already exists, by using 1 other character vs the large fleet required to effect the gank in the first place.

Why is introducing a new ship a better solution than that which already exists and which provides virtually perfect safety vs any size gank fleet?

As a Freighter/JF pilot I don't see the need for this ship, so I'm just trying to understand how this is justified versus the existing options.

Earlier in the thread I suggested that a JF or Orca already delivers on the ability to haul in the range of package size this proposal covers; and with better tank. That wasn't accepted, so fair enough. Too expensive and/or not the right cargo size. Ok, I can accept that as a counter.

But what's the counter argument in favour of this ship over 1 other character for near perfect hauling safety?

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

Vincent Pelletier
Pelletier Imports and Exports
#198 - 2016-09-11 00:09:55 UTC
Shae Tadaruwa wrote:
Vincent Pelletier wrote:
On to your question, it's a loaded question because it assumes that flying solo is wrong thus answering it would be silly because flying a freighter solo, an empty one anyway, shouldn't be wrong. That's the whole point.

No it doesn't assume flying solo is wrong. That is demonstrated every day by Freighters successfully flying solo.

So answering it is not silly at all. It's a genuine question.

This proposal is about reducing risk. A perfect counter to ganks already exists, by using 1 other character vs the large fleet required to effect the gank in the first place.

Why is introducing a new ship a better solution than that which already exists and which provides virtually perfect safety vs any size gank fleet?


For the same reason that mission runners can do missions solo, PI can be done solo, mining can be done solo and pretty much every other basic activity in HS can be done solo. Why should flying around in a freighter in HS be any different?
Shae Tadaruwa
Science and Trade Institute
Caldari State
#199 - 2016-09-11 00:15:04 UTC  |  Edited by: Shae Tadaruwa
Vincent Pelletier wrote:
For the same reason that mission runners can do missions solo, PI can be done solo, mining can be done solo and pretty much every other basic activity in HS can be done solo. Why should flying around in a freighter in HS be any different?

Answering a question with a question. Ok, whatever. I feel I'm running up against it. Trying to have genuine dialog to understand the need for this, but it's only a one-way thing.

Firstly. it shouldn't be any different. People choose to fly solo in Freighters every day.

That brings with it, certain risks.

This proposal is about reducing that risk.

A perfect solution to reducing the risk already exists, so why is introducing a new ship a better solution than the existing solution that offers near perfect safety using just 2 characters versus the much larger fleet required to gank?

There are lots of examples of play in the game where flying solo brings with it more risk than flying with more characters and/or where solo activity isn't even possible.

For example, delivering cargo into lowsec and nullsec with a Jump Freighter. That requires a second character to ensure safety as the option of solo flying a freighter/jump freighter in lowsec and nullsec is an almost assured loss.

Same here. The risk can be reduced by adding just one more character and on the basis of the current discussion, I can't see how that is not an oppropriate solution. No reasonable counter to that has been offered, especially when all similar sized ships in the game operate better or only effectively at all, with a second character involved.

In the end, this current proposal seems like increasing personal convenience for haulers by making it more inconvenient for counterplay to hauling. That's a weak basis in my view, if that's what this is about.

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#200 - 2016-09-11 00:20:41 UTC
I thought this proposal was about speeeeeed

Need to move half (or even one third) or a freighter's capacity, want to go faster. Nobody asked for a cloak/MWD...