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Rells
Caldari Agony Unleashed Agony Empire
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Posted - 2007.10.15 20:21:00 -
[1]
Edited by: Rells on 15/10/2007 20:21:56
As I see it, the tech 2 freighter has a number of goals and limitations that it should address.
1) The goal is to replace the use of carriers as the primary logistic means in 0.0 and give the ability to supply 0.0 a bigger boost. 2) At the same time we are working on Goal 1, we don't want freighters to replace carriers completely but rather make it more beneficial to do logistics in a freighter and restore carriers back to a role of combat. 3) Prevent jump freighters from being used in high sec to quickly or instantly run NPC trade routes (which I would like eliminated completely but that is another thread. =) ) 4) Prevent that everyone and their dog owns a tech 2 freighter. 5) Make sure that tech 2 freighter is not just a toy for the super alliances. They have enough toys and it is time to design for the rest of us. We need more small business support. =)
To that end, I have a few recommendations about how we could accomplish that goal.
1) Skill Requirements should be used to minimize usage rather than build costs. If the build cost is high in the billions then it is only a toy for the super alliances. If the skill res are high, it is a toy for anyone with the desire to train for it. I would reccomend the following skills.
Freighter 5 Jump Drive Callibration 4 Transport Ships 4
These requirements will mean that you will have to be dedicated to fly one of these things but it will be in the reach of everyone. Also a req of transport ships 4 would mean that the Transport Ships skill would have a reason to be trained.
2) In order to make the freighter more useful for logistics than the carrier, we have to make it more desirable to use a freighter rather than a carrier. At the same time we need to not nerf the combat ability of a carrier. So I recommend the following changes to carriers:
* Reduce their cargo bay by 50% * Create a secondary fuel only cargo bay if needed for long trips. * Increase their ship maintenance bay by 50% to allow them to carry more ships assembled and ready to be yanked out and flown.
I also would give the tech 2 freighter the following bonses.
* Bonus to the packing volume of assembled ships so that at level 4, the assembled ships will be the size of their unassembled variety. Since the ships cant be pulled out in space and flown, there is no balance problem. * Bonus compression to minerals, refined ice products and materials, such that at level 4, the minerals take up only one fifth of their current volume. * Add freighter tech 1 bonuses.
Finally I would suggest that the attributes to the frieghter be changed so that the tech 2 freighter can jump at least as far as the carrier. This will allow it to navigate to deep space operations that are not easily reached with dreadnought jump distance.
3) I would recommend that the freighter be able to use gates in high sec and lowsec space but cannot jump in high sec. This would mean that a freighter could load in high sec, navigate to low sec and the jump.
4) I would give the freighter low and medium slots (count by race) and 2 rigs to allow them to be customizable by players. Caldari: 2 lows, 2 Meds Minmatar: 3 Lows, 1 Med Amarr: 4 lows Gallente: 3 lows, 1 med
No high slots because we don't want them cloaking.
5) Only available through invention of course.
Four years is long enough to leave the corp interface broken! |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.10.16 05:11:00 -
[2]
Originally by: Tonto Auri Bonus to carried cargo volume is something that a) Cannot be implemented easily. b) Makes no sence.
Already implemented on tech 1 haulers. So I think "cannot be easily implemented" is rather false. As for making sense, think of it as being better at packing, if that doesnt work, remember it is a game, not RL.
Originally by: Tonto Auri To carry assembled ships, use carriers. They're intended to carry assembled ships :) (I still hope that someday we'll see ships actually (un)docking (from)to carriers/POS's)
You need to be able to carry assembled ships because people have rigged ships that they need to move and we want carriers to be used for combat, not as glorified haulers and yet another reason is that battleships dont fit in carriers at all.
Four years is long enough to leave the corp interface broken! |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.10.16 05:12:00 -
[3]
Originally by: War Fairy
Originally by: Soneia Blends
Originally by: Rells Also a req of transport ships 4 would mean that the Transport Ships skill would have a reason to be trained.
Holy mother of mary magdalene... You mean there's no reason to train transports? I could've flown the prorator or the impel without the skill?
*storms off cursing*
. . . past level 1.
Look at what the transports skills give you. It's worthless past 1.
Correct, this is my intention.
Four years is long enough to leave the corp interface broken! |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.10.16 06:18:00 -
[4]
Originally by: ollobrains keep em totally out of high sec low and 0.0 only.
as far as the NPC trade goods with conquerable planets coming in id say tweak and improve NPC trade routes so they arent as farmable by automated bots but would require intellignece and dynamic volume and price as well as station shifts in demand and supply to allow for profit for smart traders
Freighters going through 0.0 chokes through gates. BAD BAD BAD BAD IDEA. Might as well not make the bloody thing.
Its not the bots doing the farming but the 10c per hour chineese palyers.
Four years is long enough to leave the corp interface broken! |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.10.18 02:03:00 -
[5]
Well, they are on variations now but no data. 
Four years is long enough to leave the corp interface broken! |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.10.20 00:34:00 -
[6]
Originally by: Tonto Auri Edited by: Tonto Auri on 19/10/2007 11:25:17
Originally by: Rells
Originally by: Tonto Auri Bonus to carried cargo volume is something that a) Cannot be implemented easily. b) Makes no sence.
Already implemented on tech 1 haulers.
Sorry... Didn't know that. Please point me in right direction?
Probably You mean cargo capacity? (T2 freighters lack of that bonus as I saw last time on SiSi) If Yes, I've misunderstand Your original post. But You are clearly stated that it is "volume" of carried stuff. THIS bonus is unappropriate.
Speaking about BS's - the're changed in size already and will be amended to be able to fit each BS fit in carriers I guess.
What else do you mean by volume? Obviously I'm not talking aobut ship size. From the Badger Mark II Description:
Quote: The Badger Mark II is the latest version of the famous Badger, it's mostly used by the military or the mega corps for transports of goods of great value. The Mark II has stronger defenses and more high-tech equipment, making it one of the best freight carriers available.
Special Ability: 5% Bonus Cargo Capacity and Max Velocity per Caldari Industrial skill level
As for something being difficult to implement, that is an ourtageously preposterous argument unless you have access to CCP's code. It crosses the line of "uninformed sillyness." The only people on this forum that can comment on ease of implementation are emplyees of CCP.
Four years is long enough to leave the corp interface broken! |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.10.24 05:03:00 -
[7]
Its a game man, not real life. They can do anything they want and the only people qualified to say it wouldn't be easy are those working on the code.
Four years is long enough to leave the corp interface broken! |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.10.30 16:05:00 -
[8]
Originally by: Cyberus
Originally by: William Caldwell T2 freighter is a real joke... At least with current sisi stats! Will be overly expensive to invent/build and not worth the price tag for that little cargo, no fittings slots and dead slow cap recharge!
A rorqual costing 2bil is still a better alternative to t2 freighter with better cap a very very very decent cargo bay (150K m¦ and it's getting increased in rev3) and at least won't be just a slow moving brick withough any defenses like current freighters!
A normal t1 smaller jump freighter would have been good... cheap to poroduce and available widely, but to make it t2 is just insane! 
Its seems that ships already unpopular even bofore they get out of testing.
Well the problem is people are making predictions based on current stats which are only placeholders at the moment.
Four years is long enough to leave the corp interface broken! |

Rells
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.11.02 05:41:00 -
[9]
Current bonuses on the Nomad
Quote:
Name: Nomad Hull: Fenrir Role: Jump Freighter
There is continuing speculation as to how exactly the Thukkers manage to move their vast caravans throughout space relatively undetected, but their expertise with jump drive technology became glaringly apparent when they created the Nomad. Now seeing widespread service with roving Thukker outrider detachments, the Nomad is rapidly becoming an essential part of Thukker life away from the great caravans.
Developer : Thukker Mix
Thukkers spend their entire lives forever wandering the infinite in their vast caravans. As such their technology is based as much upon necessity as their ingenious ability to tinker. Their ship designs therefore tend to based upon the standard empire templates but extensively modified for the Thukkers unique needs.
Minmatar Freighter Skill Bonus: 5% bonus to cargo hold capacity and 5% bonus to maximum velocity per level Jump Freighters Skill Bonus: 10% bonus to hull hitpoints and 5% reduction in jump fuel need per level
The freighter still has a max velocity of 96 m/s so the level 5 version would get a max velocity of about 125 m/s. Not exactly a bonus anyone will care about. This ranks up there with the Hybrid turret bonus on a Buzzard.
Furthermore the current jump range on a tech 2 freighter is 5 ly. This means that carriers will STILL jump further and will STILL be used as the primary logistical means for moving things in 0.0. So net gain is minimal.
Four years is long enough to leave the corp interface broken! |
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