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Author |
Thread Statistics | Show CCP posts - 29 post(s) |
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CCP Fozzie
C C P C C P Alliance
10056
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Posted - 2014.05.17 16:11:00 -
[1] - Quote
Hey everyone, here's the skinny on the rebalance to Freighters and Jump Freighters. As we announced at the Fanfest keynote, a big part of this rebalance is the ability to use rigs.
To compensate for the ability to use rigs, the base capacity of all Freighters and Jump Freighters is going down, by between 27 and 30%. This means that Freighters can get significantly higher maximum capacity than before using rigs, and we're increasing the volume of packaged capital ships (to 1.3 million m3) and unpackaged station containers (to 2 million m3) to compensate. Because Jump Freighters only have two rig slots their maximum cargo is only going to be about 4% higher than current (with T2 rigs) and with T1 cargo rigs their cargo holds will be between 4 and 7% smaller than current.
Base HP is dropping on all of these ships, but by a much smaller percentage than cargo. They are gaining armor and shield, and losing some hull. This is especially noticeable on the JFs, which are now getting racial T2 resists to armor and shield at the same level as Marauders. The extra resists mean that Jump Freighters end up with about the same EHP as before.
PROVIDENCE
Amarr Freighter Bonus per level: +5% Cargo Capacity +5% Maximum Velocity
Slot layout: 0H, 0M, 0L; Rigs: 3(+3) Slots, 400 Calibration, Uses Capital Rigs Fittings: 1 PWG, 1 CPU Defense (shields / armor / hull) : 5000 / 36000(+12000) / 92500(-20000) Mobility (max velocity / agility / mass / align time / warp speed): 70 / 0.0625 / 1,237,500,000 / 107.22s / 1.37 Cargo Capacity: 530000(-205000)m3
CHARON
Caldari Freighter Bonus per level: +5% Cargo Capacity +5% Maximum Velocity
Slot layout: 0H, 0M, 0L; Rigs: 3(+3) Slots, 400 Calibration, Uses Capital Rigs Fittings: 1 PWG, 1 CPU Defense (shields / armor / hull) : 15000(+9000) / 20000 / 87500(-18750) Mobility (max velocity / agility / mass / align time / warp speed): 60 / 0.0625 / 1,320,000,000 / 114.37s / 1.37 Cargo Capacity: 550000(-235000)m3
OBELISK
Gallente Freighter Bonus per level: +5% Cargo Capacity +5% Maximum Velocity
Slot layout: 0H, 0M, 0L; Rigs: 3(+3) Slots, 400 Calibration, Uses Capital Rigs Fittings: 1 PWG, 1 CPU Defense (shields / armor / hull) : 8000(+2687) / 30000(+7500) / 97500(-22500) Mobility (max velocity / agility / mass / align time / warp speed): 65 / 0.0625 / 1,292,500,000 / 111.99s / 1.37 Cargo Capacity: 540000(-210000)m3
FENRIR
Minmatar Freighter Bonus per level: +5% Cargo Capacity +5% Maximum Velocity
Slot layout: 0H, 0M, 0L; Rigs: 3(+3) Slots, 400 Calibration, Uses Capital Rigs Fittings: 1 PWG, 1 CPU Defense (shields / armor / hull) : 10000(+4375) / 28000(+6750) / 82500(-17500) Mobility (max velocity / agility / mass / align time / warp speed): 80 / 0.0625 / 1,127,500,000 / 97.69s / 1.37 Cargo Capacity: 520000(-200000)m3
ARK
Amarr Freighter Bonus per level: +5% Cargo Capacity +5% Agility
Jump Freighters Bonus per level: +10% to shield, armor and hull hitpoints -10% jump fuel requirements
Slot layout: 0H, 0M, 0L; Rigs: 2(+2) Slots, 400 Calibration, Uses Capital Rigs Fittings: 1 PWG, 1 CPU Defense (shields / armor / hull) : 6000 / 43200(+14400) / 111000(-24000) Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 47.5(+7.5) / 62.5(+12.5) Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 34.375(+9.375) / 40(+20) Mobility (max velocity / agility / mass / align time / warp speed): 84 / 0.0625(+0.0125) / 900,000,000 / 77.98(+15.6)s / 1.5 Signature Radius: 2800(-12) Cargo Capacity: 199000(-76625)m3
RHEA
Caldari Freighter Bonus per level: +5% Cargo Capacity +5% Agility
Jump Freighters Bonus per level: +10% to shield, armor and hull hitpoints -10% jump fuel requirements
Slot layout: 0H, 0M, 0L; Rigs: 2(+2) Slots, 400 Calibration, Uses Capital Rigs Fittings: 1 PWG, 1 CPU Defense (shields / armor / hull) : 18000(+10800) / 24000 / 105000(-22500) Base shield resistances (EM/Therm/Kin/Exp): 0 / 40(+20) / 47.5(+7.5) / 50 Base armor resistances (EM/Therm/Kin/Exp): 50 / 58.75(+13.75) / 34.375(+9.375) / 10 Mobility (max velocity / agility / mass / align time / warp speed): 72 / 0.0625(+0.0125) / 960,000,000 / 83.18(+16.64)s / 1.5 Signature Radius: 2930(-2) Cargo Capacity: 207000(-87375)m3
ANSHAR
Gallente Freighter Bonus per level: +5% Cargo Capacity +5% Agility
Jump Freighters Bonus per level: +10% to shield, armor and hull hitpoints -10% jump fuel requirements
Slot layout: 0H, 0M, 0L; Rigs: 2(+2) Slots, 400 Calibration, Uses Capital Rigs Fittings: 1 PWG, 1 CPU Defense (shields / armor / hull) : 9600(+3224.4) / 36000(+9000) / 117000(-27000) Base shield resistances (EM/Therm/Kin/Exp): 0 / 30(+10) / 55(+15) / 50 Base armor resistances (EM/Therm/Kin/Exp): 50 / 43.125(+8.125) / 51.25(+16.25) / 10 Mobility (max velocity / agility / mass / align time / warp speed): 78 / 0.0625(+0.0125) / 940,000,000 / 81.44(+16.28)s / 1.5 Signature Radius: 2880(-4) Cargo Capacity: 203000(-78250) m3
NOMAD
Minmatar Freighter Bonus per level: +5% Cargo Capacity +5% Agility
Jump Freighters Bonus per level: +10% to shield, armor and hull hitpoints -10% jump fuel requirements
Slot layout: 0H, 0M, 0L; Rigs: 2(+2) Slots, 400 Calibration, Uses Capital Rigs Fittings: 1 PWG, 1 CPU Defense (shields / armor / hull) : 12000(+5250) / 33600(+8100) / 99000(-21000) Base shield resistances (EM/Therm/Kin/Exp): 25(+25) / 30(+10) / 40 / 50 Base armor resistances (EM/Therm/Kin/Exp): 70(+10) / 43.125(+8.125) / 25 / 10 Mobility (max velocity / agility / mass / align time / warp speed): 96 / 0.0625(+0.0125) / 820,000,000 / 71.05(+14.21)s / 1.5 Signature Radius: 2700(-8) Cargo Capacity: 195000(-75000)m3
Let us know what you think! Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10058
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Posted - 2014.05.17 16:31:00 -
[2] - Quote
Tippia wrote:SeeGǪ there was a reason why I was against rigs on freighters from the very startGǪ T2 capital rigs and a significant reduction in survivability requried and/or speed to get them back to where they were. Gee thanks.
T1 rigs are easily enough to bring normal freighters above their current cargo values. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10060
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Posted - 2014.05.17 16:40:00 -
[3] - Quote
Tippia wrote:CCP Fozzie wrote:T1 rigs are easily enough to bring normal freighters above their current cargo values. Yes, but I fly a JF. I picked it because of its nippy align speed, good tank, and descent-enough cargo hold. I can restore one of those at a massive cost.
Actually the tank on your JF is about the same as before, thanks to the extra resists. So you get one of the three for free!
But yes, the fact that this is a small reduction in Jump Freighter power is completely intended. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10160
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Posted - 2014.05.18 15:15:00 -
[4] - Quote
Hey everyone. I haven't caught up on the entire thread yet (still working through page 19) but I wanted to quickly let you guys know that the mass values that were previously listed in the OP for freighters were a mistake on the forum post. We never changed the freighter mass values, and have no intention of preventing them from travelling through highsec wormholes.
The numbers are now corrected in the OP.
Ok, back to reading the rest of the thread. I'll let you guys know when I'm caught up. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10165
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Posted - 2014.05.18 15:56:00 -
[5] - Quote
....And I'm caught up.
Ok thanks to the goodposters in this thread so far. I'll definitely be taking the feedback here into account.
As usual, a friendly reminder that death threats are generally a suboptimal way of convincing someone of the correctness of your perspective.
I'm seeing some good feedback about the unique role of Jump Freighters meaning that they don't get much benefit from rigs other than cargo rigs, and this is indeed a problem that limits player choice. I'm going to bring up a few ways to help solve that issue with the other designers early next week.
I do want to clarify that although it's very possible that a lot of these numbers can change, we're not going to simply give JFs a gigantic buff to their cargoholds and call it a day. The fast movement of goods across the galaxy has its advantages and also its disadvantages, and we are not going to simply let power creep get out of control in this area.
I'll be continuing to read this thread, chatting with the CSM and the other designers here and I'm confident we'll get to the best possible version of these changes.
Thanks! Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10167
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Posted - 2014.05.18 16:09:00 -
[6] - Quote
Harvey James wrote: any thoughts on the JF tanking bonuses i mentioned?
It's an interesting idea, potentially combined with some other tank changes. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10213
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Posted - 2014.05.18 20:24:00 -
[7] - Quote
Lena Lazair wrote:CCP Fozzie wrote:The numbers are now corrected in the OP. Can you confirm in contrast that the agility nerf to JFs is intentional? (from 0.05 to 0.0625)?
It's intentional, although I have been seeing a few good arguments for reconsidering it in the thread so far. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10278
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Posted - 2014.05.19 22:07:00 -
[8] - Quote
Good evening everyone. Just wanted to let you guys know that we haven't forgotten about you. I'm discussing a few improvements to the design with the CSM now, and we'll be able to start getting your feedback on them soon.
Have a good night! Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10334
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Posted - 2014.05.20 22:13:00 -
[9] - Quote
Ladies and gentlemen this is your nightly message to let you know that I've caught up to this point in the thread and that we still have not forgotten about you.
There's a version two of the design currently posted for the CSM in their internal forums, they've responded largely positively so far. I'm going to let them think about it overnight and if all looks good we'll post the proposal for public feedback tomorrow.
Thanks as always! Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10362
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Posted - 2014.05.21 14:29:00 -
[10] - Quote
Hey everyone the Op has now been updated with a revised version of the design. As many of you were anticipating, we will be achieving the goal of customizability through low slots instead of rig slots. Big thanks to everyone who has provided reasoned feedback in the thread and special thanks to the CSM.
The most significant issues raised in the thread about the previous version of the design are:
- The permanence of customizability that relies completely on rigs. As the only classes to have rig slots alone with no fitting slots, Freighters and Jump Freighters would have allowed customization towards a player's most common use cases, but would still lack the very important ability to adjust fittings in response to changing needs and environments.
- The relative lack of interesting choices for Jump Freighter pilots. Due to the very unique situation of Jump Freighters, they did not receive very significant benefits from any rigs other than cargohold optimization. This is partially an issue with the lack of gameplay around JF use and their near complete safety when used optimally, but it also reflected a lack of good options.
To deal with the first issue, we are making the significant change of providing the goal of customizability through low slots rather than rig slots. Keeping this path balanced requires a few extra tricks but we believe that it will provide a more interesting set of gameplay choices for freighter pilots to make on an everyday basis. All Freighters and Jump Freighters will receive 3 low slots, and not receive any rig slots. They will have very restrictive powergrid and cpu totals, and a special role bonus that allows the use of Reinforced Bulkhead modules.
In Kronos we are also adding a new set of low-slot warp speed enhancing modules that can be obtained through low-sec exploration. These modules will increase warp speed by a flat addition of 0.2, 0.25 or 0.3 au/s each. We expect that these will be popular modules for use on Freighters.
To help address the lack of interesting options for Jump Freighters, we are planning to introduce a set of jump fuel conservation modules in the Crius release in July. These modules will not be available in Kronos.
So we expect that most Freighter and Jump Freighter pilots will use their three low slots to mix and match the following modules to meet their needs:
- Expanded Cargoholds
- Reinforced Bulkheads
- Hyperspatial Accelerators (warp speed modules)
- Inertia Stabilizers
- Overdrive Injector Systems
- (For certain armor tanking fits) Adaptive Nano Platings
- (For Jump Freighters) Capacitor Power Relays
- (For Jump Freighters after the Crius release) Jump Fuel Conservation Modules
The base cargo capacity of Freighters is being decreased so that a set of three Tech Two Expanded Cargoholds adds 21-25% cargo above the previous maximum values. For Jump Freighters, three T2 Expanders will increase cargo capacity by 1-2%. This means that Freighters can get significantly higher maximum capacity than before using modules, and we're increasing the volume of packaged capital ships (to 1.3 million m3) and unpackaged station containers (to 2 million m3) to compensate.
The base EHP of all Freighters and Jump Freighters is being increased (since Expanded Cargoholds affect freighter hp more than cargo rigs do) and more emphasis is being placed on armor and shield than before (although all Freighters still gain the majority of their hitpoints from hull).
Let us know what you think! Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10362
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Posted - 2014.05.21 14:30:00 -
[11] - Quote
I want to take this opportunity to remind people that pre-patch market speculation is never guaranteed and CCP takes no responsibility for any isk lost from speculation. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10386
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Posted - 2014.05.21 15:09:00 -
[12] - Quote
Myst Valkyria wrote: Is it me or do these align times seem off? And by off I mean really long. Almost two minutes to align in a Charon with no skills? That can't be right...
The listed align times are with no skills applying. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10392
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Posted - 2014.05.21 15:19:00 -
[13] - Quote
Myst Valkyria wrote:CCP Fozzie wrote:Myst Valkyria wrote: Is it me or do these align times seem off? And by off I mean really long. Almost two minutes to align in a Charon with no skills? That can't be right...
The listed align times are with no skills applying. I understand that, but the current align time is for example a Fenrir is 71 seconds with no skills, implants, etc. In your post it's 97.69s. Is that intentional?
You're correct, it was a mistake I made when typing the post. Should be fixed now. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10396
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Posted - 2014.05.21 15:25:00 -
[14] - Quote
Arthur Aihaken wrote:CCP Fozzie wrote:In Kronos we are also adding a new set of low-slot warp speed enhancing modules that can be obtained through low-sec exploration. These modules will increase warp speed by a flat addition of 0.2, 0.25 or 0.3 au/s each. We expect that these will be popular modules for use on Freighters. 1. Are these stacking penalized with each other and/or stacking penalized with hyperspacial rigs? 2. Are the three variants T1, T2 and Faction - or something else?
More information about these modules can be found here. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10396
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Posted - 2014.05.21 15:30:00 -
[15] - Quote
Allison A'vani wrote:CCP Fozzie wrote:Arthur Aihaken wrote:CCP Fozzie wrote:In Kronos we are also adding a new set of low-slot warp speed enhancing modules that can be obtained through low-sec exploration. These modules will increase warp speed by a flat addition of 0.2, 0.25 or 0.3 au/s each. We expect that these will be popular modules for use on Freighters. 1. Are these stacking penalized with each other and/or stacking penalized with hyperspacial rigs? 2. Are the three variants T1, T2 and Faction - or something else? More information about these modules can be found here. Is there any chance that we may see faction / dead-space expanded cargoholds and Inertia Stabs in the future? I am pretty sure that with these changes there will be a significant demand for them if they were added to the game.
I won't rule it out. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10400
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Posted - 2014.05.21 15:37:00 -
[16] - Quote
Arthur Aihaken wrote:CCP Fozzie wrote:More information about these modules can be found here. Appreciated, thanks. As for the stacking penalization for hyperspacial rigs in Kronos - is this proceeding?
Yes. If anything had changed we would have updated the appropriate thread. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10448
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Posted - 2014.05.21 17:02:00 -
[17] - Quote
Aerissa Nolen wrote:Can CCP confirm that it is intentional for Providence and Fenrir to now have the same base cargo capacity?
This is intentional, yes. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10451
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Posted - 2014.05.21 17:16:00 -
[18] - Quote
CCP Ytterbium wrote:TheMercenaryKing wrote:Love the new update, but one question, when will damage controls become passive mods? That indeed is a good question.
The answer to this question is "not in Kronos, but possibly at a later date".
Either way that's a discussion for another thread since these ships cannot fit Damage Controls. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10455
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Posted - 2014.05.21 17:21:00 -
[19] - Quote
James Amril-Kesh wrote:James Amril-Kesh wrote:CCP Fozzie wrote:To help address the lack of interesting options for Jump Freighters, we are planning to introduce a set of jump fuel conservation modules in the Crius release in July. These modules will not be available in Kronos. Will these modules be made exclusive to jump freighters or will other caps be able to use them? Because if it's the latter you're basically just giving capital ships reduced fuel consumption in certain circumstances. Of course that could be mitigated by making them really big (e.g. 4,000 m3 like other capital mods) so you can't refit them without sacrificing huge portions of your fleet hangar.
More information on these modules will be given at a later point. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10457
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Posted - 2014.05.21 17:27:00 -
[20] - Quote
addelee wrote: JF's are having their fuel usage increase by 50% in kronos.
This is not correct. The fuel change is currently scheduled for Crius. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
10674
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Posted - 2014.06.02 15:13:00 -
[21] - Quote
Hey everyone, just wanted to remind you all that we will be keeping a close eye on these changes as they hit TQ and we are of course committed to a balanced environment between defense and offense.
We don't believe that these changes skew the balance too far against suicide gankers, although they do provide some good options for smart players to manage their risk. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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