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New dev blog: Rebalancing EVE, one ship at a time

First post First post
Author
Danny Husk
The Scope
Gallente Federation
#1421 - 2012-03-08 03:45:41 UTC
Mariner6 wrote:
"Attack vessels: Made for hit and run assault, or flanking opportunities. Have great damage and mobility, but average defense. Similar in role with cavalry. EVE examples: Armageddon, Megathron, Tempest, Oracle, Thorax, Hurricane, Dominix, Myrmidon."


Am I seeing the Dominix being described as having great damage and mobility? Is there some speed boost to the Domi I don't know about?

You're reading right. Whoever wrote this "plan" hasn't got a ****ing clue.
Krystal Flores
Deliverance.
Arrival.
#1422 - 2012-03-08 04:19:53 UTC
At first i was worried about having to train BC V again three times.
Miss President wrote:

CCP, can you confirm you will have no intentions in the future to screw "Recon", "Heavy Assault" and "Logistics" into racial skills?


Then i realized if they changed Desy and BC, then it would set a precedent to change all of those classes too. Why not while you at it have racial interceptor, racial hic, all the general ship skills. Heck while there at it what about Black Ops.

Or i am just over reacting?
Alx Warlord
The Scope
Gallente Federation
#1423 - 2012-03-08 04:24:30 UTC
CCP Ytterbium wrote:
Ok this thread needs some love now.


SKILLS:


  • Destroyer and Battlecruiser reimbursement: it has been said before, but allow us to repeat again, that we do not want to cut ships you can already fly. Thus, having BC skill at 5 would mean you get all four variations at 5.

  • BS skill at IV for capitals: alright, there is good feedback on that. Point is to make the progression consistent by requiring a skill at 4 to train for the next, higher size class, and 5 for tech 2 ships. If we feel it becomes suddenly too easy to train for capitals, we can always compensate by adding that time back on one of the other, support skill prerequisites for them. Same reasoning applies for freighters. The point of this blog is to specifically discuss such matters before moving forward with them, and for this, you are welcome.



CONFUSING BLOG PICTURES:


  • Confusion between the skill tree change and the ship tree charts: the skill change displays where we want to bring you in the long term future with the overhaul, while the ship tree chart display the current, in-game TQ ship tree. We will show the updated, long term ship trees in the next blogs when they have been fleshed out a bit.



CSM NOT INCLUDED?!:


  • I will be honest by saying this is due to my own failure here, please do not blame CCP, or any other employee on that matter. I just plainly and simply forgot to include them in the feedback process; I know that sounds incredibly stupid, unbelievable or even naive, but you have to realize that between various work duties, procedures that have to be followed, internal meetings and reviews, random design emergencies, questions that pop-up from your team, plus being split into different projects that have to be finished in time, you are bound to forget things in the heat of the moment for being tremendously busy.

  • I will not attempt to justify myself however, this was a professional blunder on top of showing a serious lack of courtesy toward them as individuals, but also as elected representatives of the player base.

    Yes, I do fully acknowledge the value they could have brought to this blog before it was released. Trust me, had I remembered about it, this would have been done as it would have saved a lot of confusion here Oops.

    That is why, not only as a CCP employee, but also as an individual, I would sincerely like to apologize to every and each member of the CSM I forgot to include here. CSM, feel free to smack me in the back of my head during Fanfest to remind me that being absent-minded has life threatening, rage inducing consequences that should be avoided at all costs.



We will keep monitoring this thread and post updates in the next days if there are more issues coming up.


Well, all this stuff was not expected, we didn't tough that you guys would make something like this! This is why this is becoming a treadnought! =D

And despite CSM not being consulted, directly about the post. They was all asking for ballance and now we will have it!

Although, we wore expecting that ccp would hit this problem with a handgun as always, but you guys are using a doomsday device!!! This is awesome!!! That is why everyone is with the "WTF" expression! And contrary to the handgun this will leave no corpse behind, but you will have to fix the crater that it will make on players skills =D

So good job! This was great!!!
Gevlin
Pator Tech School
Minmatar Republic
#1424 - 2012-03-08 04:31:03 UTC
I am looking to the new ships this bring in

I would love to see a Capital Collection ship. Specialize in collecting low end ores for easier production in Null sec.


Mining Veld in Null sec really sucks

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Skex Relbore
Center for Advanced Studies
Gallente Federation
#1425 - 2012-03-08 04:35:08 UTC
Lamperouge Kasenumi wrote:
Skex Relbore wrote:


Nonsense, it does nothing of the sort.


Actually yes, that's their plan with all these changes, read their post again.

I have read it and there isn't a thing they are talking about that would require splitting of those skills. Even if they wanted to make BC4 a requirement for BS all they have to do is add keep the racial cruiser 4 prereq and add the generic BC4 prereq to all the ships. (same for Dessies) though honestly I don't know why they'd even bother with that.

Quote:

Skex Relbore wrote:

They can remove the tier system and re-balance ships just fine without touching the Destroyer and Battle-Cruiser skills. There is quite literally no reason to jack with those skills save that some developer thinks it would be more consistent.

It's change for the sake of change which is dumb.


Or you could say it's change for the sake of opening up new possibilities.

For example, what if they want to create two new destroyers for each race? That would be pretty badass right? Well currently they won't, because it would mean that training 1 skill open up 12 ship which is too much.

In other words, these change must happen in order for us to have new and better toys. Don't you want new toys?



Why not they added the tier 3 BC's and it didn't cause any problems.

Besides the last thing this game really needs is more ship types considering they can't get the existing ones balanced worth a damn.
Rogatien Soldier
C A R D I N A L
#1426 - 2012-03-08 04:45:52 UTC  |  Edited by: Rogatien Soldier
Dude. Just make the ship requirements Frigate or Cruiser or Battleship level I for ALL in that class and then F with whatever slots and HP you want for each ship... you're gods so you can put whatever you want on ships if your prime directive is to get rid of tiers and balance ships.

Drop the whole racial dessy / bc BS. Benefits? Ok, so it makes things "tidy" and pigeonholes new players into a racial line (which is criminal unless you do some serious rebalancing at the same damn time). Negatives??? Creates SOOOOOOOOOOooooo many issues. You're either going to **** off a ton of old bittervets (which you promised not to do), or you're going to give old bittervets a huge buff relative to newbs (newbs get to play catchup on a free 6mil SP?! to get the same benefits later on)

... unless you nerf skill multipliers to hell and let everybody train these ships faster, there is literally no way to cut a decent middle ground here.
Markus Reese
Deep Core Mining Inc.
Caldari State
#1427 - 2012-03-08 05:48:01 UTC  |  Edited by: Markus Reese
I like the idea of spreading the specializations a bit more. The removal of battleship 5 for capitals makes no sense. Same with frigate and cruiser 5s for T2 battlecruisers and cruisers. You have to train something that does not benefit the ship you are trying to pilot. Myself, I fly straight up support. T2 cruiser was good for logistics and that is it. It was 30 days on a skill that had zero bearing on my command ship training. Other skills, yeah they have an affect at least needing level 5. Capital, same thing. 30 days for a skill which has no bonus I would really ever make good use of. 30 day time sink. I think that is what prompted one of these changes

Second, hopefully seen. Idea on how to institute the change. Good/bad/possible, I don't know, but to make sure is seen

Idea how to institute the change

Idea how to institute the change.


Prior to main expansion, maybe after, I would say 30 days, do like what happened with the avatar icon changes. On logging in, a mandatory check occurs. This is part of a prepatch to remove the bc/dessy skill from market, and replace it with the faction skillbooks. First thing on log in, a check is performed of skills, If I only say battlecruiser, same applies for destroyer as well

1. First check is if the battlecruiser/destroyer skill has any levels. If no, problem solved, logs in normal, else..

2. Checks for frigate/cruiser lvl 3s since the new prereq will be four. If example bc exists, and skill shows cruiser 3, cruiser will auto bump to cruiser 4.

3. If cruiser 3 or greater exists and bc skill exists, player will have current level of battlecruiser applied to the applicable racial battlecruiser

4. Skill training in progress. Partial trained battlecruiser or destroyer skillpoints at the time the patch occurs/benchmark location will be reimbursed. This means that if 1 day before patch day person plugs in bc lvl 5, it will not ghost train. On login, they will have the bc 4s, and the bc 5 sp would be reimbursed

5. how much sp might be free? Well, as was quoted earlier, there will be free skillpoint boosts. Maximum gain would be somebody who had battlecruiser 5 and all faction cruisers to 3. Result would be essentially a free level 3-4 boost (plus same for frig if applicable) or equal to a couple weeks training. In addition the lvl 5s that would be required

Necessary?

Absolutely

Know maxed out command ship pilots. To do so is very sp and dedication intense. The leaderships to max out is almost 16m, approx 8 months. Command ship pilots also had to invest in Cruiser lvl 5s. Personally, I have only flown some logistics ships in incursions to make use of the T2 cruisers, that and I originally trained amarr cruiser 5 to run exploration. Well, combined with Tech 3, it can be useful

Oops, back to topic, Time. 8 months for leaderships, 4 months of cruiser 5, 1 month battlecruiser 5, and more skills, just to fly the command ships usably. Moreso if command ships is to level 5. Command ships are a specialty of mine, love them, almost only thing I fly. Because it is the only thing I can truely fly awesome is support. When all is done, regardless of how, that ability needs to be maintained; really it is eve for me. I wouldn't have it in me to stick in eve spending months getting back to that level. Hopefully my idea is a feasable one. For most players the most inconvenience might be a message saying

"Battlecruiser training progress halted ________ sp reimbursed

I am sure there are players out there who are starting out like I did, wanting that full commandship, but I feel that such groups would be in the more minority and in the end after a month, might not notice so much. overall time, well those training for command ships would become more specialized since it no longer is just a little bump up from HAC or whichever. In terms of training time, it is the same to train for one faction the full T2 cruiser and T2 battlecruiser. Overall unlock for all four factions would have a time progression of 3 months more tops? Anyway, Looking at it from a bc specialist. It would be a bit worse for new players wanting to command spec over all faction, but in the big scheme, time training that is no different than if somebody wanted to hac, recon, bomber or any other spec. Just instead you are training the links over weapons.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Dersen Lowery
The Scope
#1428 - 2012-03-08 05:53:46 UTC
It's impossible to say how this is going to shake out until CCP rolls out a test. The devil is truly in the details, here.

This may be entirely impossible to do, but:

EVE canon says that cruisers were among the very first ships. They're also among the most flexible, and they're easy to fit. So why wouldn't Cruiser be the first skill trained, then BS (also an old kind of ship). BC, Frigate and Destroyer would be next, which makes sense: Great skills benefit a cruiser pilot, but anything less than great skills makes frigate piloting even more hazardous. n00bs could start out with a rickety old cruiser that's worse than any of the standard lines, but which has settled into retirement as an educational platform. Among other things, this would dispense with the notion that bigger ships are better, right at the outset, and build the canon into the game. (However, you would not get a new one every time you docked!)

In any event, CCP should either give the Destroyer class a full slate of options, or just make them require Frigate IV (or V for the T2 Destroyers) and eliminate the category altogether. (And while you're at it, could ORE Industrial be useful for more than just the Noctis? Thanks!)

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Markus Reese
Deep Core Mining Inc.
Caldari State
#1429 - 2012-03-08 05:53:51 UTC
Krystal Flores wrote:
At first i was worried about having to train BC V again three times.
Miss President wrote:

CCP, can you confirm you will have no intentions in the future to screw "Recon", "Heavy Assault" and "Logistics" into racial skills?


Then i realized if they changed Desy and BC, then it would set a precedent to change all of those classes too. Why not while you at it have racial interceptor, racial hic, all the general ship skills. Heck while there at it what about Black Ops.

Or i am just over reacting?


Well, the difference I think is in terms of tech level. Dessy and battlecruiser are t1 hull types. Lvl 5 training requires determination of what is needed for the T2. Like I had in my above post, the current tree for T2 bc and dessie requires training a skill that has nothing to do with helping the ship, just a time sink. The others are your T2 skill specialization, and require you to specialize in that racial already. Your Dic->hic would be natural progression, like AS->HAS (hmm, can we get the assaults renamed to assault frigate and heavy assault cruiser skills?) Just my two bits on that tree idea.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Mikron Alexarr
New Age Solutions
#1430 - 2012-03-08 06:16:27 UTC
Tyberius Franklin wrote:
Mikron Alexarr wrote:
pashared wrote:
"TANK" "ARCHER": designed for direct fights, such vessels are usually found spear heading an attack force, or sniping from long range. Have great damage and defense, but poor mobility. A good representation would be 18th century "ships of the line". EVE examples: Abaddon, Rokh, Hyperion, Maelstrom, Ferox, Maller.

•"DPS warrior" or "berserker": Made for hit and run assault, or flanking opportunities. Have great damage and mobility, but average defense. Similar in role with cavalry. EVE examples: Armageddon, Megathron, Tempest, Oracle, Thorax, Hurricane, Dominix, Myrmidon.

•"MAGE" ": provide heavy fire support to pin the enemy down with constant barrage of ordnance. Have great damage and range, average defense and mobility. Can be compared to artillery. EVE examples: Raven, Drake, caracal.

•"CLERIC" or " CC spec mage": mainly focused on assisting a friendly force, or disrupting an enemy fleet. Have average damage, poor defense, average mobility. Electronic warfare is the prime illustration of this line. EVE examples: Scorpion, Blackbird, Celestis, Arbitrator.


I really REALLY hate this whole dev blog. making cookie cutter rolls IMHO flys in the face of the whole eve skill system. your supposted to be able to train as narrow or wide as you wish. making ship rolls as such your might as well remove the SP system and add ship levels. since in the end that is what would work best in a roll type system.

I was miffed when they removed racial skill sets at character creation, since in a way it opened up the line for this type of system. you took meaning away for race choice, yeah sure caldari achura was wayyy popular at the time but the changes to mini ships took that away faster then gate guns popping a noob ship.

I understand you want to move the game forward but roots and culture run deep, I dont want a WOW type system were every nerf and game change causes the whole community to follow the min max, OP in order to stay relavent.

you can still do alot with ships by adding % bouns and features, and just tweak whats already there. T1 ships are supposted to be just what they are, and you learn alot of tactics and game play by using what you can. and there is still room for variants and roll crossing fits that allow players to fill out a gang. no one wants to wait for the cleric or need a better tank.



I too have strong concerns about this becoming the new model for Eve. This will honestly drive every player who has ever played an MMORPG even loosely based on WoW. If they wanted WoW, Rift, EQ, etc... they would play it. They play Eve, because of the differences that I'm worried this change would remove.

Eve's stong point is it's ability to take a small number of arbitrary limits on each hull and use the tools provided in the game to tweak each hull to your purpose. That being said, there are some choices which while clearly possible, are far from efficient. If I want pure mobility for a tackler I can nano a BS, but would be better off with an interceptor. I can use cruiser to haul but an industrial would probably suit the task better. A hulk makes a more efficient miner than a battlecruiser. Even more focused hulls can be selected for their strong points and fitted to mitigate their weaknesses. That is the way things are NOW. And the proposal is to realigning the roles in a more coherent manner and equalizing general usefulness among the T1's. This isn't adding something that has never been.


That's what I'm talking about. The roles are fine as is. Mining cruisers will still mine, logistics cruisers will still be useful to new pilots doing group missions... etc... I don't want the game to increase the mining role of a mining cruiser to make it more viable for mining. If it's suffering from uselessness, change those arbitrary limits to make the ship as a whole more desirable to fly.

As an example, I don't want the mining bonus to increase for an osprey, because CCP want more people to use it for mining. I want it to get another high slot and turret point. This can open up a whole new set of possibilities for the osprey to be used for more than just mining/logistics.

What is being discussed in this thread implies the former case (CCP sayeth this ship shall do this). CCP is a successful company, because they leave the game so open ended. Pigeonholing any t1 hull into a specific role is detrimental to the one thing that sets eve apart from all other successful MMOs: The Sandbox.
Xurr
Wasted Potential.
#1431 - 2012-03-08 06:29:38 UTC
I look forward to seeing the ******** mess you all make of this.
progodlegend
Amok.
Goonswarm Federation
#1432 - 2012-03-08 07:03:05 UTC
I'm really worried about the changes you guys are considering. A lot of them sound great in theory, but CCP has a long track record of not understanding the finer details about the PVP that is happening in EVE, especially large scale fleet combat (why alliance's choose certain ships over others, how exactly fc's use these fleets in combat, etc. etc.).

I know you were probably just throwing ship names out there, but your "EVE examples" of long range bombardment, calvary ships, and pretty much everything on that list worried the **** out of me. Maybe you were saying what those ships would be used for after the changes were made, but even if that's true i'm still worried because some of the roles you defined don't even make sense in the context of how EVE combat works.

I would hope that the players get a significant chance to test out all of these changes you are considering and I'm confident you will follow through there, but this worries me as well. It is very important and i'm vehemently hoping that you also get a smaller group of more experienced players together to consult with on these changes independent of the public forums or mass testing(mostly FC's preferably), because a large portion of the general EVE population does not understand the finer details of what is going on in the fleet fights they are themselves participating in. I know the CSM is there, but they are only 9 people, and I think only a few of them even have more than a small amount of FC experience.

A great example of how the EVE population's opinion for pvp can be dangerous is the "Drake is overpowered" rage that came out at the end of 2010-2011. People whined constantly about how OP drakes were at the end of 2010, because a few alliances were using them in large fights and winning. What most of the pilots didn't know is that drakes were getting a significant advantage in lag because missile launchers were cycling significantly more often than guns in lag instead of getting consistently stuck. Once a few improvements were made to gun cycling thanks to team gridlock, a lot of this complaining went away as drake fleets were getting properly murdered again.

Now the Drake whine is slightly there again, but not nearly as loud with the CSM is suggesting a few changes that are at the very least much better than the old changes that were suggested. Even now though, the drake is not as good as people make it out to be, and maybe in need of only some very minor tweaking here and there. (By the way here's a hint, drakes get a lot of there OP from heavy missiles, if you are going to consider any changes to the drake, looking at heavy missiles is a better start than the ship itself.)

So yes in conclusion, Fleet combat has evolved significantly and very quickly over the past 2 years despite there being only moderate changes in balancing. The number of competent FCs in this game who can win at the highest levels of combat has been dwindling due to innovations in fleet combat building on one another. So it's important that CCP talks not only to the general eve population but also to a certain group of people who understand fleet combat, because minor tweaks and add on's to pvp often end up creating new dominate fleet comps or obsoleting other parts of the game, and it sounds like yall are trying to avoid doing that this time.

P.S: Another thing that needs to be explained, is that a lot of changes have occurred to fleet combat over the years, despite very little changes in mechanics, and it's important that CCP understands why this has happened (and is still happening.) Once again for example, the drake has not changed at all since quantum rise (I think that expansion was 4 years ago now, can't remember) changed missiles and signatures etc.etc., yet the drake was widely regarded as a terrible pvp ship for years. It is only over the past 2 years that drakes have really become regarded as a viable pvp ship by some people. Despite having the same bonus's, attributes, slot layouts, everything the same 3 or 4 years ago, no one would have thought to start up a "nerf the drake" thread during that time, and in fact many people were saying that missile PVP needed to be buffed. Now there are multiple caldari based fleet concepts that use missiles as their primary weapon system. Missiles 3 years ago were regarded as useless because fleets of the time were almost always made up of ships from all races, and did not rely heavily on logistics. This meant that high resist ships were not as important as they are now, and that a mix of gun's and missiles from having ships of different races meant that the guns always hit first, giving the missile ships their "useless" title at the time.

P.P.S: No i'm not making this post just because I'm an FC, but being an FC has allowed me to see some of the fallacy's in what the EVE population occasionally calls for when it comes to PVP balancing, which is why I felt the need to make this post.
Tallian Saotome
Nuclear Arms Exchange Inc.
#1433 - 2012-03-08 07:28:53 UTC
Mikron Alexarr wrote:
As an example, I don't want the mining bonus to increase for an osprey, because CCP want more people to use it for mining. I want it to get another high slot and turret point. This can open up a whole new set of possibilities for the osprey to be used for more than just mining/logistics.

When is the last time you really say someone use an osprey for anything other than mining/pos repping unless it was for a lark?

We discuss trying to work those T1 logis into fleets all the time, but in the end it just doesn't happen.

Inappropriate signature removed, CCP Phantom.

Roime
Mea Culpa.
Shadow Cartel
#1434 - 2012-03-08 07:40:20 UTC
Mikron Alexarr wrote:


As an example, I don't want the mining bonus to increase for an osprey, because CCP want more people to use it for mining. I want it to get another high slot and turret point. This can open up a whole new set of possibilities for the osprey to be used for more than just mining/logistics.

What is being discussed in this thread implies the former case (CCP sayeth this ship shall do this). CCP is a successful company, because they leave the game so open ended. Pigeonholing any t1 hull into a specific role is detrimental to the one thing that sets eve apart from all other successful MMOs: The Sandbox.


I disagree with this. Increasing the combat abilities of T1 special-purpose ships to a competitive level is impossible from a balancing point of view. What would happen to the pure combat cruisers, if the logis and ewars had equal combat stats? Right, the combat ships would not be used, because they wouldn't have anything special.

Celestis with more drone bay, grid, turret slots and tank? Obsoletes Vexor.

Celestis with more damping? Makes it a viable addition to a fleet.

Also, consider the bigger picture- do we want more, similar general combat ships and fleets consisting mainly of those, emphasizing numbers and F1-F8 tactics?

Or combat that emphasizes the efficient use of force multipliers, requiring more tactical planning and rewarding competency?

In the end I find specialization the right solution.

.

Darthewok
Perkone
Caldari State
#1435 - 2012-03-08 07:40:40 UTC
Now is the time to train Destroyer V and BC V!!!!

CAVEAT RICHARDUS VOLVERE - YOU HAVE BEEN WARNED http://www.youtube.com/watch?v=oHg5SJYRHA0

Clyde ElectraGlide
Emara Entertainment Inc.
#1436 - 2012-03-08 07:47:41 UTC
Bringing Destroyer and Battlecruiser skills in line with frig, cruiser and battleship skills? Awesome.
Lowering the cap ship requirement to BS IV? Also awesome.

Tiericide! Oh god YESSSSSSSSSSSSSSSSS. Finally CCP is doing something about this. The specifics of tweaking currently useless ships to become useful can be talked about later, just the fact that something is finally being done about this is absolutely amazing.

In Need of a New Signature

Nikuno
Atomic Heroes
#1437 - 2012-03-08 07:52:42 UTC  |  Edited by: Nikuno
What a bold move. I congratulate CCP for taking the bull by the horns on this one. Ship balancing has gradually become a more and more polarised issue with an ever decreasing proportion of ships being used by the majority as time and tweaks have progressed.

I trust you to find a suitable way around the 'ships-I-can-currently-fly' dilemma. I applaud anything that adds skill that, as an older player, I would want to train. My skill training has largely been without a driven goal for the past 1-2 years and it has definitely been missed.

As for your analogies for the new ship lines I do have some criticism, hopefully constructive;

"Combat ships: designed for direct fights, such vessels are usually found spear heading an attack force, or sniping from long range. Have great damage and defense, but poor mobility. A good representation would be 18th century "ships of the line". EVE examples: Abaddon, Rokh, Hyperion, Maelstrom, Ferox, Maller."

Ok, taking this as your opening definition lets accept this a s a baseline comparison.

"Attack vessels: Made for hit and run assault, or flanking opportunities. Have great damage and mobility, but average defense. Similar in role with cavalry. EVE examples: Armageddon, Megathron, Tempest, Oracle, Thorax, Hurricane, Dominix, Myrmidon."

Firstly, hit-and-run would require major changes to the mobility of these ships to result in them all being as effective as the hurricane in this role (the only one I'd say currently fits this description here) This leaves you with a quandary. The cane works because it has an extended engagement range due to it's autocannon weapon systems - how would you overcome this for blasters? Drones take too long to travel to the target and are easily destroyed - unlike any other weapon system in eve. How do you envisage this being able to work in this role? We have seen previously the rise and fall of nano-ships yet you have listed several battleships on this list. If they are to become hit and run does this mean you will countenance the return of nano-ships to a degree? If so, what about the previous problems this led to for other ships, being unable to engage this form of piloting? Finally - flanking does not exist as a concept in eve combat - for that matter almost no nuance of tactical planning matters. The only contributory factor to a fleet's success is calling the rights targets in order and having everyone shoot it. If you have some way to introduce the viability of other tactical decisions then that would be more ground-breaking than a ship balance.

"Bombardment ships: provide heavy fire support to pin the enemy down with constant barrage of ordnance. Have great damage and range, average defense and mobility. Can be compared to artillery. EVE examples: Raven, Drake, caracal."

There is no pinning down of an enemy by firepower. Only tacklers can do this. You have imagined a role that cannot exist within eve. What you have done here is to condemn these ships to the second or third rate combat ship pile in one fell swoop.
Artillery has an advantage of being non-direct fire- yet everything in eve is direct-fire. Artillery does not require line-of-sight but can be directed by a spotter from tremendous range (off-grid essentially), yet eve has only line-of-sight (on-grid). Without major changes to the game, which are so far beyond what is technically possible without a huge rewrite of combat mechanics, then this role is a ship graveyard.

"Support vessels: mainly focused on assisting a friendly force, or disrupting an enemy fleet. Have average damage, poor defense, average mobility. Electronic warfare is the prime illustration of this line. EVE examples: Scorpion, Blackbird, Celestis, Arbitrator"

With average defence and mobility these ships will die quickly at their operational ranges; currently they have fair to good defences and mobility. Lowering this relative to the combat ability of other ships will render them almost entirely useless - not in role but in their ability to function in that role on a battlefield. Also there is a major distinction between support vessels of an aggressive nature (electronic warfare) and of a logistical nature (remote reps). Grouping these 2 classes together might simplify a chart, but leads to incorrect assumptions about the very different needs of these 2 ship types.

I very much hope that CCP can pull this off. It will not, and never could, keep all the player-base happy - but then no changes of this magnitude could ever do that. The changes alluded to are very much needed however and CCP has my support at least in this endeavour, but please tread carefully. Your initial outlines are naive at best, misguided by non-existent functionality at worst. Remeber how eve works before you make these changes, otherwise you'll merely trade one set of useless ships for a different set and that will be a serious failure to seize a wonderful opportunity and would set eve in it's current rut for another half-decade.
Artyom Hunter
Militaris Industries
Northern Coalition.
#1438 - 2012-03-08 08:02:42 UTC
I agree With the streamlining of the current skilltree, but making BCs a requirement is annoying. It is an intermediate stage, and splitting it into 4 groups and forcing us to train it for a BS I definately do not like. Sad

And also the addition of shiplines is a rather backwards concept in my opinion, as eve has always been about the ability to jump from one ship type to another no sweat. But the shiplines idea reverses on this notion and throws it into a threshing machine by forcing players to specialise BEFORE they can use the goodies. Sure we can always cross train, but MORE training is one of the things that scares alot of new players away.

Unless the specialisations ONLY apply to T2 ships then I would prefer no change at all.
Tiger's Spirit
Templars of the Shadows
#1439 - 2012-03-08 08:31:13 UTC  |  Edited by: Tiger's Spirit
-30 days capital ships training time ? CCP ruined this game with capitalships, but they need more capitalships in the game. Really we need this or they just want to create another ISK sink ???
Ciar Meara
PIE Inc.
Khimi Harar
#1440 - 2012-03-08 09:08:36 UTC  |  Edited by: Ciar Meara
Moving away from tiers is something that has been suggested for years now so I like that part of the concept and like the fact that it would provide more breathing room for balancing and new ships!

However I personally don't like the idea of having to train battlecruisers before I can train battleships for instance. The whole idea behind the fact that you can specialize early means that you are not obliged to train one thing to achieve another. It puts in a barrier for "neatness" sake.

I like most of your ideas in terms of tweaking the skilltree, but I'd very much prefer it if the destroyers and battlecruisers skills remain as they are, independent of the "skilltree". The other enhancements I can live with.

I don't like the naming categories or the way they are implemented in the last part of the dev blog though. While I understand the reasoning behind it I very much doubt that they are useful in any practical way and add more confusion then they solve.

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