Turrets

All turret based bonuses on hulls converted into “x% bonus to Turret damage” etc.
This should apply to all T1 hulls, small and medium firsthand.

Energy turrets, hybrid turrets, and projectile turrets are three different things, thus there are three different bonuses.

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Reason we should have this is to have flexible choices for our preferred hull, many times you’ll find the problem of finding the hull you want in remote space but not see a single piece of the turret type you’re looking for, or vice versa have the turrets in hand but not able to find the hull you’re looking for, this could be for entire regions. For safety CCP could have preliminary testing for all hulls of Tech 1 designation from Cruisers and below.

Understandable there might be a slight balance implication, but I think and most of us would agree seeing a blaster stabber or a laser moa would be really cool. I want to encourage more flexibility for our players, specially new.

A lack of players making what you want available on the market is not any reason to change the way turrets work throughout the entire game. Want lasers? Make them or bring them out yourself. This is all 100% intentional game play. If you want a ship that doesn’t care what weapons you put on it, gly a SoCT ship like the Gnosis.

The only Safety we have in Eve is the highsec ganking alliance.

Saftey should also not be a reason to change the way turrets work in a full PvP game.

No, just you.

Nothing stopping you from doing that now other than they’re not bonused on those hulls.

There’s already a frigate fulfilling each available weapons niche

mixing weapons or using wrong for hull-type is something many new players have to be trained not to do. you’re taking a noob mistake and making it a game mechanic, without thinking of the resulting balance issues…

i mean, who doesn’t want a small-gun rokh that shreds those pesky frigate roamers.. :wink:

dont forget doing what he wants means every starts using projectiles cause no cap useage

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If you want to the ability to use any weapon system you want, then fly SoCT ships. It’s that simple…

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Wanted to make one last argument before I let this thread die. Appending to my previous posts above; Fact of the matter the inconveniences of finding the right turrets for your hull is a multifaceted problem that comes in multiple tiers:
(1.)You’re sitting on a region whose NPC enemies do not drop your desired turret weapon system, you’d be hard pressed to travel across multiple regions to hunt for them from wrecks, or travel so far to purchase them from a hub. Industry can only get you the very inefficient meta 1 turrets so its no use relying on that either.

(2.)In the Lowsec and Nullsec regions you need to hope the turrets you’re looking for are on the market and even if there are some available, they are predatorily marked up for twice or even five times the price of the nearest trade hub. There is meager incentive to post modules on lowsec/nullsec markets and much less fulfill buy orders in those areas.

(3.)You’ve found the hull, you’ve found the turrets, but the ammo isn’t nowhere to be found, not on wrecks nor on the market. There is no navy multifrequency M in guristas space, no navy antimatter M on the southern sansha/blood regions, and nobody cares transporting them and selling them there. You’re out of luck.

(4.) Even if the idea was implemented, hulls of each faction have organic incompatibility with turrets not natural to their faction, for example:
Projectiles - Autocannons do not synergize well on slow hulls like the Amarr, nearly redundant for Gallente as a close range weapon; and artillery far too pg expensive for Caldari and Gallente hulls.
Energy Weapons - Restrictive capacitor usage on Gallente/Minmatar hulls, and too costly on powergrid specially for Caldari ships.
Hybrids - Blasters versatile for any hull with turret slots, but sort of redundant and pg costly for Minmatar and too short ranged to synergize well with slow Amarr hulls, railguns too restrictive CPU wise on hulls not Caldari and Gallente.

Would also recommend to baking Gyrostabilizers, Magnetic field stabilizers and Heat Sinks into a single universal module as they fundamentally perform the same function.

Point is, purchasing your desired hull of any faction, and able to obtain turrets locally from wrecks or market and be able to have them bonused regardless of ship creates enhanced flexible gameplay for our junior capsuleers, and a game more people can learn to enjoy more at the basic level by minimizing the severity of these inconveniences mentioned.

all of this sounds like a YOU problem

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Nobody but a handful people in this game fit their ships with things they loot from NPCs. And no market hub is more than ~15 minutes away from wherever you are. Learn how to use wormholes and filaments for traveling around. Build yourself a good fit and then bring the ship to wherever you want, do the stuff you want.

If you want supplies locally, create a fallback cache on an NPC station. Or join a group that lives there. Or drop own infrastructure if you are strong enough to hold it.

If you really really really want to play some kind of “solo-selffound EVE”, the SoCT ships are for you: Sunesis, Metamorphosis, Gnosis, Praxis. They have boni to all weapon systems so you can fit on them whatever you find and get an acceptable performance.

Your idea has way too deep consequences for the overall ship balance for way too few benefits (aka close to zero).