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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
|
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
|
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
|
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

|
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
|
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
|
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

|
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

|
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
|
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
|
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
|
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
|
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
|
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
|
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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Raze Zindonas
Asgard. Exodus.
12
|
Posted - 2012.07.23 22:06:00 -
[31] - Quote
Cheaper cyno ships! |

Hoshi
Paxton Industries Gentlemen's Agreement
21
|
Posted - 2012.07.23 22:28:00 -
[32] - Quote
Alystin Wyndyl wrote: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. You can do this as they are now. I almost only use noobships for my cynos these days. Just need a Micro Auxiliary Power Core as well which these changes make unnecessary. So while this does make it a bit easier it's not a huge change. "Memories are meant to fade. They're designed that way for a reason." |

Mechael
Ouroboros Executor Collective
181
|
Posted - 2012.07.23 23:04:00 -
[33] - Quote
Gilbaron wrote:i wonder about the missing neut bonus on the amarr noobship
Neuts are a secondary form of EWar. Kind of like webbers for Minmatar or Disruptors for Gallente. It's the sort of thing that every race can be expected to use, but certain races have a slight edge in that they have a very small handful of ships that are bonused for them.
The primary racial forms of EWar are:
Amarr - Tracking Disruption Caldari - ECM (they actually do not have a secondary form) Gallente - Sensor Dampers Minmatar - Target Painters
There are always exceptions, such as Golems with Target Painter bonuses, but those are exceptions. Not rules. Whether or not you win the game matters not. -áIt's if you bought it. |

Kenpachi Viktor
Gradient Electus Matari
191
|
Posted - 2012.07.23 23:31:00 -
[34] - 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
When I started playing Eve, this is how I thought it worked, I was wrong. Good to see it's being fixed
What is the point if every race has an Jam/Damp/Disruptor/ ship etc? Not every race has to be a fluffy little mirror of each other, it's seriously not needed. Things like Gallente having the only drone BS and Caldari having the only ECM BS are incredibly cool distinctions that only add to EVE in both game play value and flavour. |

Deena Amaj
Native Freshfood Minmatar Republic
9
|
Posted - 2012.07.23 23:50:00 -
[35] - Quote
Holy.... ONE LINER O_O! confirthisposmed
"When I'm through with you, there won't be anything left..." |

mkint
810
|
Posted - 2012.07.24 00:32:00 -
[36] - Quote
As a counter to all the "rookies will be confused by the role bonuses," I'd have to point out that a rookie probably won't really know what any of the bonuses do anyway, if they even realize there are bonuses at all. Rookies tend to be overwhelmed, and unless the career tutorials (not just the crash course tutorial) are being significantly changed, the noobships will only be used for 3 tutorial missions and then thrown away when they get their first free T1 ship with the career agents. Which brings up another point: why bother updating the noobships anyway, when they are only every flown for the first 30 minutes of anyone's EVE career? |

Mechael
Ouroboros Executor Collective
181
|
Posted - 2012.07.24 00:37:00 -
[37] - Quote
mkint wrote:As a counter to all the "rookies will be confused by the role bonuses," I'd have to point out that a rookie probably won't really know what any of the bonuses do anyway, if they even realize there are bonuses at all. Rookies tend to be overwhelmed, and unless the career tutorials (not just the crash course tutorial) are being significantly changed, the noobships will only be used for 3 tutorial missions and then thrown away when they get their first free T1 ship with the career agents. Which brings up another point: why bother updating the noobships anyway, when they are only every flown for the first 30 minutes of anyone's EVE career?
:( Rookies get free ships these days. Makes me sad. I don't think new players are as attached to the noob ships as us vets are, because "back in the good ol' days" all we got was a reaper, 5,000 ISK, and a slap on the ass. And we liked it!
Basically, what I'm saying here is that I agree with mkint, and that while giving noobs better instruction on how to play is a good idea, giving them free stuff might not be.
Edit: Also, Aura used to be cool and make jokes about "thumb" rules. Now she doesn't have much personality at all. Whether or not you win the game matters not. -áIt's if you bought it. |

mkint
810
|
Posted - 2012.07.24 00:52:00 -
[38] - Quote
Mechael wrote:mkint wrote:As a counter to all the "rookies will be confused by the role bonuses," I'd have to point out that a rookie probably won't really know what any of the bonuses do anyway, if they even realize there are bonuses at all. Rookies tend to be overwhelmed, and unless the career tutorials (not just the crash course tutorial) are being significantly changed, the noobships will only be used for 3 tutorial missions and then thrown away when they get their first free T1 ship with the career agents. Which brings up another point: why bother updating the noobships anyway, when they are only every flown for the first 30 minutes of anyone's EVE career? :( Rookies get free ships these days. Makes me sad. I don't think new players are as attached to the noob ships as us vets are, because "back in the good ol' days" all we got was a reaper, 5,000 ISK, and a slap on the ass. And we liked it! Basically, what I'm saying here is that I agree with mkint, and that while giving noobs better instruction on how to play is a good idea, giving them free stuff might not be. Edit: Also, Aura used to be cool and make jokes about "thumb" rules. Now she doesn't have much personality at all.
It would be pretty cool if the noobships can do all the tutorial missions just as well as the current T1 lineup (with noob skills), and then just not give them the freebies any more (including cutting back the isk... I understand by the end of the tutorials or into the epic arc, you should have enough isk to buy a cruiser, which sucks a big one.) As far as updating the tutorials go, do any of the responsible devs ever hang out in rookie help chat? Because it's always the same 3 questions and 2 complaints. And they are a direct result of problems with the tutorials. But I guess my beef with the tutorials is off-topic for this thread. :( |

None ofthe Above
302
|
Posted - 2012.07.24 00:54:00 -
[39] - Quote
Nova Fox wrote: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.
Well either way.
For some reason the idea of Navy Noobships really amuses me.
International safety orange noobships that go beep when moving and have STUDENT PILOT emblazoned on them also amuses (you didn't say that but what you said inspired that thought).
Nova Fox, I unironically thank you. You are the inspiration of much entertainment today. EVE is a sandbox; The only "end-game" content in EVE is the crap that makes you rage-quit.
|

Mechael
Ouroboros Executor Collective
181
|
Posted - 2012.07.24 00:59:00 -
[40] - Quote
mkint wrote:Mechael wrote:mkint wrote:As a counter to all the "rookies will be confused by the role bonuses," I'd have to point out that a rookie probably won't really know what any of the bonuses do anyway, if they even realize there are bonuses at all. Rookies tend to be overwhelmed, and unless the career tutorials (not just the crash course tutorial) are being significantly changed, the noobships will only be used for 3 tutorial missions and then thrown away when they get their first free T1 ship with the career agents. Which brings up another point: why bother updating the noobships anyway, when they are only every flown for the first 30 minutes of anyone's EVE career? :( Rookies get free ships these days. Makes me sad. I don't think new players are as attached to the noob ships as us vets are, because "back in the good ol' days" all we got was a reaper, 5,000 ISK, and a slap on the ass. And we liked it! Basically, what I'm saying here is that I agree with mkint, and that while giving noobs better instruction on how to play is a good idea, giving them free stuff might not be. Edit: Also, Aura used to be cool and make jokes about "thumb" rules. Now she doesn't have much personality at all. It would be pretty cool if the noobships can do all the tutorial missions just as well as the current T1 lineup (with noob skills), and then just not give them the freebies any more (including cutting back the isk... I understand by the end of the tutorials or into the epic arc, you should have enough isk to buy a cruiser, which sucks a big one.) As far as updating the tutorials go, do any of the responsible devs ever hang out in rookie help chat? Because it's always the same 3 questions and 2 complaints. And they are a direct result of problems with the tutorials. But I guess my beef with the tutorials is off-topic for this thread. :(
Agreed. I'd love to see something like that implemented. Whether or not you win the game matters not. -áIt's if you bought it. |

Casiella Truza
Void.Tech Fatal Ascension
21
|
Posted - 2012.07.24 01:03:00 -
[41] - Quote
Count me as another voice for T2 and faction (e.g. pirate faction) rookie ships!
Also, in general I'm in favor of buffing the existing rookie ships. I don't know about the specific numbers, but Up With This Sort Of Thing. |

None ofthe Above
302
|
Posted - 2012.07.24 01:04:00 -
[42] - Quote
mkint wrote:Mechael wrote:mkint wrote:As a counter to all the "rookies will be confused by the role bonuses," I'd have to point out that a rookie probably won't really know what any of the bonuses do anyway, if they even realize there are bonuses at all. Rookies tend to be overwhelmed, and unless the career tutorials (not just the crash course tutorial) are being significantly changed, the noobships will only be used for 3 tutorial missions and then thrown away when they get their first free T1 ship with the career agents. Which brings up another point: why bother updating the noobships anyway, when they are only every flown for the first 30 minutes of anyone's EVE career? :( Rookies get free ships these days. Makes me sad. I don't think new players are as attached to the noob ships as us vets are, because "back in the good ol' days" all we got was a reaper, 5,000 ISK, and a slap on the ass. And we liked it! Basically, what I'm saying here is that I agree with mkint, and that while giving noobs better instruction on how to play is a good idea, giving them free stuff might not be. Edit: Also, Aura used to be cool and make jokes about "thumb" rules. Now she doesn't have much personality at all. It would be pretty cool if the noobships can do all the tutorial missions just as well as the current T1 lineup (with noob skills), and then just not give them the freebies any more (including cutting back the isk... I understand by the end of the tutorials or into the epic arc, you should have enough isk to buy a cruiser, which sucks a big one.) As far as updating the tutorials go, do any of the responsible devs ever hang out in rookie help chat? Because it's always the same 3 questions and 2 complaints. And they are a direct result of problems with the tutorials. But I guess my beef with the tutorials is off-topic for this thread. :(
That would be interesting to eliminate the freebies. I remember being a bit shocked that you got a Destroyer out of the tutorial.
Otherwise the noobships should probably be able to do all but the final two military missions. Those last two should still probably require the Combat Frigate and Destroyer that they give you. (Actually you can do the Destroyer mission in the combat frig if you know what you are doing, but don't think it should be compatible with the noobships.) EVE is a sandbox; The only "end-game" content in EVE is the crap that makes you rage-quit.
|

None ofthe Above
302
|
Posted - 2012.07.24 01:08:00 -
[43] - Quote
Casiella Truza wrote:Count me as another voice for T2 and faction (e.g. pirate faction) rookie ships!
Also, in general I'm in favor of buffing the existing rookie ships. I don't know about the specific numbers, but Up With This Sort Of Thing.
Don't forget T3 with subsystems! (Okay, now I am being silly.) EVE is a sandbox; The only "end-game" content in EVE is the crap that makes you rage-quit.
|

Mechael
Ouroboros Executor Collective
181
|
Posted - 2012.07.24 01:14:00 -
[44] - Quote
None ofthe Above wrote:mkint wrote:Mechael wrote:mkint wrote:As a counter to all the "rookies will be confused by the role bonuses," I'd have to point out that a rookie probably won't really know what any of the bonuses do anyway, if they even realize there are bonuses at all. Rookies tend to be overwhelmed, and unless the career tutorials (not just the crash course tutorial) are being significantly changed, the noobships will only be used for 3 tutorial missions and then thrown away when they get their first free T1 ship with the career agents. Which brings up another point: why bother updating the noobships anyway, when they are only every flown for the first 30 minutes of anyone's EVE career? :( Rookies get free ships these days. Makes me sad. I don't think new players are as attached to the noob ships as us vets are, because "back in the good ol' days" all we got was a reaper, 5,000 ISK, and a slap on the ass. And we liked it! Basically, what I'm saying here is that I agree with mkint, and that while giving noobs better instruction on how to play is a good idea, giving them free stuff might not be. Edit: Also, Aura used to be cool and make jokes about "thumb" rules. Now she doesn't have much personality at all. It would be pretty cool if the noobships can do all the tutorial missions just as well as the current T1 lineup (with noob skills), and then just not give them the freebies any more (including cutting back the isk... I understand by the end of the tutorials or into the epic arc, you should have enough isk to buy a cruiser, which sucks a big one.) As far as updating the tutorials go, do any of the responsible devs ever hang out in rookie help chat? Because it's always the same 3 questions and 2 complaints. And they are a direct result of problems with the tutorials. But I guess my beef with the tutorials is off-topic for this thread. :( That would be interesting to eliminate the freebies. I remember being a bit shocked that you got a Destroyer out of the tutorial. Otherwise the noobships should probably be able to do all but the final two military missions. Those last two should still probably require the Combat Frigate and Destroyer that they give you. (Actually you can do the Destroyer mission in the combat frig if you know what you are doing, but don't think it should be compatible with the noobships.)
Hm. On further thought, I'm actually mostly against the idea of sending noobs straight into PvE as their introduction to EVE. I probably wouldn't have stuck around with the tutorial in its current state, now that I think about it. I'd have written it off as just another one of those games. Whether or not you win the game matters not. -áIt's if you bought it. |

Galphii
Sileo In Pacis THE SPACE P0LICE
55
|
Posted - 2012.07.24 01:32:00 -
[45] - Quote
I was wondering how you were going to tackle improving these ships without overpowering them, and the role bonuses work perfectly in this regard. Good show! |

Casiella Truza
Void.Tech Fatal Ascension
21
|
Posted - 2012.07.24 01:34:00 -
[46] - Quote
Yeah, using agents as the basis for the introduction to EVE is fundamentally broken, I think. Usually I tell new players to do all 5 branches just to get an idea of what sort of gameplay they might like (if they don't already know). Even then, the total lack of grouping in a game that doesn't really shine until you socialize is problematic. Solo mining? BLECH. |

Nova Fox
Novafox Shipyards
4054
|
Posted - 2012.07.24 01:37:00 -
[47] - Quote
None ofthe Above wrote:Nova Fox wrote: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. Well either way. For some reason the idea of Navy Noobships really amuses me. International safety orange noobships that go beep when moving and have STUDENT PILOT emblazoned on them also amuses (you didn't say that but what you said inspired that thought). Nova Fox, I unironically thank you. You are the inspiration of much entertainment today.
You just painted the ibis with crash dummy decals and stripes in my head for some reason
|

DrysonBennington
Eagle's Talon's
7
|
Posted - 2012.07.24 02:05:00 -
[48] - Quote
I would expect to see alot more PVP with the upgraded Rookie Ship capabilties.
Could there also be training ships that they could use to skill certain skills up much faster that after a certain time lets say a few weeks the skill training bonus goes away reverting the ship to a regular rookie ship?
|

Mira Luhtanen
Center for Advanced Studies Gallente Federation
12
|
Posted - 2012.07.24 02:57:00 -
[49] - Quote
CCP Fozzie wrote: 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
spacejesus, have mercy |

Kata Amentis
Re-Awakened Technologies Inc
62
|
Posted - 2012.07.24 07:19:00 -
[50] - Quote
Two step wrote: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...
Easy way around this is to explicitly state the skill bonuses on the rookie ships.
Frigate skill bonus: None Role bonus: blah blah blah
then it'll contrast with things like
Quote: EXECUTIONER:
Frigate skill bonuses: -10% to small energy turret capacitor need and +5% small energy turret damage per level Role bonus: 80% reduction in Propulsion Jamming systems activation cost
(form the attack frigs thread) Curiosity killed the Kata...
... but being immortal he wasn't too worried about keeping a count. |

Kelsar Hemah
Blue Republic RvB - BLUE Republic
0
|
Posted - 2012.07.24 09:18:00 -
[51] - Quote
I think you need to rebalance the powergrid around what weapon system the ships is bonus for. Right now the reaper will have a easy time fitting while the Impairor wouldnt. These are supose to be used for level 1 missions so in my opinion the need to be able to fit the following mods with Engineering 3 Guns Repper (shield or Armor depending on bonus) Ab +2 powergrid for the last slots. |

Nevigrofnu Mrots
Goonswarm Federation
33
|
Posted - 2012.07.24 09:44:00 -
[52] - Quote
Richard Desturned wrote:cool you've made the velator the perfect cyno ship
free cyno frig ships forever!  |
|

CCP Fozzie
C C P C C P Alliance
781

|
Posted - 2012.07.24 11:28:00 -
[53] - Quote
A few tweaks:
IMPAIROR: +4 PWG, -5 CPU, +5 Cargohold
IBIS: +2 PWG, +10 CPU, -5 Cargohold
VELATOR: +3 PWG, -5 Cargohold
REAPER: +1 PWG, +5 CPU |
|

Pipa Porto
475
|
Posted - 2012.07.24 11:44:00 -
[54] - Quote
CCP Fozzie wrote:
IMPAIROR: Cargo capacity: 115 (-5)
That's a really annoying punishment for having an Amarr cyno alt. Everyone else can Noobfrig cyno at Cyno 4, but Amarr have to wait for Cyno 5?
Other than that, I think the changes are great. EvE: Everyone vs Everyone |
|

CCP Fozzie
C C P C C P Alliance
781

|
Posted - 2012.07.24 11:51:00 -
[55] - Quote
We're considering cyno usage a side issue for the rookie frigs in that we won't do anything to discourage it but we won't design specifically for it either. The best bet is probably to just stock cheap expanded cargoholds with your cynogens and ozone anyways so you can use cyno 3 alts for all of them. The fact that our changes will drop the requirement to stock MAPCs in your cyno hangers is one of those unintended but perfectly fine side effects.
The different size cargoholds is to account for holding ammo while doing the kind of missions we are building the frigs for. |
|

Pipa Porto
476
|
Posted - 2012.07.24 11:58:00 -
[56] - Quote
Fair enough, though the people who currently use noobships to cyno probably have their alts to cyno 4. It's just weird that where all of a sudden your initial race matters for the first time since remapping became available. EvE: Everyone vs Everyone |

Nevigrofnu Mrots
Goonswarm Federation
33
|
Posted - 2012.07.24 12:22:00 -
[57] - Quote
about noob frigs...
I live in 0.0 in a remote station and I have other ships in my hangar, so if I dock up CCP will never give me a noob ship, I have to travel to a nearby station were I have no ships to get one.
Can CCP put a "give one noob ship" button in each station?
to avoid abuse and accumulation, just give one if there is none in your inventory.
Also can you give us other racial noob ships if we have trained other frig racials, making our choice what frig we want to get?
Thanks |
|

CCP Fozzie
C C P C C P Alliance
786

|
Posted - 2012.07.24 13:11:00 -
[58] - Quote
Nevigrofnu Mrots wrote:about noob frigs...
I live in 0.0 in a remote station and I have other ships in my hangar, so if I dock up CCP will never give me a noob ship, I have to travel to a nearby station were I have no ships to get one.
Can CCP put a "give one noob ship" button in each station?
to avoid abuse and accumulation, just give one if there is none in your inventory.
This is something I would like to see at some point. |
|

Gevlin
SMANews.net SpaceMonkey's Alliance
174
|
Posted - 2012.07.24 13:16:00 -
[59] - Quote
I see the Velator gets a bonus to mining for drones.
I thought the major races were getting out of the mining business
Just don't want 1 newb always choosing Gellente because he wants to be a miner
I also thought that for the smaller ships like frigates the drone bonus would be focusing on speed vs HP and damage also a speed bonus to drones would also be a steath bonus to mining drones as the travel time from ship to roid would be reduced Some day I will have the internet and be able to play again. |

Harvey James
Prospero's Sight
7
|
Posted - 2012.07.24 13:52:00 -
[60] - Quote
why an increase in sig radius these are fragile enough to begin with. A shield boost bonus needs some buff to work these should have if anything smaller sig radius than normal t1 frigs being smaller makes them hard to use for pvp granted prob wont be with the new attack frigs/combat frigs but still... |

Bubanni
SniggWaffe YOUR VOTES DON'T COUNT
376
|
Posted - 2012.07.24 14:42:00 -
[61] - Quote
Nevigrofnu Mrots wrote:about noob frigs...
I live in 0.0 in a remote station and I have other ships in my hangar, so if I dock up CCP will never give me a noob ship, I have to travel to a nearby station were I have no ships to get one.
Can CCP put a "give one noob ship" button in each station?
to avoid abuse and accumulation, just give one if there is none in your inventory.
Also can you give us other racial noob ships if we have trained other frig racials, making our choice what frig we want to get?
Thanks
That's already possible at your own station... you simply have to make a contract with all your ships to yourself... and not accept the contract, your hangar is now empty, simply undock and redock, free rookieship is now in your hangar
Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Nova Fox
Novafox Shipyards
4055
|
Posted - 2012.07.24 14:42:00 -
[62] - Quote
How about rookie frigate bpos that are like the shuttles? uses trit only.
|

Valeo Galaem
New Eden Advanced Reconnaissance Unit Sentient World Observation and Response Directive
50
|
Posted - 2012.07.24 15:20:00 -
[63] - Quote
Aren't rookie ships on the market on Sisi - I thought I saw that recently.
I think it would be interesting for new players if they could easily obtain another race's rookie ship. |

Harvey James
Prospero's Sight
7
|
Posted - 2012.07.24 15:24:00 -
[64] - Quote
they are on market on tranq |

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
71
|
Posted - 2012.07.24 15:40:00 -
[65] - Quote
Bubanni wrote: That's already possible at your own station... you simply have to make a contract with all your ships to yourself... and not accept the contract, your hangar is now empty, simply undock and redock, free rookieship is now in your hangar
it would remove all insurance on these ships, that's not really usable... |

Fidelium Mortis
Quantum Cats Syndicate
114
|
Posted - 2012.07.24 15:41:00 -
[66] - Quote
CCP Fozzie wrote:A few tweaks:
IMPAIROR: +4 PWG, -5 CPU, +5 Cargohold
IBIS: +2 PWG, +10 CPU, -5 Cargohold
VELATOR: +3 PWG, -5 Cargohold
REAPER: +1 PWG, +5 CPU
We're also dropping one launcher from the Imp and Vel. There are potential future plans to expand missile options for Gallente and Amarr but those who brought up the lack of direction given to new players by even hardpoints make an excellent point.
Awww I was actually going to comment that it's refreshing to see the flexibility of even turret/launcher hard points being included in these ships.
I foresee many lol-noob ship fleets following this change. ICRS - Intergalactic Certified Rocket Surgeon |

Pipa Porto
476
|
Posted - 2012.07.24 16:25:00 -
[67] - Quote
Nova Fox wrote:How about rookie frigate bpos that are like the shuttles? uses trit only.
There's an idea. Would be a niche use, but I imagine a lot of players would grab them (I still prefer the button though).
Otherwise Rookie ships will be the only ship that can't really be used cross-racially (having to roll up an appropriate racial alt to provide ships that conform to the new LasorBisCat doctrine is kind of a weird mechanic). EvE: Everyone vs Everyone |

DrysonBennington
Eagle's Talon's
8
|
Posted - 2012.07.24 19:24:00 -
[68] - Quote
I do like the idea of T2 and even T3 Pirate Ships.
Such mission ships would add a new level of mission running to the game as well as adding danger and excitement with a substantial reward increase.
For T2 missions the pilot could use a T1 but it would be extremely hard because of the NPC's employing T2 ships. T3 Missions would neccesitate the use of T3 Battle Cruisers and T3 Cruisers as the NPC would employ all T2 and a mix of T3 Ships where such T3 configurations would match the configurations of the pilot flown T3 Cruisers.
CCP must evolve its game or fear becoming like the dinosaur, just a bunch of parched bones that used to be scary. |

Kelsar Hemah
Blue Republic RvB - BLUE Republic
0
|
Posted - 2012.07.24 19:51:00 -
[69] - Quote
Okay after looking at the ships again i realise that the cap on these are very low, and with low skills this could make level missions pretty hard when your damage isnt high enough to remove ships quick, from what I could calculate a Impairor would properly only be able to run its armor repper 5-6 times before being capped out which is about 30-36 sec combat, if this is enough fine. if not consider bumping up cap. |

Fidelium Mortis
Quantum Cats Syndicate
114
|
Posted - 2012.07.24 20:31:00 -
[70] - Quote
Kelsar Hemah wrote:Okay after looking at the ships again i realise that the cap on these are very low, and with low skills this could make level missions pretty hard when your damage isnt high enough to remove ships quick, from what I could calculate a Impairor would properly only be able to run its armor repper 5-6 times before being capped out which is about 30-36 sec combat, if this is enough fine. if not consider bumping up cap.
L1 missions don't have many sustained fights so a basic noobship setup will do fine except for some of the tougher missions like Worlds Collide. Even then, there's nothing preventing players from fitting up a normal combat frigate or destroyer. These ships provide a not-so-crappy baseline to work from. ICRS - Intergalactic Certified Rocket Surgeon |
|

CCP Fozzie
C C P C C P Alliance
801

|
Posted - 2012.07.24 20:36:00 -
[71] - Quote
Kelsar Hemah wrote:Okay after looking at the ships again i realise that the cap on these are very low, and with low skills this could make level missions pretty hard when your damage isnt high enough to remove ships quick, from what I could calculate a Impairor would properly only be able to run its armor repper 5-6 times before being capped out which is about 30-36 sec combat, if this is enough fine. if not consider bumping up cap.
Low cap but very fast cap regen. |
|

Bloodpetal
Mimidae Risk Solutions
719
|
Posted - 2012.07.24 20:42:00 -
[72] - Quote
CCP Fozzie wrote: 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
No.
Seriously, 30% ECM strength?
GRIFFIN : 15% bonus to ECM Target Jammer strength and 10% bonus to ECM Target Jammers' capacitor need per level.
So L5 frigate gives you 150% jam strength? So an IBIS can almost perma jam a rifter with a racial jammer and outperforms a GRIFFIN??
Look, ECM is already an issue, we don't need swarms of ECM IBIS' out there. These frigates should be viable as nooby training and most nooby training is going to happen against NPC ships not as ECM platforms use in PVP.
I think the whole EWAR element of these should be totally turned away. A noob doesn't need EWAR to learn to play the game with 2 mid slots.
Mimidae Risk Solutions Recruiting |

Salpun
Paramount Commerce Masters of Flying Objects
354
|
Posted - 2012.07.24 20:44:00 -
[73] - Quote
Bloodpetal wrote:CCP Fozzie wrote: 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
No. Seriously, 30% ECM strength? GRIFFIN : 15% bonus to ECM Target Jammer strength and 10% bonus to ECM Target Jammers' capacitor need per level.So L5 frigate gives you 150% jam strength? So an IBIS can almost perma jam a rifter with a racial jammer and outperforms a GRIFFIN?? Look, ECM is already an issue, we don't need swarms of ECM IBIS' out there. These frigates should be viable as nooby training and most nooby training is going to happen against NPC ships not as ECM platforms use in PVP. I think the whole EWAR element of these should be totally turned away. A noob doesn't need EWAR to learn to play the game with 2 mid slots.
The ECM is not effected by your skill level it is locked at 30% |

MeBiatch
Republic University Minmatar Republic
477
|
Posted - 2012.07.24 21:10:00 -
[74] - Quote
CCP Fozzie wrote:Kelsar Hemah wrote:Okay after looking at the ships again i realise that the cap on these are very low, and with low skills this could make level missions pretty hard when your damage isnt high enough to remove ships quick, from what I could calculate a Impairor would properly only be able to run its armor repper 5-6 times before being capped out which is about 30-36 sec combat, if this is enough fine. if not consider bumping up cap. Low cap but very fast cap regen.
perhaps a reason to use a cap battery?
Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

MotherMoon
Blue Republic RvB - BLUE Republic
1021
|
Posted - 2012.07.25 00:18:00 -
[75] - Quote
Bloodpetal wrote:CCP Fozzie wrote: 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
No. Seriously, 30% ECM strength? GRIFFIN : 15% bonus to ECM Target Jammer strength and 10% bonus to ECM Target Jammers' capacitor need per level.So L5 frigate gives you 150% jam strength? So an IBIS can almost perma jam a rifter with a racial jammer and outperforms a GRIFFIN?? Look, ECM is already an issue, we don't need swarms of ECM IBIS' out there. These frigates should be viable as nooby training and most nooby training is going to happen against NPC ships not as ECM platforms use in PVP. I think the whole EWAR element of these should be totally turned away. A noob doesn't need EWAR to learn to play the game with 2 mid slots.
fail post, feel free to edit away your shame, I'll re edit this post when you do, so no one has to know. http://dl.eve-files.com/media/1206/scimi.jpg |

MotherMoon
Blue Republic RvB - BLUE Republic
1021
|
Posted - 2012.07.25 00:26:00 -
[76] - Quote
oh, serious suggestion!
ok, one goal you could have for these noob ships could be a way for newer players to check out every faction type ship in the game when just starting out. Give 1 of each of them to new players. just for fun.
THEN, make civilian versions of each weapon type. Kinda like dust is >.> <.< which i hear at fanfest *no break NDA*
Right now there is no civ autoconnon, or civ atries. I think giving people some more civ options would be great change at some point. Help players pick which race path to move down. IT's confusing honestly to start and there is no ammo. So do that to, make the cheap almost free gear use civ ammo.
Right now players moving up to real turrets sometimes gets confused by ammo. can't blame them. http://dl.eve-files.com/media/1206/scimi.jpg |

Harvey James
Prospero's Sight
7
|
Posted - 2012.07.25 09:44:00 -
[77] - Quote
CCP Fozzie here is an important question for you are the ewar bonus's merely for show or do you want them to be useful in pvp? |
|

CCP Fozzie
C C P C C P Alliance
818

|
Posted - 2012.07.25 09:59:00 -
[78] - Quote
MotherMoon wrote:oh, serious suggestion!
ok, one goal you could have for these noob ships could be a way for newer players to check out every faction type ship in the game when just starting out. Give 1 of each of them to new players. just for fun.
THEN, make civilian versions of each weapon type. Kinda like dust is >.> <.< which i hear at fanfest *no break NDA*
Right now there is no civ autoconnon, or civ atries. I think giving people some more civ options would be great change at some point. Help players pick which race path to move down. IT's confusing honestly to start and there is no ammo. So do that to, make the cheap almost free gear use civ ammo.
Right now players moving up to real turrets sometimes gets confused by ammo. can't blame them.
The tutorial actually gives you a normal tech one turret nowadays and teaches you about ammo. The only source of civilian guns is when you unpackage a rookie ship. If anything I would like to phase out as many civilian modules as possible and just get new players the skillbooks to use tech one right away.
Harvey James wrote:CCP Fozzie here is an important question for you are the ewar bonus's merely for show or do you want them to be useful in pvp?
Primary purpose is for show, but I'm really interested to see if people find fun ways to use them in pvp. I think some of the community confusion I'm seeing (mostly on other forums) stems from people incorrectly thinking those bonuses are per level. |
|

Harvey James
Prospero's Sight
7
|
Posted - 2012.07.25 10:05:00 -
[79] - Quote
mm... well with 2 slots it will be hard for anyone to use the ewar at all along with their chronic lack of ehp |
|

CCP Fozzie
C C P C C P Alliance
819

|
Posted - 2012.07.25 10:48:00 -
[80] - Quote
Harvey James wrote:mm... well with 2 slots it will be hard for anyone to use the ewar at all along with their chronic lack of ehp and rather large sig for a tiny ship
The huge sig was part of my attempt to prevent them from eclipsing other frigates. Zero cost can be somewhat difficult to balance for. 
We're currently looking at lowering the sig a bit, but I think the highest priories are making a ship that helps new players learn the game and doing so without replacing other frigates for older players. Allowing creative uses in pvp would be fun but I'm considering that to be of tertiary importance. |
|

Harvey James
Prospero's Sight
7
|
Posted - 2012.07.25 11:08:00 -
[81] - Quote
well as your re-balancing frigs with roles in mind i don't think there's much chance of this being better as such more as a jack of all trades type ship like t3 cruisers were meant to be unless you want this ship to be in effect a 2 day ship/tier1 ship. When you think of t1 frigs they are all cheap enough for anyone to throw away i think so long as it doesn't do any one job better than other t1 frigs then there is no threat of it being OP or unbalanced and can provide a interesting alternative for pvp noobs. |

Duchess Starbuckington
Starbuckington Manor
242
|
Posted - 2012.07.25 11:24:00 -
[82] - Quote
Sorry but I have to agree that the Ibis should not be carrying an ECM bonus. Until ECM stops being utterly broken the last thing we need are more bonused ships for it (even if it's a rookie ship). |

Harvey James
Prospero's Sight
7
|
Posted - 2012.07.25 11:34:00 -
[83] - Quote
in what way is ecm broken do you know what you are talking about how many ecm ships have you used? |

mkint
820
|
Posted - 2012.07.25 13:13:00 -
[84] - Quote
CCP Fozzie wrote: If anything I would like to phase out as many civilian modules as possible and just get new players the skillbooks to use tech one right away.
I think that idea might need further thought. There are two big contradictory concerns when doing the tutorials. 1) being given equipment and told to do stuff but not being able to for a couple hours because you don't have the skills 1a)being given skills for the tutorials that you can't train, being given modules to use but being given the skill several missions later, being given a module but not even being told whether or not you'll be given the skill at all, 2) the confusion that civ gear is useless
The simplest solution is to make rookie gear useful enough to be used outside tutorials (maybe lvl 1's like the rookie ships.) |

MotherMoon
Blue Republic RvB - BLUE Republic
1032
|
Posted - 2012.07.25 20:33:00 -
[85] - Quote
CCP Fozzie wrote:MotherMoon wrote:oh, serious suggestion!
ok, one goal you could have for these noob ships could be a way for newer players to check out every faction type ship in the game when just starting out. Give 1 of each of them to new players. just for fun.
THEN, make civilian versions of each weapon type. Kinda like dust is >.> <.< which i hear at fanfest *no break NDA*
Right now there is no civ autoconnon, or civ atries. I think giving people some more civ options would be great change at some point. Help players pick which race path to move down. IT's confusing honestly to start and there is no ammo. So do that to, make the cheap almost free gear use civ ammo.
Right now players moving up to real turrets sometimes gets confused by ammo. can't blame them. The tutorial actually gives you a normal tech one turret nowadays and teaches you about ammo. The only source of civilian guns is when you unpackage a rookie ship. If anything I would like to phase out as many civilian modules as possible and just get new players the skillbooks to use tech one right away. Harvey James wrote:CCP Fozzie here is an important question for you are the ewar bonus's merely for show or do you want them to be useful in pvp? Primary purpose is for show, but I'm really interested to see if people find fun ways to use them in pvp. I think some of the community confusion I'm seeing (mostly on other forums) stems from people incorrectly thinking those bonuses are per level.
right on
at the same time when you get the turret and skill book you can't equip it for a while... maybe just have skills start off at level one when you inject them? i don't know, but yes good point, you've made into a get rid of civ gear believer. http://dl.eve-files.com/media/1206/scimi.jpg |

Cecil Arongo
Gh0st Hunters D3vil's Childr3n
22
|
Posted - 2012.07.25 23:01:00 -
[86] - 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.
http://ghunt.eve-kill.net/?a=kill_detail&kll_id=12752587
You DO realize that we already abuse the noobships? Now you are just encouraging us to embarrass people :) |

Pipa Porto
491
|
Posted - 2012.07.25 23:33:00 -
[87] - Quote
Cecil Arongo wrote: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. http://ghunt.eve-kill.net/?a=kill_detail&kll_id=12752587You DO realize that we already abuse the noobships? Now you are just encouraging us to embarrass people :)
Web and Scram, and didn't kill a single one.  EvE: Everyone vs Everyone |

Shereza
Center for Advanced Studies Gallente Federation
14
|
Posted - 2012.07.26 09:57:00 -
[88] - Quote
Just out of curiosity, what would everyone who doesn't want the Ibis to receive an ECM role bonus suggest that it gets to introduce Caldari players into electronic warfare?
On a separate note. Was there any discussion about logistics bonuses? In some respects the rookie ships are already looking to be "get your feet wet in everything"/JoaT style ships so seeing an energy transfer bonus on the impairor, shield transfer bonus on the ibis, remote armor repair bonus on the velator, and tracking link bonus on the reaper might not be too out of place in the grand scheme of things. Nothing major, just say a 25% reduction in capacitor consumption of the first three modules and a 7.5% boost to the effectiveness of tracking links. The bonus arrangement would, to a degree, mimic the setup of the T1 "logistics" cruisers while not actually competing with them. |

Doddy
Excidium. Executive Outcomes
80
|
Posted - 2012.07.26 11:16:00 -
[89] - Quote
Scatim Helicon wrote: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.)
While i agree on the gallente side for sure, the amarr do in fact have missile ships. Assuming they are not going to remove amarr missile boats entirely (unlikely given thier plans for rocket inquisitor) they definately should leave some missile options open for new amarr players so everyone doesn't find themselves limited down the line.
|

Doddy
Excidium. Executive Outcomes
80
|
Posted - 2012.07.26 11:30:00 -
[90] - Quote
Bloodpetal wrote:CCP Fozzie wrote: 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
No. Seriously, 30% ECM strength? GRIFFIN : 15% bonus to ECM Target Jammer strength and 10% bonus to ECM Target Jammers' capacitor need per level.So L5 frigate gives you 150% jam strength? So an IBIS can almost perma jam a rifter with a racial jammer and outperforms a GRIFFIN?? Look, ECM is already an issue, we don't need swarms of ECM IBIS' out there. These frigates should be viable as nooby training and most nooby training is going to happen against NPC ships not as ECM platforms use in PVP. I think the whole EWAR element of these should be totally turned away. A noob doesn't need EWAR to learn to play the game with 2 mid slots.
If you are going to use caps PLEASE HAVE UNDERSTOOD WHAT "ROLE BONUS" IS.
|

Smoole
Red Federation RvB - RED Federation
7
|
Posted - 2012.07.26 12:54:00 -
[91] - Quote
Buffed n00bships yay! RVB is going to have soo much fun with these! |

Garviel Tarrant
Beyond Divinity Inc
19
|
Posted - 2012.07.26 18:55:00 -
[92] - Quote
Looking forward to being permajammed by a troll ibis! |

Harvey James
Prospero's Sight
7
|
Posted - 2012.07.26 20:28:00 -
[93] - Quote
Garviel Tarrant wrote:Looking forward to being permajammed by a troll ibis!
LOL it needs more mids though for that with its lack of strength and 2 slots and its popability if it doesn't use AB |

Galphii
Sileo In Pacis THE SPACE P0LICE
56
|
Posted - 2012.07.27 01:38:00 -
[94] - Quote
Shereza wrote:Just out of curiosity, what would everyone who doesn't want the Ibis to receive an ECM role bonus suggest that it gets to introduce Caldari players into electronic warfare?
On a separate note. Was there any discussion about logistics bonuses? In some respects the rookie ships are already looking to be "get your feet wet in everything"/JoaT style ships so seeing an energy transfer bonus on the impairor, shield transfer bonus on the ibis, remote armor repair bonus on the velator, and tracking link bonus on the reaper might not be too out of place in the grand scheme of things. Nothing major, just say a 25% reduction in capacitor consumption of the first three modules and a 7.5% boost to the effectiveness of tracking links. The bonus arrangement would, to a degree, mimic the setup of the T1 "logistics" cruisers while not actually competing with them. The tristan is being converted into a full missile boat, so that every race has one. Plus, I'm sure CCP want to show off their missile effects right from the start 
On an unrelated note, is it still possible to move the hull fire effect on the ibis? Currently, it's situated on the nose, so when you're flying along, most of the flame is lost inside the hull. Just pop it onto an engine housing if you could. Yes, I did some ratting in lowsec with my ibis and managed to escape in structure; couldn't have done that with the old versions 
Any possibility of an extra high slot for the rookie ships? It'd be good for a salvager or probe launcher, mini-professions that players might want to look at. |
|

CCP Fozzie
C C P C C P Alliance
860

|
Posted - 2012.07.27 10:29:00 -
[95] - Quote
To be fully clear, all the bonuses on these ships do not scale with level, they are fixed. We'll look at changing the text in the ship info to make that more clear in a later release as it's obviously been a source of confusion.
A few more tweaks:
IMPAIROR: -0.8 Inertia (agility buff) -2km lock range -2 signature radius
IBIS: -0.65 Inertia (agility buff) -2km lock range -2 signature radius
VELATOR: -1.13 Inertia (agility buff) -1.5km lock range -2 signature radius
REAPER: -0.8 Inertia (agility buff) -0.5km lock range -2 signature radius |
|

Harvey James
Prospero's Sight
7
|
Posted - 2012.07.27 10:58:00 -
[96] - Quote
CCP Fozzie wrote:To be fully clear, all the bonuses on these ships do not scale with level, they are fixed. We'll look at changing the text in the ship info to make that more clear in a later release as it's obviously been a source of confusion.
A few more tweaks:
IMPAIROR: -0.8 Inertia (agility buff) -2km lock range -2 signature radius
IBIS: -0.65 Inertia (agility buff) -2km lock range -2 signature radius
VELATOR: -1.13 Inertia (agility buff) -1.5km lock range -2 signature radius
REAPER: -0.8 Inertia (agility buff) -0.5km lock range -2 signature radius
these buffs are far too small to be of any real effect you need to go further with these changes and also improve the ships in general including at least more mid slots |
|

CCP Fozzie
C C P C C P Alliance
862

|
Posted - 2012.07.27 11:02:00 -
[97] - Quote
Harvey James wrote:CCP Fozzie wrote:To be fully clear, all the bonuses on these ships do not scale with level, they are fixed. We'll look at changing the text in the ship info to make that more clear in a later release as it's obviously been a source of confusion.
A few more tweaks:
IMPAIROR: -0.8 Inertia (agility buff) -2km lock range -2 signature radius
IBIS: -0.65 Inertia (agility buff) -2km lock range -2 signature radius
VELATOR: -1.13 Inertia (agility buff) -1.5km lock range -2 signature radius
REAPER: -0.8 Inertia (agility buff) -0.5km lock range -2 signature radius these buffs are far too small to be of any real effect you need to go further with these changes and also improve the ships in general including at least more mid slots
We're not trying to have the real effect you're looking for here, sorry.
Goals are for them to be fun for very new players to fly, give new players a look at the combat philosophy of their chosen race, and be useful until they decide to upgrade to a tech one frigate.
I'm also looking forward to comedy fleets and gank nights using these new frigs but flying a rookie frigate should never be a strictly better option than a tech one frigate for players over a week old. |
|

Pipa Porto
526
|
Posted - 2012.07.27 11:06:00 -
[98] - Quote
CCP Fozzie wrote:players over a week old.
Isn't the minimum age to play 18 years old or something?
Can week old players really use the mouse with the precision necessary to play the game?
Anyway, aside from my little cargo annoyance (I think you could easily demostrate the "Amarr need less space" by giving them all another 5m3 bump, but whatever), the changes look fantastic. I look forward to many comedy fleets of these for DPS and Skiffs for heavy tackle/Cynos. EvE: Everyone vs Everyone
-RubyPorto |

Harvey James
Prospero's Sight
7
|
Posted - 2012.07.27 11:27:00 -
[99] - Quote
[quote]We're not trying to have the real effect you're looking for here, sorry.
Goals are for them to be fun for very new players to fly, give new players a look at the combat philosophy of their chosen race, and be useful until they decide to upgrade to a tech one frigate.
I'm also looking forward to comedy fleets and gank nights using these new frigs but flying a rookie frigate should never be a strictly better option than a tech one frigate for players over a week old.[quote]
I understand just disappointed as i thought all ships were going to be useful no matter how old our char is. These are essentially the tier1 of frigs like the attack frigs are on TQ atm at the very least half the size of their ridiculous sig radius. |

Lord Helghast
Dirty Old Bastards Nulli Secunda
104
|
Posted - 2012.07.27 11:38:00 -
[100] - Quote
[quote=Harvey James]Quote:We're not trying to have the real effect you're looking for here, sorry.
Goals are for them to be fun for very new players to fly, give new players a look at the combat philosophy of their chosen race, and be useful until they decide to upgrade to a tech one frigate.
I'm also looking forward to comedy fleets and gank nights using these new frigs but flying a rookie frigate should never be a strictly better option than a tech one frigate for players over a week old.[quote]
I understand just disappointed as i thought all ships were going to be useful no matter how old our char is. These are essentially the tier1 of frigs like the attack frigs are on TQ atm at the very least half the size of their ridiculous sig radius. FAIL QUOTE
lol, but come on dude their called ROOKIE SHIPS, the "any ship useful for any playerage" is only gonna scale to real ships not freebie crap ships... and even then, the ship is technically useful, for LOL fleets
|
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CCP Fozzie
C C P C C P Alliance
863

|
Posted - 2012.07.27 11:40:00 -
[101] - Quote
Harvey James wrote:
I understand just disappointed as i thought all ships were going to be useful no matter how old our char is. These are essentially the tier1 of frigs like the attack frigs are on TQ atm at the very least half the size of their ridiculous sig radius.
Yeah the rookie frigs have to be an exception to that rule since they are spawned out of nothingness instead of being part of the player economy. We don't want them supplanting anything manufactured by players. Rookie frigs are essentially a separate ship class from other frigates rather than a different tier.
We have a ton of cool stuff coming for the manufactured tech one frigates though. |
|

Hannott Thanos
Notorious Legion
86
|
Posted - 2012.07.27 13:42:00 -
[102] - Quote
CCP Fozzie wrote:Harvey James wrote:
I understand just disappointed as i thought all ships were going to be useful no matter how old our char is. These are essentially the tier1 of frigs like the attack frigs are on TQ atm at the very least half the size of their ridiculous sig radius.
Yeah the rookie frigs have to be an exception to that rule since they are spawned out of nothingness instead of being part of the player economy. We don't want them supplanting anything manufactured by players. Rookie frigs are essentially a separate ship class from other frigates rather than a different tier. We have a ton of cool stuff coming for the manufactured tech one frigates though. Oh you tease you |

Duchess Starbuckington
Starbuckington Manor
242
|
Posted - 2012.07.27 15:35:00 -
[103] - Quote
Harvey James wrote:in what way is ecm broken do you know what you are talking about how many ecm ships have you used? All of them, including the pre-nerf 200km range ROFLFALCON. So kindly shut the **** up, kid.
Overall the numbers look good though, minus that ECM bonus.
Quote:We have a ton of cool stuff coming for the manufactured tech one frigates though. DO WANT. |

Harvey James
Prospero's Sight
7
|
Posted - 2012.07.27 17:13:00 -
[104] - Quote
Duchess Starbuckington wrote:Harvey James wrote:in what way is ecm broken do you know what you are talking about how many ecm ships have you used? All of them, including the pre-nerf 200km range ROFLFALCON. So kindly shut the **** up, kid. Overall the numbers look good though, minus that ECM bonus. Quote:We have a ton of cool stuff coming for the manufactured tech one frigates though. DO WANT.
you still didn't tell me in what way ecm is broken :P |

Duchess Starbuckington
Starbuckington Manor
242
|
Posted - 2012.07.27 20:32:00 -
[105] - Quote
Hideously overpowered in small gangs and extremely poorly implemented from a game mechanics point of view.
My corp are already coming up with ways to abuse the new Ibis for no purpose other than flat out trolling. This bonus is a huge mistake. |

Doddy
Excidium. Executive Outcomes
81
|
Posted - 2012.07.30 14:36:00 -
[106] - Quote
Duchess Starbuckington wrote:Hideously overpowered in small gangs and extremely poorly implemented from a game mechanics point of view.
My corp are already coming up with ways to abuse the new Ibis for no purpose other than flat out trolling. This bonus is a huge mistake.
It has a whole 30% more jamming power than previously, why are there not swarms of jamibis on tq atm?
It has a third the potential jamming power of a frig 5 griffin
|

Connall Tara
Blue Republic RvB - BLUE Republic
13
|
Posted - 2012.07.30 15:30:00 -
[107] - Quote
so.. a griffin with a 15% bonus per level and 4 mid slots to play with is fine... but an Ibis with 2 slots and a FIXED 30% bonus is OMGWTF BROKEN! good to know ^_^ Fly reckless cohost and all round bad pilot o7 |

Nikko Jiangtibayan
Blue Republic RvB - BLUE Republic
15
|
Posted - 2012.08.01 10:23:00 -
[108] - Quote
I think phrasing the velocity and resistance boosts as bonuses might be misleading. Bonuses compared to what? The ship's base velocity/resistances? That's just a larger base, not a bonus. Hello...mate. |

Johan March
Repercussus RAZOR Alliance
7
|
Posted - 2012.08.01 14:00:00 -
[109] - Quote
I can't wait to do a noob ship roam with the new ships. |

Lin-Young Borovskova
Science and Trade Institute Caldari State
589
|
Posted - 2012.08.02 20:07:00 -
[110] - Quote
The 30% ECM bonus vs 10% Damp bonus makes me a sad panda. However these changes are great overall, rookie ships stronger and funnier to play means more dudes liking pewpew thus more friends to shoot at or fly with.
Except this little detail for EWAR that bothers me personally great +1 (buff my damps plz !!) brb |

Debir Achen
EVE University Ivy League
28
|
Posted - 2012.08.05 07:28:00 -
[111] - Quote
Lin-Young Borovskova wrote:The 30% ECM bonus vs 10% Damp bonus makes me a sad panda. That's pretty much in-line with Griffin vs Maulus at racial frigate 2. Remember that most EW is somewhat effective without bonus, whereas ECM either needs a ship bonus or stupidly large numbers (see ECM drones).
I assume these guys still warp at 3 AU/s?
Thought on acquiring Rookie ships:
What if they were acquired via a button in-station (with a token timer to prevent people spamming vast numbers thereof), and the race of ship matched the host station rather than the pilot? It's always struck me as odd that the Gallente Federation has an endless supply of Ibises deep in Gallente space.
There might be a slight issue with minimal skills for the appropriate weapon systems, but it's not that hard to get to level 1, and racial frigate bonuses aren't relevant.
Alternatively, let the pilot choose the race of ship.
I like this new take: a jack-of-all-trades frigate, able to just about anything a tech 1 frig could do, but not nearly as well as a pilot with decent skills.
One concern: could pilots be led into thinking that racial frigate skill isn't relevant, and then find themselves unable to fly the T1 ships? Or will this be figured out quickly enough from the pre-reqs? Perhaps the revamped tutorial needs a section on "racial frigate skills", both as pre-req and as power multiplier. ("Your rookie ship uses limited autonomous systems. This means that any pilot can fly it at minimal effectiveness, but also prevents an expert pilot from fully exploiting their skills. Military grade frigates require specific skills to interface with the hull, and improving your skill improves the hull's effectiveness. ... ") Aren't Caldari supposed to have a large signature? |
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CCP Ytterbium
C C P C C P Alliance
861

|
Posted - 2012.08.07 10:42:00 -
[112] - Quote
Unpinning this topic as well to make way for new design suggestions.
Thanks for your feedback peopel. |
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