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Thread Statistics | Show CCP posts - 4 post(s) |
Garek
COLSUP Tau Ceti Federation
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Posted - 2007.06.12 06:53:00 -
[151]
Hey guys,
just bridge your freighters, as we all have Titans and Motherships....
Enjoy the game but I'm getting fed up of all these nerfs and bad excuses. Not poining fingers, but some nerfs always come in good timing for some other people... 1) syscap blocked @ 700 without warning.. wonder why they did it on that day just that day.... 2) nerfing carriers when only 3-4 alliances have Titans wonder why they only nerf it now after a year... 3) posbowling, this is not a bug or an exploit right now and oh we cannot reimburse you weren't in your ship and our logs does not show your ship was destroyed... (how can i make a petition about a destroyed ship then, with my detroyed ship name) 2 weeks after... Posblownling is an exploit because more and more people were using it... wonder why
Anyway, you guys do great work but sometimes you should use your head about what you do and what you say. Nerfing this is a big big nerf for Midsized alliances and big alliances. Even smaller corps will suffer from this. Not only for the space but surely from the organizational point. I do buy stuff for corp and alliance members in jita bring it down and put it in my carrier in containers. So I don't need 5 hours to sort it all up again when I arrive. Alliance memebrs Contract containers these were just to be dragged into my indu and into teh carrier, now... get it out see that it is repackaged... etc etc
Guys this is a CARRIER it is supposed to CARRY things, lots of this as much as you can things... It is not a supper logistics to repair Poses. We don't have all the opportunity to jumpportal freighters form the one side to the otherside of the universe. Oh yes forget we are unimportant... It is better for their DB to remove GSC from cargo. And it won't hurt the good poeple who have titans...
Just my 2 nickle thoughts.
Best regards
Garek ----------------------------------------------
Nothing... |
Jacobus Flint
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Posted - 2007.06.12 07:22:00 -
[152]
Well, this must be the final nail in the Drone Regions' coffin then.
Firstly there are no 'Plexes, no Exploration, no bounty and a HUGE drop in mineral market prices. Now you guys are going to make it so much harder to haul back the alloy we do get that it's going to push any alliance with only a few carriers to breaking point. Don't get me wrong, we WILL adapt, because our hand is forced.
Also on the point of a carrier being to carry things. I can understand that carriers are mean to carry fighters. However, seeing as the ship has the longest of the jump ranges, it was clearly designed, at least in a secondary capacity, as a large, safer, hauler. Maiming carrier efficiency is nothing to do with exploits as separte areas of code can be written in to make carriers different entities with different characteristics to a Ship Maintainance Array. IMHO, it's just sloppy to have the two treated the same.
Maybe it would be nice if things were fixed so that carriers didn't have to be used as giant haulers all the time. But that belongs in a "Fix the Drone Regions" thread, so I won't bother with it here.
Flint |
Damned Force
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Posted - 2007.06.12 07:47:00 -
[153]
This nerf make no sence at all. If u can put a GSC in the haulers, and haulers can be put into carriers, than no logical mind can say why cant put that together. But if that so, and we accept this, than give 750k or 1m bay to carriers, or at least double the corp hangar.
This nerf is just good for BoB and some really big alliances with Titans. Seems that BoB lobby worked good again. This is a damn good game, and some changes are good, but this last ones are mostly jokes. Carrier nerf, Triage module, Command ship regen nerf, ...
And as the post before me sad this is a major nerf for drone region. U made a region with lot of bugs. Was the asteroid bug, than im 100% sure u dont saw before the huge pricedrop of alloys too(in a such game would good to have some economic analyzers), the exploration sites are crappy. The only income is from alloys, and now u make even less worth them with incrasing transport cost. The drone region is much worst than the others alredy, why nerf this again. Other regions get money atm of kill. U dont need haul the stuff after every view kills. The drones are now the same worth or less than other race BS's, but there are additional modules and Commanders and Officers.
Tnx for the last changes, but maybe sometime u could read player feadbacks and adopt some idees too, not just think out some idiotic changes. Thrust me from such big ammount of players are much which have more brain than u(not me, but lot of them), why dont adopt some idees from them?
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Agent Stone
Ascendant Strategies Inc. The Volition Cult
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Posted - 2007.06.12 10:01:00 -
[154]
Edited by: Agent Stone on 12/06/2007 10:03:03
Originally by: CCP Oneiromancer Ships that have assembled containers in their cargo hold cannot be placed in ship maintenance bays/arrays, either in space or at a station. This is also valid for courier packages. And may I point out that "carrier" does NOT refer to the ship's capacity of hauling?
Hmm, appologies, but it seems the definition I have for Carrier, varies to that of CCP.
Source: http://www.google.co.uk/search?hl=en&q=define%3A+Carrier&btnG=Search&meta=
Originally by: CCP Oneiromancer Yes, this is going out into Revelations 2. And I don't see any major nerf anywhere. You can still use carriers for transport, you make it sound like that was their designed intended use and we're nerfing that. People have been asking for the ability to store loaded ships at ship maintenance bays and arrays and a change was made to allow that. Assembled containers and courier packages are the only restricted items that cannot be in an assembled ship inside a ship maintenance bay/array, in order to prevent exploits.
Ok, possibly its not a nerf, but it does make things harder for players and less fun.
Personally, I already send a lot of time in Eve, dealing with Logistics and not actually playing Eve. So this just means I have to spead a little more time working in Eve.
I think thats why such a change will upset people. As it creates more work... People don't play a game to work by the way, they play for fun.
Originally by: CCP Oneiromancer The code does not support a container within a container within a container. Placing GSC's inside industrials inside carrier ship maintenance bays was using a loophole, which was fixed. This was both a programming and a game design decision.
So your saying that this was a bug, known issue, or exploit that has been in eve for the past year?
Should it not have been listed on your Known Issues page?
http://myeve.eve-online.com/updates/knownissues.asp
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Hube
Gallente White Nova Industries Gods of Night and Day
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Posted - 2007.06.12 11:11:00 -
[155]
Just on the point of Carriers..
If CCP want to folow in the true fashion of what a naval carrier is then maybe they should look at the modern carriers we have had over the last 30 years.
The USS Kennedy is classified as a CV-67 attack aircraft carrier, an all-purpose, multimission vessel.
Now that definition of the USS Kennedy is straight off the internet. Carriers in real life are all-purpose and so on. If the Carrier in eve is to be anything like the real life version then it needs a dramatic change in it's in-game abilities.
I think the main problem is CCP don't offer a jump capable hauler/freighter, but no-one like moving a Freighter through 40-70 jumps. It's a very time involved exercise with great risk. I understand there has to be some risk involved in EVE but if it involves being at risk for several hours then I am sure most people will opt out and use a carrier instead.
As it is with the carrier, you are already paying for the minimal hauling ability that you currently have in the way of racial isotopes. Now I am in no way saying that GSC's were or were not meant to be used in this fashion, but CCP has stated before that they wish to increase traffic in 0.0 and one of the biggest problems as most people know is the empty markets.
I see 2 problems here. Carriers are very limited in what they can do. They hardly fit the description of a modern day carrier at all. The 2nd problem is that there is a huge void between the current Freighter (very time consuming) and the present jump drive capable carrier we have now.
I think CCP needs some type of Merchant ship that is smaller in m3 than a Freighter but jump drive capable. It could even be as fragile as the freighter we have now but with the same recharge time as a carrier to allow some type of risk/attack in 0.0. Maybe even stop it from jumping inside POS shields?
I'm sure there can be a compromise to make such a vessel, and then the carrier can be beefed up and placed more on the front line. Citadel cruise missiles perhaps?
Anythings possible which is why we love this game...
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Mainreh Rhonaki
Jazz Associates R i s e
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Posted - 2007.06.12 11:43:00 -
[156]
Edited by: Mainreh Rhonaki on 12/06/2007 11:43:22 NOOOOOOOOOOOOOOOOOOOO! Sorting, trading, contracting, packaging, canning is already more than half the time of a logistics carrier run. Now you want to add even more time to that tedious burden?
Disallowing cans in haulers in carriers serves no practical purpose whatsoever. Its impact on gameplay can hardly be considered an improvement for anyone.
Cans are primarily an organizational tool for the carrier. A typical logistics carrier run will transport stuff for _at least_ half a dozen ppl. My personal record is 11, but I doubt that is anywhere near a global record. Each of these ppl will typically want at least a full fitting sent, often several. The book keeping needed to do such a haul will be monstrous if you cannot bundle stuff.
Have the relevant designers and devs missed the dozens of threads pleading for container BPs so stuff can be sorted in outpost hangars? What purpose did those pleas have if not to get some tools to create order in the materialistic chaos that is Eve. Cans fill the same purpose for carriers.
The practical upshot of this change is that carriers will still operate as logistics vessels, but that you need to do tons more bookkeeping as a part of the operation. For a medium sized alliance living in the outer parts of null-sec the carrier is the only relevant method of getting replacement equipment out. Reducing the total amount transferred by some 10-15% will not affect this state of affairs.
Carrier haulage is _necessary_ for many null-sec alliances. The poor pilots that provide this service will have to continue doing it, because the alternative will be to move closer to empire space where industrial and freighter transport is feasible alternatives. They will just have a lot less fun.
CCP:
1) Revert this change. 2) Provide a clear description of the percieved problem.
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Nesa
Antares Fleet Yards SMASH Alliance
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Posted - 2007.06.12 11:51:00 -
[157]
Forget cans, basically means that now the maximum courier mission I can jump for a corp-mate is 10,000m3... down from 38,000m3 :( So much for being able to just get people to make me a courier mission :(
What we really need is a jump capable freighter, 200,000m3 + and greater jump range than carriers. :o Because it would make it really interesting to have them able to jump further than their escorts ;)
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Michael McNeil
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Posted - 2007.06.12 12:19:00 -
[158]
being realife military, i agree that carriers are now multi role ships. any military that keeps its ships used for just one thing will become stagnet and die, if they do not have the economic and man power to keep the multiple ship fleets running.
this will only serve to hurt smaller corps who can not get a 20-40 man fleet together to protect 1-3 freighters on the long trips (some case's 50 jumps one way) so either ccp must come out with a smaller freighter with jump drive, or allow the carriers to jump supplies in.
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Mainreh Rhonaki
Jazz Associates R i s e
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Posted - 2007.06.12 13:03:00 -
[159]
Originally by: Nesa Forget cans, basically means that now the maximum courier mission I can jump for a corp-mate is 10,000m3... down from 38,000m3 :( So much for being able to just get people to make me a courier mission :(
You had to go find a way to make me even more depressed. Half my corp hangar is usually fuel and ozone. So for me, it's down to about 4k m3 :(
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DeadWeight
Minmatar Botox Bandits
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Posted - 2007.06.12 13:08:00 -
[160]
Originally by: Damned Force This nerf is just good for BoB and some really big alliances with Titans. Seems that BoB lobby worked good again. This is a damn good game, and some changes are good, but this last ones are mostly jokes. Carrier nerf, Triage module, Command ship regen nerf, ...
If Arkanon ever wanted proof of misconduct, its here. Enough already. Stop nerfing us again and again. None of us have 4 titans we can set up a jump bridge network with. And your upcoming jumpbridge array does not count since it needs Sov and won't work in Low sec or Curse/Venal/Stain/Syndicate/Fountain. Of course it will work in delve because for some strange reason, the NPC's there only have sov over their station systems and not over the whole region, unlike every other npc pirate region in EvE.
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Elmicker
The Phoenix Rising Vigilance Infinitas
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Posted - 2007.06.12 14:41:00 -
[161]
Originally by: DeadWeight unlike every other npc pirate region in EvE.
Delve isn't an NPC pirate region. Its a region, with NPC pirates.
Anyway, its already been said this wasnt intended as a nerf, just the by-product of a code tidying session that is ******* over every 0.0 alliance going, and is probably not going to be fixed, as the devs don't see it as a nerf.
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MaJPayne Killerz
Minmatar Shadow Of The Light R i s e
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Posted - 2007.06.12 15:29:00 -
[162]
CCP doesn't seem to be listening to its customers either. My logistics carrier pilot is ****ed!!! Now i'm gonna have to break out the whip to get him to jump anything.
Let me be clear. This IS a NERF. It is affecting logistic operations. Anyone who has been in the military knows that when you affect logistics you also affect strategy, and tactics in any given theatre of operations.
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Antibac
The Phoenix Rising Vigilance Infinitas
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Posted - 2007.06.12 15:38:00 -
[163]
I don't usually indulge in whining, but this change is one I'd like to add my voice of concern to.
The major problem with this nerf for me is not so much the 30% reduction in cargo space (although that is unwelcome); It's not even that you have to get in and out of a hauler to fill it (although that's also unwelcome due to Scotty's interference); It's that I have to have a character trained to fly an Iteron V available when I'm loading the carrier, in order to fill it up properly.
I have an Iteron V sitting in my ship maintainance bay, ready to be filled with goods. Previously, I could fill an Iteron V with GSCs, and then load directly into them myself. That's no longer possible.
I am a carrier pilot and I can only fly an Iteron IV at the moment. An Iteron V with 5 cargo expander IIs and 3 expanded cargohold optimisation rigs can hold 38.4K m3 (ignoring GSCs). An Iteron IV with 3 cargo expander IIs and 3 expanded cargohold optimisation rigs can hold 19.8K m3 (with my skills, again ignoring GSCs). That's roughly HALF the space available.
So there are two solutions for me, if I don't want to accept a halving of the effectiveness of my carrier as a logistics tool. Either I can spend 20 days training Gallente Industrial 5, which is not exactly on my skillplan right now, or I have to have a character that can use an Iteron 5 clonejump down to empire to help me fill my carrier, which takes them out of commission for 24 hours. Neither are particularly attractive.
Maybe IÆm whining and I should just take one for the team and train up Iteron V, but from the look of this thread, there are very few people who think this change is remotely a good idea. Hauling other peopleÆs possessions about is already a boring job. This change is just going to make it more inconvenient and more boring. The only people in this thread that think itÆs a good idea seem to be those that have no idea how long it can already take to get your alliance and corp matesÆ possessions in one place in a lowsec system, record everything, arrange cynos, jump down to empire, fill up, jump back to 0.0 again, then try to reunite everyone with their stuff. Never mind hauling POS fuel about...
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Hube
Gallente White Nova Industries Gods of Night and Day
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Posted - 2007.06.12 16:03:00 -
[164]
Just to show you how uneconomical this is going to make hauling in a carrier in the future, I already pay 24 million ISK for fuel to do a 4 jump return trip for very little cargo being moved.
The carrier is becoming a less desirable ship in this game. The public has spoken and they have already told you that this change is bad. If you are goin to do this then increase the corporate hangar arrays, add an option for each level of Carrier that gives you 5-10% array size increase per skill level as well as the other bonuses.
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Moncton
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Posted - 2007.06.12 16:28:00 -
[165]
I completely forgot about the fuel requirements. Normally a carrier would be profitable and useful due to the fuel/cargo ratio. Now it is not economically feasible anymore.
Now I am certain that nobody in CCP understands carrier logistics. Unless this is the plan and some certain alliance taking advantage of their big toys to take over all of 0.0 space. :tinfoilhat:
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Michael McNeil
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Posted - 2007.06.12 16:35:00 -
[166]
again i must agree with hube. (not because were the same corp) but because hes right. secondly this game has a DRASTICLY lack of logistics... in a war you never talk tatics you talk logistics... (case in point any military attacking russia between 800AD and 1947AD.) this game needs a ship that can carry ATLEST 100k to 500k cargo as the feul requierments for pos's increase do to new mods with them. and the need for more pos's you will need more feul which results in the need for more cargo space. either allow for a larger cargo bay for carriers, or give us a jumpable freighter.
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Borgholio
Minmatar Quantum Industries Prime Orbital Systems
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Posted - 2007.06.12 16:56:00 -
[167]
1. Take an existing freighter 2. Add a jump drive 3. Cut cargo space in half (for balance purposes). For RP purposes, you can say that the jump drive takes up so much room that it reduces available cargo space.
And that's it, no extra work needs to be done by CCP. They can use the existing freighter skins, and the freighter stats will be identical (aside from the cargo room). Give it a new name (Deepspace Freighter), give it appropriate skills (Freighter 3, Jump Drive Operation 1), and viola. There's no reason why CCP couldn't release a jump-capable freighter in time for Rev 2. ----------------------------------- You will be assimilated...bunghole! |
Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.06.12 17:40:00 -
[168]
Originally by: Cpt Pugwash
I am a little out of date on fuel costs but it is not prohibitably expensive, are you?
You are a little out of touch with carrier hauling, we used Carrier haulers in RFM. I left RFM 5th Feb 2006 well over a year ago. We were not alone in this by any means.
Whilst Sciff sploiting was always banned in corps I have been in, how long was that going on for?
Yes it takes time to regen cap, but this is nothing compared to the time it takes to jump an industrial through 0.0
And their are ways to ensure 100% cap recharge periods done properly their is no danger.
A good Hauler + good Scout will not be caught.
Who said freighter convoys have to be huge Blobs? How you organise your convoy is up to you. Just don't ask an ex member of Tribal Souls to do it Bad Convoy Example
If 1 ceptor pilot can kill your hauler you are doing it wrong.
I am talking using Carriers for fighting and haulers for hauling.
I trained Minmatar Battleship 5 I don't expect it to help me haul.
People should try to look beyond their own selfish considerations when a balance comes up and try to look at the big picture.
Even if you cannot see the benefits try to reason it out as Riley has done rather than rant and rave as others have done in this thread.
Wow, I am surprised you thought my post was reasoned... yay :)
Anyway... as far as fuel cost are concerned. Before the big ice changes that made it harder for macro people to mine ice, isotopes averaged around 200 p/u (of course like all things in eve this is heavily dependant on location) The average cost these days for fuel has doubled and then some. You would be lucky to find fuel at 400 p/u. So yes I would say it is prohibitively expensive now depending on the distances involved and the frencqueny of the trip needed.
As for as being out of touch with carrier hauling, I am well aware that carriers have been long able to haul goods since way in 06. My point was that up until rigs came out that I dont think they did as great a job as they do now of hauling.
While I have to agree the skiff sploiting was bad, I am not sure how you are factoring that into this debate. In reality everyone knew that was a sploit and that it was a matter of time before it got fixed. CCP on that issue got it right.
I will agree that it takes less time for your cap to regen than it does for a hauler to get moved.. but you also have to factor in getting cyno's into place and making sure they stay protected while the field is up and that they have the ability to generate more than one cyno (i.e) fuel space. My point is that in this case the logistics costs of the increased ability to move things faster through 0.0 is balanced and doesnt need to be fixed.
Agreed, a hauler + scout will never be caught... but again given the cost of invenstment vs a hauler and a carrier, the carrier should have some increased benefits.
One last note.. I am sure you trained alot of skills that you can use in ways that they werent intended for... I.E. using a destroyer as a pure salvage ship. Eve is based off the sandbox arguement and CCP trying to limit the playing field in this regard seems a bit silly.
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Wink
Caldari Asgard Protectorate
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Posted - 2007.06.12 17:57:00 -
[169]
I am very proud of this thread.
Me likey very much.
On another note, I will be testing dreadnoughts and if the ability to carry more is with the dread, I will be petitioning, continuously until my skills/ships/rigs are switched because I spent way too much FING TIME to have this crap happen.
Organization people, organization.
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Wesley Baird
Ever Flow FREGE Alliance
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Posted - 2007.06.12 19:49:00 -
[170]
Worst change CCP has made...
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Grayton
GoonFleet GoonSwarm
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Posted - 2007.06.12 20:05:00 -
[171]
I'd like to think that the fact this thread has an overwhelming majority of people from all sorts of varying alliances- even those fighting one another- agreeing that this is a bad change as something that will influence CCP's decision making process, but looking at past history, it will probably not matter. Oh well, I just hope that CCP does make the right decision in regards to this whole thing.
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Kaylana Syi
The Nest
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Posted - 2007.06.12 20:28:00 -
[172]
Originally by: CCP Oneiromancer Ships that have assembled containers in their cargo hold cannot be placed in ship maintenance bays/arrays, either in space or at a station. This is also valid for courier packages. And may I point out that "carrier" does NOT refer to the ship's capacity of hauling?
Can you make it so that ships cannot hold cargo in their bays and be put into ship maintenance bays/arrays.
You are only going to reduce a carrier's capacity by about 17k which is not that much since you can still hold like... 60k.
Freighters are for hauling large purposes. Industrials with rigs and expanders are for more mundane work. Being able to jump 2 industrials ( mammoth and hoarder w. max skills, rigs, expander IIs ) and 12.7k m3 ( 3 GSC in corp hangar ) is kinda ********.
It severly devalues infrastructue, teamwork and gives power gamers the ability to setup instant beachheads with no risk. 0.0 trading is also pretty much risk free as well.
Team Minmatar
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Lord DarkStar
Gallente Mobile Alcohol Processing Units
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Posted - 2007.06.12 20:37:00 -
[173]
Hey didnt you know that eve is a pvp game? there is no room for industrialists in this game ... but ya i was gona be training for carrier mostly for logistics for my corp as well ... but i desided to wait awhile and see what this ore ship they are talking about does when it comes out.
I hope beyond hope that it is a jump capable logistics ship capable of carrying more then a carrier can currently with the same or bigger jump range,even if fuel requirements were a little bit more i dont care just something that will do the job effectively. Although i can see it being prenerfed when it comes out to half the range of a dread or soemthing bad like that but we shall see.
Also i hear ccp said something about ore capital ship(s) aka possibly more then 1 so that could be interesting,also in a dev blog they stated something that a miner would want in their backyard,what better then something that can jump the ore out?
We of the Unicorn clan are the best horsemen in the land,our horses are our lives and brothers,we fight as one,we live as one,we die as one. |
Lord DarkStar
Gallente Mobile Alcohol Processing Units
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Posted - 2007.06.12 20:37:00 -
[174]
Hey didnt you know that eve is a pvp game? there is no room for industrialists in this game ... but ya i was gona be training for carrier mostly for logistics for my corp as well ... but i desided to wait awhile and see what this ore ship they are talking about does when it comes out.
I hope beyond hope that it is a jump capable logistics ship capable of carrying more then a carrier can currently with the same or bigger jump range,even if fuel requirements were a little bit more i dont care just something that will do the job effectively. Although i can see it being prenerfed when it comes out to half the range of a dread or soemthing bad like that but we shall see.
Also i hear ccp said something about ore capital ship(s) aka possibly more then 1 so that could be interesting,also in a dev blog they stated something that a miner would want in their backyard,what better then something that can jump the ore out?
We of the Unicorn clan are the best horsemen in the land,our horses are our lives and brothers,we fight as one,we live as one,we die as one. |
Druadan
Gallente Aristotle Enterprises Ethereal Dawn
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Posted - 2007.06.12 21:40:00 -
[175]
Originally by: Kaylana Syi
Originally by: CCP Oneiromancer Ships that have assembled containers in their cargo hold cannot be placed in ship maintenance bays/arrays, either in space or at a station. This is also valid for courier packages. And may I point out that "carrier" does NOT refer to the ship's capacity of hauling?
Can you make it so that ships cannot hold cargo in their bays and be put into ship maintenance bays/arrays.
You are only going to reduce a carrier's capacity by about 17k which is not that much since you can still hold like... 60k.
Freighters are for hauling large purposes. Industrials with rigs and expanders are for more mundane work. Being able to jump 2 industrials ( mammoth and hoarder w. max skills, rigs, expander IIs ) and 12.7k m3 ( 3 GSC in corp hangar ) is kinda ********.
It severly devalues infrastructue, teamwork and gives power gamers the ability to setup instant beachheads with no risk. 0.0 trading is also pretty much risk free as well.
Dealing in such absolutes guarantees you two things: inaccuracy, and remarks about only Siths dealing in absolutes. __________________________________________________
"A witty saying proves nothing" - Voltaire |
SamuraiJack
Caldari Celestial Horizon Corp. Valainaloce
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Posted - 2007.06.12 22:15:00 -
[176]
Originally by: Riley Craven Is it easier/better to haul around small and med drones for compressed mins than it is for for mods (/me waves to Samauri Jack from ASCN)? If the answer is yes then the nerf wont have any affect on your arguement for minerals...
...urm hi?
/me slightly confused. Re-reads post... decide coffee is needed.
depends on the module vs drones. TBH i'm am no industrialist. I mearly let myself be used as a courier for certain CLS activities.
Passive targeters, mwds (bs sized) and medium drones i vaguely recall being good for this. It depends on what minerals you want and for what reason. At one point i think drone mods were damn good for it but were nerfed?
Anyway. /me waves back (its of CLS corp. ASCN is dead. Valainaloce is our new allaince.)
"Infamy Infamy... they've all got it in for me." SJ. CLS CEO, Valainloce Executor and Standings Director =-
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Jotan Veer
HUN Corp. HUN Reloaded
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Posted - 2007.06.12 22:37:00 -
[177]
Yea SJ, there was someone in ASCN who advocated the 'let's use the carrier drone bay for mineral haulage' idea. Not sure who was it.
It is a great idea if you have a bunch of researched T1 drone BPOs, a character (or two) with good mass production skills who constantly builds them and a freighter in empire.
Otherwise, large rails, 100mn MWDs or armor hardeners are better.
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Gort
Rampage Eternal Ka-Tet
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Posted - 2007.06.12 23:56:00 -
[178]
I understand your desire to rationalize your codebase, CCP, and perhaps your desire to fix things up a bit in your own minds, as well.
Unfortunately, both the method employed (which could be described by some as a "near stealth" nerf) as well as the particular direction that the playing field will be tilted by this change, once again seems like providing a uniquely beneficial game environment for certain groups of players.
You really haven't done yourselves or the game any good here, in my personal opinion. Despite the comments of a couple of apologists, the effect is just too clearly one-sided to be seen as either well thought out, well executed, or in good faith.
If you do indeed have devs playing the game for the good of the game, then I suggest that they undertake the logistical support of a small to mid-size deep space corporation for a significant period of time and let us know how the fun factor in that is working for them.
Regards,
Gort
-- When in doubt, empty the magazine. |
LeeL0o
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Posted - 2007.06.13 02:25:00 -
[179]
Well with now ship maintance arrays able to take loaded Ships.
would it be abel to put a
Can->Industrial->Carrier>shipmaintance array? so the ultimative Container in Container in Container in Container!!
I really think until Rev. 2.0 release there should be enought tiem to rethink about that GSC stuff and how to handel it.
The lesser overall capacity IS a lot if you need to mive Millions of m¦ a Month but you simply need to jump more. Wich will lead to a higher demand in fuel for Carriers, wich is good for ice mining i guess.
But to have not the ability to sort stuff inside carriers is simply the most scary thing ever heared. I first can't believed it as i heared that one, its simply sounded like a very bad April j0ke.
As mutch comfort we will get with all the wallet and extra share and other nice feature extensions in Rev 2 but ... no longer GSC ..
I remember a lot of pates that are called:
- the tracking Speed introduction - The big missile nerf. - The New *capital* ship class
nut rev 2.0 will go into Eve History as the "no longer GSC Patch" thats for sure
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Ava Luvlidai
Antipodean inc. Sparta Alliance
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Posted - 2007.06.13 04:10:00 -
[180]
Forgive me for this very unthought out idea, but I thought I'd throw it out there anyway:
Why not have a new 'jump' module that can only fit on freighters, requires jump fuel, and needs Jump Drive Operation to use?
I understand freighters don't have slots, but it'd be interesting to see and would open up 0.0 logistics in a biiiig way.
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