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Thread Statistics | Show CCP posts - 11 post(s) |

Paynus Maiassus
Capital Munitions
162
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Posted - 2014.11.10 17:41:58 -
[1] - Quote
Excellent addition to the fleet. the stats look right to me. I will be buying and using one regularly.
Now I don't want to include myself among the whiney doomsayer players and all, so while I do want to stress my joy about this ship, I would also like to propose that there be a T2 version capable of transporting fitted caps - not jump drive capable. So basically would do a couple of things. 7 billion ISK capital ship high sec hauler that would have to risk going through low to pick up the capitals and get back to high. Could be interesting content generator. And second, well, I am trying to move caps from Derelik to Khanid. 15 jumps and with fatigue it will take me a week. Miserable. The situation needs to be alleviated.
Bravo on this ship. Sure only a few battleships for the incursion runners. But I have fitted frigates, destroyers, and cruisers sitting all over everywhere that I hate repackaging. This ship will be great and it will see use, despite what the complainers say.
A T2 cap ship mover version would provide additional content and meet an additional need. |

Paynus Maiassus
Capital Munitions
162
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Posted - 2014.11.10 18:01:43 -
[2] - Quote
Yes, after reading some posts, please removed the jump fatigue reduction. Can't have null guys Titan bridging these things everywhere. These are high sec ships, or ships to be used locally in deep blue space like freighters are used in null (with the exception of their moving gigantic system upgrades around by Titan bridging - something that needs to change). And same goes for a T2 version for moving caps that I suggested a few posts back.
Actually, these things should have a role penalty that makes them generate 10 times MORE fatigue. Especially for any future version that might move capital ships - lore reason would be that if a ship is cyno'd that contains active jump/gate drives, the space-time continuum gets messed up or something. Kinda like John Malkovich going through his own portal. |

Paynus Maiassus
Capital Munitions
162
|
Posted - 2014.11.10 18:15:16 -
[3] - Quote
Querns wrote:Paynus Maiassus wrote:Yes, after reading some posts, please removed the jump fatigue reduction. Can't have null guys Titan bridging these things everywhere. These are high sec ships, or ships to be used locally in deep blue space like freighters are used in null (with the exception of their moving gigantic system upgrades around by Titan bridging - something that needs to change). And same goes for a T2 version for moving caps that I suggested a few posts back.
Actually, these things should have a role penalty that makes them generate 10 times MORE fatigue. Especially for any future version that might move capital ships - lore reason would be that if a ship is cyno'd that contains cyno capable ships, the space-time continuum gets messed up or something. Kinda like John Malkovich going through his own portal.
But the remaining stats on the Bowhead Using chains of titans to bridge things around post-Phoebe is impractical, because the titans themselves are subject to fatigue and cannot be rapidly redeployed to handle the very multi-front combat you allude to in your post. Pre-positioning titans is also infeasible due to the high cost and the fact that account sharing is forbidden under the Eve: Online Terms of Service. Not to mention, interceptors + jump freighters are far more efficient at the job. Why does everyone forget about jump freighters and interceptors? While they are a thing, none of these complicated, fatigue-beating vignettes work.
Yes, my knowledge about Titan bridging logistics operations post-Phoebe is limited as I haven't been in proximity to it since the changes and have not thought about it deeply. However, I still think it is worthwhile to remove the fatigue bonus and potentially implement a fatigue nerf just to completely cement these things outside the realm of cyno operations and prevent some niche use that some creative players could potentially make use of. Also if the game evolves and there are changes to jumping with future updates. For instance if CCP develops some sort of bridging ship other than Titans in order to improve some other aspect of the game at some point, it will already be established that bridging is just something you don't do with this ship, and avoiding the need for a future nerf that may frustrate players. Better to implement a meaningless penalty now so it's set in everybody's mind that you just don't bridge this thing and from the beginning it will be excluded from anything CCP may want to do with bridging in the future. |

Paynus Maiassus
Capital Munitions
162
|
Posted - 2014.11.10 18:24:20 -
[4] - Quote
Rowells wrote:Paynus Maiassus wrote:Yes, after reading some posts, please removed the jump fatigue reduction. Can't have null guys Titan bridging these things everywhere. These are high sec ships, or ships to be used locally in deep blue space like freighters are used in null (with the exception of their moving gigantic system upgrades around by Titan bridging - something that needs to change). And same goes for a T2 version for moving caps that I suggested a few posts back.
Actually, these things should have a role penalty that makes them generate 10 times MORE fatigue. Especially for any future version that might move capital ships - lore reason would be that if a ship is cyno'd that contains active jump/gate drives, the space-time continuum gets messed up or something. Kinda like John Malkovich going through his own portal. god forbid they use 2+ titans to move 3 BS around while the guy in a JF is moving more unfitted ones around with greater range and less risk.
If you'll read back a bit I am trying to ensure that these ships are set up conceptually to be locked into a specific role in the hope that one day CCP may consider a T2 version of the ship that can move fitted caps.
I'm just trying to ensure that the concept of a fitted ship mover is established from the beginning so if they want to play with and expand upon it in the future they can confidently do so.
Also, everybody is just thinking of this thing in terms of 3 battleships. I am an industrialist who has previously in my eve career been tasked with providing 100 fitted Atrons to make available on alliance contract. Don't be so narrow-minded. These things will be doing more than just moving 3 battleships. Given that there is a fairly large potential use for these things, I think their role should be firmly cemented as high sec non-bridged movers from the beginning. |

Paynus Maiassus
Capital Munitions
162
|
Posted - 2014.11.10 19:06:15 -
[5] - Quote
Warr Akini wrote:CCP Rise wrote:Alright, we're talking about it here and think there's probably no good reason not to raise the HP some. Where do you guys think it needs to be to make say, three t2 fit BS, inefficient to gank?
And you're right about afk travel vs active travel, switching to agility to support align time sounds good to me. Because you've done nothing but nerf Miniluv and highsec ganking for the last year and a half or so.
We need more nerfs to ganking in high. Hasn't been nerved nearly enough. |

Paynus Maiassus
Capital Munitions
164
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Posted - 2014.11.11 16:32:48 -
[6] - Quote
420K EHP is an outstanding number. The things will be effectively ungankable. Very nice. I much approve. These numbers also make a lot of the recent posts on this thread inapplicable. |
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