Introduction of the Q-Ship to bait and counter light raiders

Where?

Page 59.

"The conversation then goes into the auto warp after being bumped for a certain time. The team which was working on this was disbanded. Fozzie does say that this would be good to do."
Not plans that it would be made. Just good to do.

With the team working on it being disbandedā€¦yupā€¦

I kinda hope they do the Q-ship then some HS jackass finds an ā€œunintended useā€ for it and these same people are backing crying in their milk like the scrubs they are.

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Procurers and Nerii are already things. Go watch youtube videos of battle-haulers / barges: theyā€™re hilarious.

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oh yes we need this! pls make it available to alphas tho

whats a Carebear? I see it thrown around a lot. can somebody explain?

There are two possible definitions for ā€˜carebearā€™ that I am aware of. The more benign version is an industrial focused character who eschews PvP combat. The less benign version defines a person who is entirely risk adverse, petitions the developers for increased safety, and is possessed of a foul temperament should they suffer any form of loss.

There is a lot of grey area, and the word can have slightly different meaning from person to person. To some itā€™s an insult indicative of selfishness, isolationism, and laziness. To others it is a profession or play style where a person prefers peace economy and trade to open conflict and force.

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Ok thanks

To me it is the same as ā€œsomeone I donā€™t agree withā€. Well, thatā€™s how it is used on those forums.

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The direction the idea is going in is great, but Iā€™m not happy with the details. I wouldnā€™t want a new ship for this nor would I want to introduce new modules and the like.

We already have SKINs, mostly permanent ones, but also some temporary ones. Based on this could one implement fake SKINs, which for a short period (i.e. 7 days or 30 days) change not only the paint job, but also the model of a ship (including ship info and overview icon). However, once a ship takes hull damage does the fake SKIN get destroyed and the appearance changes back to normal. Fake SKINs could be traded just like any other SKIN over the market.

The approach would reuse existing code and require little extra work while providing fully fake looking ships.

Limitations would be based on which ship can use what type of fake SKIN as itā€™s already the case with normal SKINs. Also the price will probably be ridiculously high, but still worth a laugh. And Iā€™m certain that when a silly freighter pilot wants to haul 10b ISKs worth of stuff through high-sec disguised as a Titan then somebody will spot the mistake.

I was thinking this would be an integral part of the ships design.

They would use the same models as the ships they are meant to look like.
However, each one is in fact a completely different ship.
Say for example a Q-Ship based off a Bestower hull, It would have the hull and outward appearance of a Bestowerā€¦ But that is where the similarity ends.
The internals are where the big changes will be added.
The cargo space will be virtually eliminated, for weapons, power grid, cap, CPU, Drone bays, extra armor, hull reinforcements, better base shields, more highs, midā€™s or lows and upgraded engines. (What is improved will vary per Q-Ship type)
But in short, Just beefed up.
No special module, the feature to trick scanners and the overview is built into the ship, no loose module that could be exploitable in other ships or used in other ships.
Q-Ship exclusive feature.

Bear in mind that the Bestower and the Sigil are both larger than a Prophesy.
A Badger MK2 is about as large as or larger than a Scorpion or a Raven.
A Hoarder is larger than a Thrasher.
and an Iteron V is about as big as or bigger than a Brutix or Exequror.

That is a lot of space to store some surprises. >;3

The ā€œunintended useā€ that will be discovered will most likely do what every other ship used by gankers does: blow up ships. I doubt there will be a lot of surprises to the hauling community.

Rather, what we need is a high slot module that projects false sensor data so that the ship looks and acts like another ship.

You fit whatever ship you want, activate the module and look like a Freighter. Apparent Cargo will be randomized upon undock and maybe upon taking a gate. Bumping the ship will make it respond like the disguise until the module is shut off.

Module should have similar costs in terms of training and fitting as a cloak.

Cloakā€¦
Right.
Like that isnā€™t a broken mechanic at all. :confused:

If you want to disguise any ship as another ship with a modual.
Post is in as your own Idea with another post.

I am personally not interested in that approach to implementing Q-Ships.

Q-Ships would only be one set hull to act as a ruse of one type of ship.
There will be many variations of Q-Ships, but each one would imitate only the ship itā€™s hull pattern is built off of.

I think I have a few methods of (reducing) itā€™s abuse.

First up, It must be built through a faction with a character possessing standings of +7 with that empire.

Second, If it is used to commit a crime in the empire space itā€™s hull is derived, the standing loss is permanent.

Third, upon reaching a -10 permanent standing in one empire space, any further criminal activities that would incur further standing losses in that empire is transferred over to Concord as further permanent standing loss.

Forth, Selling/Trading/Contracting the Q-Ship to another character that possesses a negative standing with the empire of origin of the Q-Ship hull will result in your standings being permanently reduced by the total amount of negative standings possessed by the player you transferred ownership of the Q-Ship to.

Alternate 1 (Fourth Selling/Trading/Contracting the Q-Ship to another player results in immediate permanent -10 standing drop with the Q-Ship empire of origin.

Alternate 2 (Fourth Selling/Trading/Contracting the Q-Ship is impossible.

There, it wont stop the Q-Ships from being abused, but it will sure make it expensive to use for ganking.

(Just concepts)

Iā€™ve seen q-ship ideas before, this one is pretty poor.

Freighters are capital ships, with pretty big tanks for ships allowed in high sec. Are these ships that tough?

If so then giving them guns and other offensive capability is too much. At that point you may as well allow capitals in high sec.

If not, then itā€™s too little as gankers come prepared to pop a freighter and any lesser ship will die.

Worse, the gankers donā€™t really care about their losses, they were suiciding anyway, so what little damage it may have done before popping will be moot in the face of concord.
It might have seen some use in wars, but just fitting a tank to a freighter and using it as bait will do the same thing without making an op mini capital.

There is just no real way short of allowing capitals in high sec to make a ship like this make sense and be cost effective, with far too narrow a window of practical application in your desired environment. It might do better in null and lowsec, but supply lines are already better guarded there.

Well, thenā€¦
How about (Decoy ships) as a class?
Ships designed to imitate there regular counterparts (Like the Q-Ship) But with absolutely no weapons at all and a sh*t ton of armor, hull reinforcement and shields, with false signatures and decoy cargo generators?

Would that be a good compromise for you?

Heck Q-Ships could still be implemented, but the Freighter variants could be banned from High sec.
Even though that would partially defeat the purpose of why the Q-Ships would be implemented.

To trick gankers into wasting time and ISK on what they think will be un escorted, easy prey.

" It might do better in null and lowsec, but supply lines are already better guarded there."
That is a little weirdā€¦ When you think about it.

So much interest!

That the team working on it no longer exists does not mean the work assigned to the team is gone. Obviously many of the CCP customer service folk were let go, yet it would be ignorant to state that customer service functionality would cease.

It is almost a certainty that uses outside of the design will occur. The rorqual PANIC module when combined with heavy scrams being used as a Jump Interdictor is one such example. The issue is the response CCP decided on was to prevent PANIC from being used outside of a belt, rather than removing the ability for a Rorqual to fit/use offensive modules whilst in PANIC as it ostensibly was the easiest to implement.

This disconnect between desired outcome and implementation is similar to the ā€˜nullification is plagueā€™ issue.

If CCP do not wish to remove nullification, than at least remove nullification if an offensive ( no cyno or modules that cause weapons timers ) module is also present. These problems are distinct enough have their own forum threads.

No. The ship once built will just be traded. If standings meant something committing crimes would see sharper security status drops, especially in higher security space.

If this is the desired route, it would be a simpler mechanic to make the gankerā€™s standing loss permanent ( or at least not easily offset with ISK/tags) and CCP save time making a new ship hull.

Take this away from the context of the Q-Ship and argue it separately. Players with low security status (-5 to -10 ) have no business in law abiding NPC corporations. Shift them to the NPC pirate factions relative to their race. It could be argued that many bad actions should not be overlooked by a few good ones. Exponential loss of security status, linear increase would be such a step.

This is going too far and raising the complication beyond the point of practicality, devaluing the entire post.

Freighters are not a capital ships. Its a ship made of capital parts, like an Orca, which is also not a capital ship.

Freighters and Orcaā€™s dock in austrahusā€™s, capitals can not.

The obelisk has a pretty big tank, but you can tank a damnation more. HACā€™s now can have extreme tank, albeit for only 20 seconds.

They donā€™t have to be, but it would be like any other vessel in that it can be tank fit or DPS fit.

Gankers do care, their risks are calculated against the reward. If Q-Ships are indistinguishable from the real thing, and the cargo scans have a question of doubt, the risk goes up that the gank about to be done will not yield the near mathematical outcome as per the existing situation.

This is another variation on military tactics that would be very welcome. Inflatable ships, structures made out of canvas and wood, passable by anything other than close inspection. If Q-Ships are too much of a step, Mobile Decoy ships are viable midpoint. Outside of High Security space, the ability to pack such a ship with explosive ( yes, mines were cancer, but mines didnā€™t require a pilot to sit in them and perform an act present in the new player experience ) charges.

Yes, banning Q-Ships would reduce their availably to the intended target audience and defeat their purposes of both confuse and surprising the enemy.

Not just ganks, but legitimate wars. Anything that adds elements of risk and reward to the meta.

Look at the content CCP is putting its development time into. Pirate XL Engineering Complexā€™s, FOBā€™s, are all supposed to have a dynamic variance not previously available.

Yes, part of the idea of a Q-Ship can already be done in existing ships, but like a covert cyno fit prospect, it is often predictable and stale.

Imagine piloting a Q-Ship with a shadow support fleet, the suspense waiting for the bait to be taken, the Q-Ship revealing its true form and trapping the hunters in heavy tackle. Is that not preferable to the present state where the takedown of a freighter is as simple as looking up a spreadsheet of how many catalysts or talos are needed?

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Well you already shat upon the idea of a module for giving false signatures and decoy cargo. I donā€™t really know where you want to go with that.

However, you already have a ship with a huge tank that you can then add Armor Hardeners and Hull Reinforcement. Itā€™s called a Freighter. It comes at a price point appropriate to itā€™s tank. Itā€™s been a really long time since I tried, but I think you can even fill it full of Cargo Containers, and someone scanning will see the containers but not whatā€™s inside, giving you the appearance of being heavily loaded. I freely admit I could be wrong on that.

Itā€™s not about a compromise. I would love for something like this to work the way you want. The thing you want to see happen can work in Wars, and in parts of space that allow free fire PvP without CONCORD intervention. In Highsec, outside of war, Concord will kill whomever is attacking you, you only need hold out until they arrive. All you need do is tank your ship. What you need, without creating some new monster ship with almost no practical application is a way to send out false information so that your tanked freighter looks like a full, untanked freighter.

The reason supply lines are different in Null and Low Sec is because they have better options, like Jump Freighters. With a Cyno Ship to help them they go door to door without need of risking camped gates, and you have a much higher likelihood of that hauling being done for a corporation willing and able to field escorts. Q-ships are much less desirable simply because supply lines are not subject to the same kind of risk, despite running through less secure areas of space.

You could always get escorts in a different corporation to escort you.

The title of this thread always reminds me of Q-tips, thereforeā€¦

How a fleet of these ships would look like:

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