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Thread Statistics | Show CCP posts - 14 post(s) |
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CCP Fozzie
C C P C C P Alliance
746

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Posted - 2012.07.23 19:07:00 -
[1] - Quote
Hello everyone! To go alongside our revamped new player experience for Inferno 1.2 we will also be refreshing the rookie frigates. The plan is for these frigates to give new players a better indication of what their racial combat philosophy is all about, so we are giving them a whole bunch of role bonuses that include a good cross section of common bonuses that they can expect from each race. To ensure that the rookie frigs don't end up eclipsing any other t1 frigates for older players, the bonuses are all role bonuses not adjusted by skill levels.
We want these frigates to be versatile and fun for new players while ensuring that once the player gets their skills up past level 2 or 3 another frigate will almost always be the rational choice.
Let us know what you think.
Exact changes below:
IMPAIROR:
Role bonuses: 20% bonus to Small Energy Turret capacitor use 10% bonus to Small Energy Turret damage 10% bonus to Tracking Disruptor effectiveness 10% bonus to armor resistances Slot layout: 2 H, 2 M (+1), 2 L (+1), 2 turrets, 2 launchers (+2) Fittings: 20 PWG (+9), 100 CPU (+20) Defense (shields / armor / hull) : 125 (+46)/ 200 (+12)/ 200 (+44) Capacitor (amount / recharge rate / cap per second): 140 (+15)/ 70s (-23.75s)/ 2 (+0.67) Mobility (max velocity / agility / mass): 300 (+4) / 4.04 / 1090000 Drones (bandwidth / bay): 5 / 5 Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km (+7.5) / 485 (+10) / 3 (+1) Sensor strength: 6 Radar (+2) Signature radius: 52 (+7) Cargo capacity: 110 (-10)
IBIS:
Role bonuses: 20% bonus to Small Hybrid Turret optimal range 10% bonus to missile kinetic damage 30% bonus to ECM Target Jammer strength 10% bonus to shield resistances Slot layout: 2 H, 2 M (+1), 2 L (+1), 2 turrets, 2 launchers (+2) Fittings: 20 PWG (+9), 100 CPU (+20) Defense (shields / armor / hull) : 200 (+82)/ 125 (-24)/ 175 (+57) Capacitor (amount / recharge rate / cap per second): 130 (+5)/ 65s (-28.75s)/ 2 (+0.67) Mobility (max velocity / agility / mass): 295 (-1) / 3.77 / 1163000 Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 475 / 3 (+1) Sensor strength: 6 Gravimetric (+2) Signature radius: 54 (+9) Cargo capacity: 130 (+10)
VELATOR:
Role bonuses: 10% bonus to hybrid turret damage 20% bonus to drone hitpoints, damage and mining yield 10% bonus to Remote Sensor Dampener effectiveness 15% bonus to Armor Repairer effectiveness Slot layout: 2 H, 2 M (+1), 2 L (+1), 2 turrets, 2 launchers (+2) Fittings: 20 PWG (+9), 100 CPU (+20) Defense (shields / armor / hull) : 150 (+71)/ 175 (-13)/ 225 (+76) Capacitor (amount / recharge rate / cap per second): 135 (+10)/ 67.5s (-25.25s)/ 2 (+0.67) Mobility (max velocity / agility / mass): 305 (+9) / 4.04 / 1148000 Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km / 480 (+5) / 3 (+1) Sensor strength: 6 Magnetometric (+2) Signature radius: 56 (+11) Cargo capacity: 140 (+20)
REAPER:
Role bonuses: 10% bonus to velocity 10% bonus to Small Projectile Turret damage 10% bonus to Target Painter effectiveness 15% bonus to Shield Boost Amount Slot layout: 2 H, 2 M (+1), 2 L (+1), 2 turrets, 2 launchers (+2) Fittings: 20 PWG (+9), 100 CPU (+20) Defense (shields / armor / hull) : 175 (+96)/ 150 (-23)/ 150 (+17) Capacitor (amount / recharge rate / cap per second): 125 / 62.5s (-31.25s)/ 2 (+0.67) Mobility (max velocity / agility / mass): 310 / 3.83 / 1157000 Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km (+7.5)/ 490 (+15) / 3 (+1) Sensor strength: 6 Ladar (+2) Signature radius: 50 (+5) Cargo capacity: 120 |
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Corina Jarr
Spazzoid Enterprises Purpose Built
1099
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Posted - 2012.07.23 19:08:00 -
[2] - Quote
Haven't looked beyond the Amarr one, but OMG these will be so much fun to play with and see what the best I can do is.
Also good idea trying to show new guys the basic design of the racial ships. |

Elise Randolph
Habitual Euthanasia Pandemic Legion
917
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Posted - 2012.07.23 19:15:00 -
[3] - Quote
Neat ~ |

Two step
Aperture Harmonics K162
2060
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Posted - 2012.07.23 19:15:00 -
[4] - Quote
I like that they are all useful(ish) now, but I worry about the strange role bonus. New players might look at them and not realize their bonuses won't work the same as other ships do... CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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Gilbaron
Free-Space-Ranger Ev0ke
295
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Posted - 2012.07.23 19:21:00 -
[5] - Quote
i wonder about the missing neut bonus on the amarr noobship |

Greg Valanti
Looney Clones Ayn Sof Aur
65
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Posted - 2012.07.23 19:23:00 -
[6] - Quote
Obligatory ASB Reaper is OP |

mkint
810
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Posted - 2012.07.23 19:37:00 -
[7] - Quote
When you say "useful" and "versatile" and stuff, what exactly do you mean in this case? What performance should we expect out of the new noob ships? Tutorials only? lvl 1 missions? lvl 2's? PVP vs T1 frigs? |
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CCP Fozzie
C C P C C P Alliance
748

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Posted - 2012.07.23 19:41:00 -
[8] - Quote
mkint wrote:When you say "useful" and "versatile" and stuff, what exactly do you mean in this case? What performance should we expect out of the new noob ships? Tutorials only? lvl 1 missions? lvl 2's? PVP vs T1 frigs?
These frigates should be capable of running level 1 missions and career agents, but we don't want them to be good enough that players keep using them as primary ships more than a few days into the game. Hence the role bonuses instead of per-level bonuses. |
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Nikk Narrel
Infinite Improbability Inc Mordus Angels
422
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Posted - 2012.07.23 19:45:00 -
[9] - Quote
A lot of EVE is based on a concept that newer players and older players could conflict with each other, and the newer player might actually have a decent chance at winning.
The lack of scalability on the rookie ship... are there any plans to allow for experienced pilots to have realistic use of T1 frigates and this rookie ship, or are they all ultimately training wheels for faction or T2? Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

FireT
Royal Advanced Industries Imperial Hull Tankers
72
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Posted - 2012.07.23 19:46:00 -
[10] - Quote
CCP Fozzie wrote:mkint wrote:When you say "useful" and "versatile" and stuff, what exactly do you mean in this case? What performance should we expect out of the new noob ships? Tutorials only? lvl 1 missions? lvl 2's? PVP vs T1 frigs? These frigates should be capable of running level 1 missions and career agents, but we don't want them to be good enough that players keep using them as primary ships more than a few days into the game. Hence the role bonuses instead of per-level bonuses.
Ah, the bonuses are limited to the ship itself. I like the idea. It does seem to give the new player a general idea of what the faction specializes in. Furthermore it might further their goals along by giving them an idea for the direction they might wish to go.
Nicely done. |
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CCP Fozzie
C C P C C P Alliance
748

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Posted - 2012.07.23 19:51:00 -
[11] - Quote
Nikk Narrel wrote:A lot of EVE is based on a concept that newer players and older players could conflict with each other, and the newer player might actually have a decent chance at winning.
The lack of scalability on the rookie ship... are there any plans to allow for experienced pilots to have realistic use of T1 frigates and this rookie ship, or are they all ultimately training wheels for faction or T2?
Giving newer pilots a great set of affordable tech one ships that can allow a more skilled newer player to beat older players has always been one of the ship design goals in eve. Rookie frigs are designed as intro ships rather than hardcore pvp ships, but we have a lot of improvements to tech one frigates coming up as part of our removal of ship tiers. CCP Ytterbium posted about some other tech one frigate changes arriving in Inferno 1.2 in this thread: https://forums.eveonline.com/default.aspx?g=posts&t=122912&find=unread
There's going to be even more changes announced here in the coming months, keep an eye out in the features and ideas forum and on singularity. |
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Jarin Arenos
Card Shark Industries
23
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Posted - 2012.07.23 19:52:00 -
[12] - Quote
I can't help but notice that the velator has a role bonus to drones... but the IMPARIOR is the only one with a drone bay. Typo or oversight? |
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CCP Fozzie
C C P C C P Alliance
749

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Posted - 2012.07.23 19:58:00 -
[13] - Quote
Jarin Arenos wrote:I can't help but notice that the velator has a role bonus to drones... but the IMPARIOR is the only one with a drone bay. Typo or oversight?
Typo, good catch. It's fixed now. |
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Bienator II
madmen of the skies
818
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Posted - 2012.07.23 20:03:00 -
[14] - Quote
the next alliance tournament will be won with rookie ships a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Nova Fox
Novafox Shipyards
4049
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Posted - 2012.07.23 20:29:00 -
[15] - Quote
CCP Fozzie wrote:Nikk Narrel wrote:A lot of EVE is based on a concept that newer players and older players could conflict with each other, and the newer player might actually have a decent chance at winning.
The lack of scalability on the rookie ship... are there any plans to allow for experienced pilots to have realistic use of T1 frigates and this rookie ship, or are they all ultimately training wheels for faction or T2? Giving newer pilots a great set of affordable tech one ships that can allow a more skilled newer player to beat older players has always been one of the ship design goals in eve. Rookie frigs are designed as intro ships rather than hardcore pvp ships, but we have a lot of improvements to tech one frigates coming up as part of our removal of ship tiers. CCP Ytterbium posted about some other tech one frigate changes arriving in Inferno 1.2 in this thread: https://forums.eveonline.com/default.aspx?g=posts&t=122912&find=unreadThere's going to be even more changes announced here in the coming months, keep an eye out in the features and ideas forum and on singularity.
Can I further interate on what nick said and ask if we would ever possibly see 'military' versions of these 'cvillian' ships that do scale with level? Something that isnt given away for free but has to be built like any other tech 1 frigate. Also default frigate armament and the lack of civillian class modules in the market place may make for exploring additional fits hard for beginners when on thier first day.
My next concern is the lack of any form of electronic warfare bonus on the amarrian one. You could increase natural cap or cap recharge by 10% and drop the cap use bonus in its place.
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Harold Tuphlos
Tribal Liberation Force Minmatar Republic
71
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Posted - 2012.07.23 20:32:00 -
[16] - Quote
The complete loss of standard bonuses makes me sad. I rather enjoyed the reaper being a faster ship than a rifter. I think making one of the bonuses be a per level bonus ( at a reduced amount) would help newbies understand why you want to train frigate skills when flying t1 frigates. |

Saul Elsyn
State Protectorate Caldari State
4
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Posted - 2012.07.23 20:34:00 -
[17] - Quote
WOOT! Rookie ships that actually can function as viable (though laughable) ships!
I am a little concerned with the role bonuses as it may confuse new players when they switch from their intro ship to their first T1 frigates. I hope the new player experience is clear enough to explain that.
I can't wait to see what else to expect from the T1 ship revamp... More viable T1 frigates is always fun. As for experienced players not using T1 Frigates...
Faction Warfare is full of people flying T1 frigates. Same with RvB... with the OTEC situation as it is I don't see the price T2 ships dropping enough to really be viable to casual players... Especially those casual players in the PvP oriented environments where ship losses are a large deal. (I finance my own pvp with a hauler alt and am always a bit hesitant to spend the 10-20 million isk on a T2 frigate let alone flying larger HACs and so forth).
As a side note... Goonswarm's newest fleet doctrine! The n00b ship fleet! |

Nova Fox
Novafox Shipyards
4050
|
Posted - 2012.07.23 20:41:00 -
[18] - Quote
I will have to agree the bonus per level seems rather critical to convey the fact that pilots must train frigates in order to become stronger in thier ships. I recommend changing all or some the role bonuses to 2%-6% per level to get the same performance at lvl 5 as described in the blog. For example keep 2 bonuses as a 'role bonus' and the other two make it per level.
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Nikk Narrel
Infinite Improbability Inc Mordus Angels
422
|
Posted - 2012.07.23 20:51:00 -
[19] - Quote
Nova Fox wrote:Can I further interate on what Nikk said and ask if we would ever possibly see 'military' versions of these 'cvillian' ships that do scale with level? Something that isnt given away for free but has to be built like any other tech 1 frigate. There is a precedent for what you are describing in the game already.
Industrials deliberately duplicate each other's role and abilities in the T1 arena. The Gallente in specific have a version of the Iteron for each individual skill level. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Scatim Helicon
GoonWaffe Goonswarm Federation
613
|
Posted - 2012.07.23 20:55:00 -
[20] - Quote
Saul Elsyn wrote:As a side note... Goonswarm's newest fleet doctrine! The n00b ship fleet! What do you mean, 'newest'?
Anyway, this is going to be hilarious. But for the love of god get rid of the launcher hardpoints on the velator and impairor, giving amarr and gallente newbies launcher options is just going to confuse them into thinking they need to train missiles for their racial ships and you just end up with a lot of confused newbies wasting training time on missile skills. (For that matter the same can be said about the non-Caldari missile frigs, since 'damaging things with missiles' isn't a significantly different role to 'damaging things with guns' and it has the same side effect of encouraging poor training decisions amongst players who can't be expected to know any better.) Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

Udonor
Native Freshfood Minmatar Republic
18
|
Posted - 2012.07.23 21:12:00 -
[21] - Quote
More critical if you can somehow get noobs to realize ship bonuses exist. Maybe a box in fitting window showing net bonuses and the effects.
The next issue is somehow directing noobs to ship info and ship description tab in hopes that eventually they will start looking it up first themselves. Maybe make the fitting window bonus display an obviously clickable link that takes you to ship description tab in ship item info?
And what no weird single rig slot? |

Richard Desturned
GoonWaffe Goonswarm Federation
1384
|
Posted - 2012.07.23 21:21:00 -
[22] - Quote
cool you've made the velator the perfect cyno ship a rogue goon |

Udonor
Native Freshfood Minmatar Republic
18
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Posted - 2012.07.23 21:28:00 -
[23] - Quote
Richard Desturned wrote:cool you've made the velator the perfect cyno ship
Well what did you expect with all those micro jump drives coming out soon? It wouldn't make sense to have more expensive cyno ships for a frigate or destroyer or interdictor jumping in.
But look for cyno beacons to get graded into small/medium/large/capital with assocaited restrictions on distance and size of ship that can use given size of cyno.
Picturing a CCP barker announcing "Fire sale. Alll old modules must go. New modules released to make everything new ...even if its not particularly broken - we can make it more complex and interesting!!!" |

None ofthe Above
301
|
Posted - 2012.07.23 21:33:00 -
[24] - Quote
Nova Fox wrote:CCP Fozzie wrote:Nikk Narrel wrote:A lot of EVE is based on a concept that newer players and older players could conflict with each other, and the newer player might actually have a decent chance at winning.
The lack of scalability on the rookie ship... are there any plans to allow for experienced pilots to have realistic use of T1 frigates and this rookie ship, or are they all ultimately training wheels for faction or T2? Giving newer pilots a great set of affordable tech one ships that can allow a more skilled newer player to beat older players has always been one of the ship design goals in eve. Rookie frigs are designed as intro ships rather than hardcore pvp ships, but we have a lot of improvements to tech one frigates coming up as part of our removal of ship tiers. CCP Ytterbium posted about some other tech one frigate changes arriving in Inferno 1.2 in this thread: https://forums.eveonline.com/default.aspx?g=posts&t=122912&find=unreadThere's going to be even more changes announced here in the coming months, keep an eye out in the features and ideas forum and on singularity. Can I further interate on what nick said and ask if we would ever possibly see 'military' versions of these 'cvillian' ships that do scale with level? Something that isnt given away for free but has to be built like any other tech 1 frigate. Also default frigate armament and the lack of civillian class modules in the market place may make for exploring additional fits hard for beginners when on thier first day.
Like maybe Faction Navy Noobships? The mind boggles. Really... its boggling right now.
I think that would be kind of cool actually. EVE is a sandbox; The only "end-game" content in EVE is the crap that makes you rage-quit.
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Scatim Helicon
GoonWaffe Goonswarm Federation
618
|
Posted - 2012.07.23 21:35:00 -
[25] - Quote
Just a thought, though this probably isn't your area, while you're looking at rookie ships can we have an button to request one if we're in a station without any ships, rather than just always being given one automatically? I have so many Ibises lying around throughout empire cluttering up my assets window that I'm never going to go get and can't be bothered to scroll through and scrap them all either.
Also, how about an option to choose anther race's rookie ship once you've crosstrained for those of us who'd like a different flavour of free spacetaxi? Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

MotherMoon
Blue Republic RvB - BLUE Republic
1009
|
Posted - 2012.07.23 21:37:00 -
[26] - Quote
Gilbaron wrote:i wonder about the missing neut bonus on the amarr noobship
I think it's becuase of the less enegry to use turrets bonus. Imo it should replaced with a weak neut bonus, to help introduce players into ammar http://dl.eve-files.com/media/1206/scimi.jpg |

MotherMoon
Blue Republic RvB - BLUE Republic
1009
|
Posted - 2012.07.23 21:39:00 -
[27] - Quote
Udonor wrote:More critical if you can somehow get noobs to realize ship bonuses exist. Maybe a box in fitting window showing net bonuses and the effects.
The next issue is somehow directing noobs to ship info and ship description tab in hopes that eventually they will start looking it up first themselves. Maybe make the fitting window bonus display an obviously clickable link that takes you to ship description tab in ship item info?
And what no weird single rig slot?
oh my god your right, the fitting windows doesn't list what the ship bonuses are. That's an odd oversight http://dl.eve-files.com/media/1206/scimi.jpg |

Alystin Wyndyl
Night's Shadows TriMark Alliance
2
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Posted - 2012.07.23 21:40:00 -
[28] - Quote
The Velator at Cynosural Field Theory III (140 m3 of LO), the Ibis and Reaper at Cynosural Field Theory IV (120m3 of LO), and finally, the poor Amarrian noobship the Impairor at Cynosural Field theory V.
Of course any of them can be used at lower levels with a cargo expander or two. Compared to the cost of the generator, those are essentially free.
Just think, cyno locations can be seeded with some generators and LO, and cyno toons just need to dock up in their pod, strip ship, add cargo and generator, and they're ready to go. No more hunting about for a suitable replacement ship. |

Scatim Helicon
GoonWaffe Goonswarm Federation
618
|
Posted - 2012.07.23 21:40:00 -
[29] - Quote
MotherMoon wrote:Gilbaron wrote:i wonder about the missing neut bonus on the amarr noobship I think it's becuase of the less enegry to use turrets bonus. Imo it should replaced with a weak neut bonus, to help introduce players into ammar
The neut bonus is for T2 amarr ships, for the same reason the Velator isn't getting scram range and the Reaper isn't getting web range bonuses. Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

Nova Fox
Novafox Shipyards
4052
|
Posted - 2012.07.23 21:47:00 -
[30] - Quote
Well just saying they wouldnt be naval editions just like Ibis is a civilian version while the egbert (a crane like waterfowl in the US) is the militarized one with matching tech 1 performance to boot. Then there could be a caldari navy Egbert you get the idea.
Then we can give all the civillian ships thier own paint schemes to detract from current miltiary standard ones such as the old gallente orange and white for the velator whiel military edition gets the standard tech 1 colors.
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