
Jehan Markow
Militant Mermen LEGIO ASTARTES ARCANUM
27
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Posted - 2012.09.16 13:36:00 -
[1] - Quote
While I'm sure many players are excited at the prospect of frigate-class logistics, it is something that will transform the game into something entirely different. I don't know if CCP intends to make such a radical change, or if you guys are just doing it because you think you'll get more new players involved; but allow me to urge you to preserve the current setup for several reasons.
Let's start by reviewing your goals: 1) Create a new set of interesting gameplay choices when flying or fighting against frigate groups 2) Provide an upgrade path for new players on their way to Logistics ships
As to the first goal, I agree that logi frigs will add choices. But more choice is not always better. Under our current system, frigates can and should be expected to die when fighting an equal number of larger ships. Their advantage, though, is that they can hit-and-run and gtfo with minimal losses. The fact that frigates can die easily is an essential part of PVP. So is the fact that they can run away successfully from larger gangs. Adding logistics frigates gives what I would call unfair advantages to frig gangs above and beyond what they already have.
As to the second goal, does anybody really think we need a more complicated path to logistics ships? When I first came into the game, I saw that my corp needed people in logi cruisers, and I started training. The fact that the train was two months long and that they aren't high dps ships meant that I was one of two people out of 30 that even bothered. Once we had the ships, however, the reward was great, 8 months into the game. Creating a frigate path to the logi cruiser would diminish that reward, and still most players wouldn't train for it because they don't like the role. If you really want to diminish how long it takes to get into logi cruisers, why not strike some of the prerequisites instead?
Really, logistics is the sort of thing that should be risky, and the current setup of the game where players are discouraged from doing logistics is great for PVP. It means that only skilled players can excel in the role. If you flood the PVP player base with logistics by making it far more accessible, I shudder to think of the astronomical increase in logistics incompetence.
The great thing about the current balance of PVP ships in small gangs is that everybody aims for cruisers. You learn how to fly by using disposable frigates, and when you are competent, you move up to cruisers. When you have isk to invest, you fly T2 cruisers. New players for the most part are not interested in running logistics. Most new people barely know how to aim and shoot, and all the large PVP organisations know this. That's why we supply cheap frigates and destroyers for combat. Honestly, I don't want some noob mucking around in a logi boat, and I don't relish the thought of coming up with new guidelines for new players over new ships that are unnecessarily imbalanced. Of all the impending changes for the Winter, the addition of logi frigates has by far the most potential for revolutionising the game.
Why not think of what else you could do with these frigates besides logistics? One big thing missing under the DevBlog is CHOICE. It would be nice to have the option of two separate DPS roles for each race: Caldari - missiles, hybrid turrets Gallente - drones, hybrid turrets Amarr - energy turrets, drones Minmatar - projectile turrets, missiles It would be great if we could get three options, that way we can choose long-range or short-range turrets. Why not focus on expanding the frigate classes in that direction? If you don't like the DPS idea, how about a second ewar hull per race (capacitor combat, stasis webs, warp scram/disruptor)? Also, how about a totally different kind of support: we still don't have any sensor booster ships, or any ships that provide projected ECCM bonuses.
All that said, I still don't see any reason to remove the mining laser bonuses. Let the ORE frigate outclass us. This still enables new players to get into mining ships without having to train another skill.
Also, don't use the word "support". It is a terribly nondescriptive word. As far as my guys use it, support means "Ewar, command, tackle, and logistics". If you can't just call these things logistics frigates, you're going to confuse a lot of that lowest common denominator you're aiming at with these changes.
I remember when CCP revamped the tutorial missions with the idea that players should experience ship loss to help them learn and grow. Whatever happened to that line of thinking? Frigate swarms should remain highly maneuverable and highly vulnerable. These logi frigates will just end up being a pain in the ass for those who fly them, and players will be discouraged from training into cruisers, where all the fun is at. Is that really what CCP wants to do here? -JM |