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Galaxy Pig
Caldari Provisions Caldari State
172
|
Posted - 2012.11.26 07:22:00 -
[31] - Quote
Decisions decisions... |

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
1546
|
Posted - 2012.11.26 07:43:00 -
[32] - Quote
Crimeo Khamsi wrote:Copying and pasting from another thread here 5 minutes ago on this very topic, my suggestion:
* Default freighters hold 1/2 as much as they do now AND * Default freighters are 1/2 as nimble as they are now AND * Default freighters have 2/3 the armor they have now AND * Default freighters are a little slower (75%?) than they are now, BUT * Freighters get 3 low slots
(This is just enough nerf to not allow capital ships to be transported into high sec, and a suitably severe penalty for adding more armor to a freighter than they currently have for anti-gank, which would require all three slots) The problem is that two bulkheads and a DCU II multiply the hull value by 3.9. Even if you reduce the armor, the EHP would still shoot up about 250% (3.5x). Considering current break-even points for ganks, you'd be looking at a minimum haul value of about 10 billion just to not lose money on the gank, on average.
Freighter-ganking does NOT need a nerf; player stupidity does. (USER WAS BANNED FOR THIS POST) |

Dawn DiDacyria
Hybrid Flare strange tactical and research syndicate
4
|
Posted - 2012.11.26 10:27:00 -
[33] - Quote
Crimeo Khamsi wrote:Copying and pasting from another thread here 5 minutes ago on this very topic, my suggestion:
* Default freighters hold 1/2 as much as they do now AND * Default freighters are 1/2 as nimble as they are now AND * Default freighters have 2/3 the armor they have now AND * Default freighters are a little slower (75%?) than they are now, BUT * Freighters get 3 low slots
(This is just enough nerf to not allow capital ships to be transported into high sec, and a suitably severe penalty for adding more armor to a freighter than they currently have for anti-gank, which would require all three slots)
With your suggestion the the max cargo would not surpass 1 mil m3 on: Fenrir Obelisk Providence
On Charon though you would get, with 5 in Caldari Freighter Skill, 490'625 m3 start and 1'016'904 m3 with 3x 27.5% expanders. So would need even more than a 50% nerf to set 3 lows up.
Also, right now a Charon (will keep using that one as an example) starts with 824'250 m3 once a character can fly it initially. That would be 412'125 m3 with halving the initial capacity. With 3x 27.5% expanders you would end up with 854'199 m3, or with making the Freighter start with more capacity on first flight than it does today. This is true of all the Freighters.
It would basically mean that the freighters would be better at one thing, but worse at the rest, any way you want to set it or risk them becoming too god at one or two things, like way too much EHP as Destiny Corrupted pointed out.
If it's to happen it needs to be a lot more thought out before giving a viable suggestion that can work.
Cheers |

Vengeance Thirst
Sons Of Decebal
0
|
Posted - 2012.11.26 10:33:00 -
[34] - Quote
From my very limited experience with freighters but constantly involved in logistics as a director of a 60man corp and ceo of another I can tell you what freighters need:
Freighters need be modular and just 2 modules are needed: 1 for moving stuff like right now and 1 for moving assembled ships like a carrier.
Why? Because moving the pvp/pve/indi ships across the high sec / empire of a 60 man corp is ******* nightmare.
|

Crimeo Khamsi
AirHogs Zulu People
30
|
Posted - 2012.11.26 17:55:00 -
[35] - Quote
Destiny Corrupted wrote:Crimeo Khamsi wrote:Copying and pasting from another thread here 5 minutes ago on this very topic, my suggestion:
* Default freighters hold 1/2 as much as they do now AND * Default freighters are 1/2 as nimble as they are now AND * Default freighters have 2/3 the armor they have now AND * Default freighters are a little slower (75%?) than they are now, BUT * Freighters get 3 low slots
(This is just enough nerf to not allow capital ships to be transported into high sec, and a suitably severe penalty for adding more armor to a freighter than they currently have for anti-gank, which would require all three slots) The problem is that two bulkheads and a DCU II multiply the hull value by 3.9. Even if you reduce the armor, the EHP would still shoot up about 250% (3.5x). Considering current break-even points for ganks, you'd be looking at a minimum haul value of about 11 billion just to not lose money on the gank, on average. Freighter-ganking does NOT need a nerf; player stupidity does.
Reinforced bulkheads and DCU's already use up powergrid and CPU (unlike cargohold expansions, nano structures, etc.). Thus, this could be controlled by throttling the amount of CPU/powergrid on freighters too, so that you can't fit all that stuff. Not just by nerfing armor more.
For example, 50 CPU max (with fantastic fitting skills or using the third slot for co-processor, you could have like 130% or so of hitpoints you have now, but slower align, less cargo, and less speed)
Quote:On Charon though you would get, with 5 in Caldari Freighter Skill, 490'625 m3 start and 1'016'904 m3 with 3x 27.5% expanders. So would need even more than a 50% nerf to set 3 lows up. That's fine. 35-40% or whatever is needed to make it just barely too small seem reasonable, too. |

Mag's
the united Negative Ten.
10733
|
Posted - 2012.11.26 18:54:00 -
[36] - Quote
Why do you want to nerf freighters, when you could ask for a new ship type instead?
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Eugene Kerner
TunDraGon
217
|
Posted - 2012.11.30 15:16:00 -
[37] - Quote
I tell you what freighters need...a freaking long way to get them skilled so the pilots actually get to know the game before they transport the fortune of whole planets through New Eden. Also...losses still happen to a minority of players that are either to lazy or to naiv to scout (or both) and then run to forums to complain about it constantly with their main and ALL their alts...
"Also, your boobs " -á CCP Eterne, 2012
|

Syzygium
Friends Of Harassment
11
|
Posted - 2012.11.30 19:15:00 -
[38] - Quote
This discussion is rahter sad... as if it would be impossible to redesign freighters in a way that they could operate with slots.
All this "oh we cannot do this because if you do x then players do y!!! is crap. You can fit carriers, dreads, rorquals all as you like and no one bothers if fit A has 3.9x the EHP of fit B. If the player wants to make the desicion to fit more tank and give up 50% of their cargo, so let them. If he makes the decision to give up 50% tank to get 990k cargospace, so let them.
What exactly is so bad, if a freighter with bulkheads and damage control has 4 times the ehp it has now? That you can't gank it with 8 Tier3 BCs any more? Cry me a river. The pilot gave up half a million m-¦ cargo capacity for that advantage.
Amarr 6L-2M-4H-3R (0 Turrets, 0 Launchers) Caldari 4L-4M-4H-3R (0 Turrets, 0 Launchers) Gallente 5L-3M-4H-3R (0 Turrets, 0 Launchers) Minmatar 5L-3M-4H-3R (0 Turrets, 0 Launchers)
and then recalculate the base hull-armor-shield and cargo stats that they would be as tanky as today in max-cargo fit while still not breaking the 1m-¦ line. Leave the rest up to the players, if they want to "tank" their freighter and give up half their cargo for it - fine thing, that freedom every other pilot has as well, be it a hauler or a combat ship sacrificing dps for buffer.
The only thing that would change is that you would actually need to check the fit and recalculate your chances before ganking a freighter that is not max-cargo fitted.
[and before someone cries "booh hoo you are afraid of goons!!!" - I am a -10 and have killed quite a few freighters myself. I am surely not afraid of being ganked in a freighter. I just see that there is no valid reason to give all other pilots the choice beween tank, agility and offense/cargo whatever - just not freighters/jumpfreighters] |

Daichi Yamato
Swamp Bucket Swamp Bucket Empire
73
|
Posted - 2012.12.02 02:38:00 -
[39] - Quote
Syzygium wrote:This discussion is rahter sad... as if it would be impossible to redesign freighters in a way that they could operate with slots.
All this "oh we cannot do this because if you do x then players do y!!! is crap. You can fit carriers, dreads, rorquals all as you like and no one bothers if fit A has 3.9x the EHP of fit B. If the player wants to make the desicion to fit more tank and give up 50% of their cargo, so let them. If he makes the decision to give up 50% tank to get 990k cargospace, so let them.
What exactly is so bad, if a freighter with bulkheads and damage control has 4 times the ehp it has now? That you can't gank it with 8 Tier3 BCs any more? Cry me a river. The pilot gave up half a million m-¦ cargo capacity for that advantage.
Amarr 6L-2M-4H-3R (0 Turrets, 0 Launchers) Caldari 4L-4M-4H-3R (0 Turrets, 0 Launchers) Gallente 5L-3M-4H-3R (0 Turrets, 0 Launchers) Minmatar 5L-3M-4H-3R (0 Turrets, 0 Launchers)
and then recalculate the base hull-armor-shield and cargo stats that they would be as tanky as today in max-cargo fit while still not breaking the 1m-¦ line. Leave the rest up to the players, if they want to "tank" their freighter and give up half their cargo for it - fine thing, that freedom every other pilot has as well, be it a hauler or a combat ship sacrificing dps for buffer.
The only thing that would change is that you would actually need to check the fit and recalculate your chances before ganking a freighter that is not max-cargo fitted.
[and before someone cries "booh hoo you are afraid of goons!!!" - I am a -10 and have killed quite a few freighters myself. I am surely not afraid of being ganked in a freighter. I just see that there is no valid reason to give all other pilots the choice beween tank, agility and offense/cargo whatever - just not freighters/jumpfreighters]
the EHP of the suggested freighter fit for tank rather than capacity would be something over 500k. frankly ridiculous considering its a transport. then lets consider that adding a DCU would mean the end of afk hauling cause u have to activate it after every gate.
current freighters are already optimised. giving them fitting options would mean nerfing the hell out of them. |

Reaver Glitterstim
Dromedaworks inc Tribal Band
231
|
Posted - 2012.12.02 09:03:00 -
[40] - Quote
Snow Axe wrote:MeBiatch wrote:give the ships a fighting chance... So when they devote their lows and rig to cargo expanders and a single t1 boost in the mids and die even easier than they do now, do you come back and cry for CCP to make the ships stronger because abloo bloo gankers? Yes.
I want this to happen. Please make fitting freighters possible!!
I think ideally a properly tanked freighter should be able to survive a suicide gank that costs as much as the hull (minimum), and a poorly tanked freighter (like one with cargo expanders) should have less EHP than they have now.
Power to the players. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Daichi Yamato
Swamp Bucket Swamp Bucket Empire
74
|
Posted - 2012.12.02 10:52:00 -
[41] - Quote
Reaver Glitterstim wrote:Snow Axe wrote:MeBiatch wrote:give the ships a fighting chance... So when they devote their lows and rig to cargo expanders and a single t1 boost in the mids and die even easier than they do now, do you come back and cry for CCP to make the ships stronger because abloo bloo gankers? I think ideally a properly tanked freighter should be able to survive a suicide gank that costs as much as the hull (minimum), and a poorly tanked freighter (like one with cargo expanders) should have less EHP than they have now.
cost varies depending on what ur ganking with. as mentioned in another thread, it can take 6 - 8 Talos' for a cost of around a bil, or it can take up to 40 cheap catalysts for a cost of less than 100mil.
and if freighters go up in price and combat ships like the talos went down in price, then what?
u cannot link the cost to gank to the hull price, it just doesn't work. |

Mara Pahrdi
The Order of Anoyia
46
|
Posted - 2012.12.02 11:07:00 -
[42] - Quote
MeBiatch wrote:yes you can survive in a current freighter if you have alts and such... but you should not have to use an alt for a ship to survive...
give the ships a fighting chance... I wasn't afk. But I was autopiloting some stuff on a lonely alt through Uedama in an Obelisk last week. Suddenly the whole overview went yellow. On both gates. Everything full of evil Goons.
I must be doing something wrong I guess. They didn't shoot me.
Oh, btw: First time I've ever seen them there.
|

MeBiatch
Republic University Minmatar Republic
722
|
Posted - 2012.12.04 06:05:00 -
[43] - Quote
low slots would be for inertia stabs so you turn faster... that with a mwd on the mid and maybe a cloak or bait cyno on the high... maybe even a dcu II so you could potentially survive till concord gets there. Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

MeBiatch
Republic University Minmatar Republic
722
|
Posted - 2012.12.04 06:06:00 -
[44] - Quote
Reaver Glitterstim wrote:Snow Axe wrote:MeBiatch wrote:give the ships a fighting chance... So when they devote their lows and rig to cargo expanders and a single t1 boost in the mids and die even easier than they do now, do you come back and cry for CCP to make the ships stronger because abloo bloo gankers? Yes. I want this to happen. Please make fitting freighters possible!! I think ideally a properly tanked freighter should be able to survive a suicide gank that costs as much as the hull (minimum), and a poorly tanked freighter (like one with cargo expanders) should have less EHP than they have now. Power to the players.
this guy gets it. Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Reaver Glitterstim
Dromedaworks inc Tribal Band
235
|
Posted - 2012.12.04 07:19:00 -
[45] - Quote
Daichi Yamato wrote:u cannot link the cost to gank to the hull price, it just doesn't work. You can with tech 1 ships, because it's based on mineral values. Even capital ships are made out of standard minerals. You also have to add in the blueprint prices, but those are somewhat anchored based on the original blueprint price as set by the NPC corp that sells it. So capital prices will potentially change less (or more in rare cases) than sub-cap prices, but changing the mineral values changes them both. Freighter and gank ship prices will never change dramatically in proportion to one another. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Minty Moon
33
|
Posted - 2012.12.04 08:59:00 -
[46] - Quote
You actually don't need rigs or even slots to improve a ships defenses. There are a few ways to defend boost your defenses solo or in a fleet. Just everyone seems to ignore them and think the only way to defend yourself is with ship slots.
Quoting myself from another thread on this exact thing. On why Freighters are fine as is, and freighter pilots just arent thinking outside the box enough. Or just refuse to use the already implemented in game mechanics to buff up their freighters defense.
Quote:there is room for improvement, but the hull is fine itself. There are mechanics to improve around you that need to be utilized, but aren't because everyone wants a solo play solution to every problem that comes from groups
I actually have never seen anyone complain that there freighter was ganked with a full slave set, noble mechanic implant, a noble hull upgrade, and fleet boosts down the line. My cheap little fitting app on my phone using implants and a single legion booster boosts a provi's EHP from 193.7k to 289.9k!. Thats almost an extra 100k ehp
My only quarrel is I don't think a charon could be assisted to match that amount of EHP or resistance
You also might be interested to know that also according to my fitting tool. Freighters get a 25% resist across the board against projectile ammo already built in o.O Hmm apparently CCP did adjust for the tier 3's alpha being exploited (Player Opened Direct Wormholes) (Expanding on Wormholes) |

Reaver Glitterstim
Dromedaworks inc Tribal Band
235
|
Posted - 2012.12.04 09:39:00 -
[47] - Quote
Improving defenses is one thing, making them viable is another. There's no good reason to prevent a pilot from having a wide array of options, just because "there are a few options", especially when those few options available frequently are useless. So when you know people are out there ready to gank your freighter and you have some moderately expensive and very large cargo to move a long ways, you have a handful of options currently:
1.) don't fly 2.) make 2-3 trips 3.) bring several friends in expensive logistics ships
If this is what you're limited to, what's the point of the freighter at all? You might as well just fly it all in orcas and/or industrials. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

MeBiatch
Republic University Minmatar Republic
724
|
Posted - 2012.12.04 15:19:00 -
[48] - Quote
Reaver Glitterstim wrote:Daichi Yamato wrote:u cannot link the cost to gank to the hull price, it just doesn't work. You can with tech 1 ships, because it's based on mineral values. Even capital ships are made out of standard minerals. You also have to add in the blueprint prices, but those are somewhat anchored based on the original blueprint price as set by the NPC corp that sells it. So capital prices will potentially change less (or more in rare cases) than sub-cap prices, but changing the mineral values changes them both. Freighter and gank ship prices will never change dramatically in proportion to one another.
yes but basing balancing on prices is a terribad idea... (remember the titans)
balance is balance... price is irrelevant Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

swampbug
Black Rise Escape Hatch Zero Hour Alliance
0
|
Posted - 2012.12.04 18:11:00 -
[49] - Quote
I dont have an issue with current mechanics, but after reading this thread, it seems some overthinking is happening. If you want some tank/agility options for a freighter but dont want to allow an increase in cargo: Just put a restriction on the modules that affect that. ie: Cargo Expander II- cannot be fit on freighters. Same for rigs. They already have limits placed on some modules, so the coding shouldnt be hard to implement. Just my 2 cents. Either way i'll still be flying my freighter. |

Minty Moon
33
|
Posted - 2012.12.04 21:21:00 -
[50] - Quote
Reaver Glitterstim wrote:Improving defenses is one thing, making them viable is another. There's no good reason to prevent a pilot from having a wide array of options, just because "there are a few options", especially when those few options available frequently are useless. So when you know people are out there ready to gank your freighter and you have some moderately expensive and very large cargo to move a long ways, you have a handful of options currently:
1.) don't fly 2.) make 2-3 trips 3.) bring several friends in expensive logistics ships
If this is what you're limited to, what's the point of the freighter at all? You might as well just fly it all in orcas and/or industrials.
.... if youre hauling expensive cargo and you choose as your primary option isn't #3 but im sorry but thats your own damn fault.
I reserve haulers to moving battleships and minerals around. If i need to haul expensive amounts of either those I bring logstics friends and make sure im implanted to cut down on my travel time. If not im make several trips, put small expensive loot in protected small ships. I.E. stealth bombers or stealth t3 depending on the ultimate value.
Seriously it takes 6-7 accounts at min to pop a freighter that's half a dozen people to take out that ONE ship.
Seriously this argument gets old fast, because all it amounts too is "I want to carry more expensive stuff at one time, but cant cause it risks my ships =(. CCP give me something so i can more protect myself because i'm too cheap to buy implants to protect my billion isk invest in my ship and the several billion+ worth of items I want to haul at once without having to make more trips to be safe"
Its always "well they can pop me so easily!" ya well it takes half a dozen ships to do it at min if the freighter pilot hasn't already beefed up its defense with whats available. And then that argument also ignores the fact that any ship solo can be taken down easily with enough numbers. I've seen T3's ganked in hisec just like freighters. They can adjust their fittings all they like, but everyone can still be popped. No one is an exception. Freighters already have built in protection against the ganking thats been going on and they have options of fleet support in addition to whats built in.
I do agree its a problem though. But the current ships are fine as is. It's just a matter of flying them smart.
The best option I think to keep to the freighter spirit and just develop a new t2 frieghter. In fact that is the only good solution and ill make a thread about it
(Player Opened Direct Wormholes) (Expanding on Wormholes) |

Daichi Yamato
Swamp Bucket Swamp Bucket Empire
74
|
Posted - 2012.12.04 22:01:00 -
[51] - Quote
Reaver Glitterstim wrote:Daichi Yamato wrote:u cannot link the cost to gank to the hull price, it just doesn't work. You can with tech 1 ships, because it's based on mineral values. Even capital ships are made out of standard minerals. You also have to add in the blueprint prices, but those are somewhat anchored based on the original blueprint price as set by the NPC corp that sells it. So capital prices will potentially change less (or more in rare cases) than sub-cap prices, but changing the mineral values changes them both. Freighter and gank ship prices will never change dramatically in proportion to one another.
ship prices are not directly linked to mineral prices either.
when trit goes up 1isk per unit, a ship that takes 7million trit to build does not suffer a price increase of exactly 7million isk. |

Reaver Glitterstim
Dromedaworks inc Tribal Band
237
|
Posted - 2012.12.05 02:49:00 -
[52] - Quote
swampbug wrote:I dont have an issue with current mechanics, but after reading this thread, it seems some overthinking is happening. I think it's a lot of underthinking. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Tarn Kugisa
Infinite Covenant Tribal Band
181
|
Posted - 2012.12.05 04:47:00 -
[53] - Quote
Snow Axe wrote:MeBiatch wrote:give the ships a fighting chance... So when they devote their lows and rig to cargo expanders and a single t1 boost in the mids and die even easier than they do now, do you come back and cry for CCP to make the ships stronger because abloo bloo gankers?
how would someone flying a billion ISK ship be that stupid? also CCP would prevent cargo expanders because no ship is allowed to have a 1 Million M3 continuous cargo hold. It prevents capitals from being moved by repackaging. I Endorse this Product and/or Service Source Recorder-esque tool for EVE |

Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
819
|
Posted - 2012.12.05 09:24:00 -
[54] - Quote
Tarn Kugisa wrote:Snow Axe wrote:MeBiatch wrote:give the ships a fighting chance... So when they devote their lows and rig to cargo expanders and a single t1 boost in the mids and die even easier than they do now, do you come back and cry for CCP to make the ships stronger because abloo bloo gankers? how would someone flying a billion ISK ship be that stupid? also CCP would prevent cargo expanders because no ship is allowed to have a 1 Million M3 continuous cargo hold. It prevents capitals from being moved by repackaging.
Never underestimate the stupidity of empire dwellers. These are the people who used to fit hulks for max yield, with nothing even resembling a tank, and wonder why they got ganked. These are the people who undock with 80 PLEX in a frigate, or who try and fly ships full of BPOs through Rancer. If it's a terrible idea, they will do it. |

Micheal Black
Eze Technologies
0
|
Posted - 2012.12.05 09:31:00 -
[55] - Quote
Yes. 5 max slots split up between the medium and low slots. |

Mag's
the united Negative Ten.
10760
|
Posted - 2012.12.05 09:59:00 -
[56] - Quote
Danika Princip wrote:These are the people who undock with 80 PLEX in a frigate, or who try and fly ships full of BPOs through Rancer. Like the guy in a Velator carrying 120 Minmatar drone spec skills, I killed a few years back.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Eternus3
Perkone Caldari State
9
|
Posted - 2012.12.05 12:46:00 -
[57] - Quote
baltec1 wrote:Savos Arenn wrote:baltec1 wrote:So in short you want to nerf freighters.
Thats an odd interpretation Not if you use the grey matter. Fighters cannot be allowed to carry a million meters squared so because those rig and low slots can be used for cargo expanders thd freighters cargo will have to be nerfed. That means in order to get the cargo size we currently have we will have to make our freighters easyer to gank. This means that no matter how you fit them you would not be able to carru as much as we currently can. Thats a nerf.
The whole point is to say fit a invulnerability field, damage control II and maybe some armor resists..... not more cargo space anyone that would sacrafice structure for more space is just stupid and would cry after getting ganked. Just make it so the rig/low slots can not fit any kind of cargo boosting fittings. |

Bubba Hightower
Republic Military School Minmatar Republic
0
|
Posted - 2012.12.05 16:09:00 -
[58] - Quote
How about an actual in universe explanation to buff freighters without considering that whole 1 mil m3 point? Basically (and yes I know this is flawed to an extent considering industrials and all that), but why not say in the ship description something like "Because these enormous ship hulls were built to maximize cargo hold, it is not possible to expand cargo capacity in any way." That way, we eliminate the whole bigger cargo hold by not allowing cargo rigs or cargo expanders and then maybe give them 1 low and mid slot each? Alternatively maybe two in mid one low or two low one mid based on the race. Of course, this would also introduce a new game system change where a ship is re-introduced as not being able to fit a module not because of a CPU or PG limitation, but because of a hull limitation which might not go over too well. |

Souisa
WESCORP 2.0
64
|
Posted - 2012.12.05 16:19:00 -
[59] - Quote
If you are gonna make freighters fittable you might as well do it properly from the beginning. Players should be able to fit whatever module they want, providing the ship has enough CPU and powergrid to fit it. o/ |

Syzygium
Friends Of Harassment
14
|
Posted - 2012.12.06 07:06:00 -
[60] - Quote
Daichi Yamato wrote: the EHP of the suggested freighter fit for tank rather than capacity would be something over 500k. frankly ridiculous considering its a transport. then lets consider that adding a DCU would mean the end of afk hauling cause u have to activate it after every gate.
current freighters are already optimised. giving them fitting options would mean nerfing the hell out of them.
who exactly said that you cannot alter the base values of armor/shield/hull? Your "500k eHP" value is based on their current stats. that has nothing to do with the rebalanced eHP after a possible patch.
Currently Freighters have 190k eHP - THAT is ridiculous for a CAPITAL ship. No one cries that a Rorqual has 500k eHP (unfitted!) or even 1.5m eHP (fitted), which is also a Capital Industrial Ship. There would be nothing wrong with Freighters at 300k eHP untanked to 900k eHP tanked and Jumpfreighters between 500k and 1.5m. Even an Orca, not nearly 1/4th the Size of a Freighter, has roughly 250k-300k eHP if you tank it properly.
So: valid arguments against fittable freighters: still zero. |
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