Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Gunsofwar
Industry and Trade Union
0
|
Posted - 2015.06.15 18:04:38 -
[1] - Quote
The basic concept of this ship is to help fill the void between (HA! a carrier ratting solo ez kills!) and (battleship pew pew pew for long time) & also just because.
Would probably best fit into the game as a pirate faction carrier. The ship would only be able to launch 5 fighters so carriers would still rule running ~10-15 fighters. The ship would be able to do many things but master none of them as well as other ships. The ship being a pirate faction ship would likely cost ~2billion+ ISK for the base hull. The ship is to enable players to have more of the flexibility of a carrier while remaining able to quit and run like a battleship. The ship would be cool if it could enter high sec but be unable to launch fighters & enter above ~0.6 systems. (Likely not going to happen but hey it is a mini carrier why not try?)
I was also thinking it would be cool if CCP would add like a high slot module that would allow you to control a ship in the maint. bay of your ship so that a pilot could do activities such as scanning/mining with the carrier cloaked which would normally require an alt. This could be balanced by adding things such as if ~5+ players are within 150km of the remote ship it would warp back and sit there GÇÿmaking it a must to not leave unwatchedGÇÖ and if it is ever destroyed the location of the carrier would be scanable for say 2.5 minutes at maybe 1/2 sig radius if cloaked. (but this idea is even crazier than the carrier and would likely never happen just still had to say it.)
Current Idea for basic ship specs::
Traits: (CanGÇÖt decide which to use at base or what pirate faction would get it.)
Amarr Carrier: 4% bonus to all armor resistances. (Per Skill Level) Caldari Carrier: 4% bonus to all shield resistances. (Per Skill Level) Gallente Carrier: 10% bonus to Drone hitpoints and damage. (Per Skill Level) Minmatar Carrier: 5% bonus to Large Remote Armor/Shield amount. (Per Skill Level)
Role Bonuses: 50% bonus to Fighter control range. (150% less than a carrier) 100% bonus to Large Remote Armor/Shield range & Large Remote Capacitor Transmitter. (Less than a fully trained carrier by 150% also not capital modules.) CanGÇÖt fit turrets/missile launchers. (Like a carrier) Can use 2 Warfare Link modules simultaneously. (Less than a carrier) CanGÇÖt fit Triage/Drone Control Units (To not interfere with carrier superiority for dps/healing) +5 Warp Stabilizer Strength (To make it more able to escape to fit the role of a more quick/nimble ship without giving it all the OP of immune to Electronic Warfare.) Can fit Covert Ops Cloaking Device. (no reduction in cloak time to make less OP)
Attributes: Structure Hitpoints: 75,000 Cargo Capacity: 5,000 m^3 Drone Capacity: 26,500 m^3 Drone Bandwidth: 125 Mbit/sec Mass: 500,000 m^3 Volume: 20,500,000 m^3 (1,000,000 m3 Packaged) Inertia Modifier: 0.1125 x (a lot faster than a carrier but slower than a orca) Structure Resist: 0% all
Armor Hitpoints: 50,000 Armor Resist: 25% all
Shield Hitpoints: 50,000 Shield Recharge Time: 7500.00 seconds Shield Resist: 25% all
Capacitor Capacity: 15,000? Capacitor Recharge Time: 1,250 seconds
Maximum Targeting Range: 72,500 km Maximum Locked Targets: 5 Signature Radius: 1,250 m Scan Resolution: 60mm Sensor Strength: 30 Magnetometric
Fleet Hangar Capacity: 5,000 m^3 Ship Maintenance Bay Capacity: 500,000 m^3
Jump Drive Capacitor Need: 95% Maximum Jump Range: 2.5 ly Jump Drive Fuel Need: Oxygen Isotopes? Jump Drive Consumption: 1,500 units Fuel Bay Capacity: 1,500 m3
Base Velocity: 115 m/sec Base Warp Speed: 2 AU/sec
Fitting: CPU Output: ~600? Powergrid Output: ~30,000? Calibration: 400 points? High Power Slots: 4 Medium Power Slots: 5 Low Power Slots: 5 X- Large Rig Slots: 3
|
ShahFluffers
Ice Fire Warriors Snuffed Out
8186
|
Posted - 2015.06.15 18:23:57 -
[2] - Quote
The last version of this idea was posted some 2 weeks ago.
- mechanically there is no "gap" between carriers and battleships - current carriers have equal or less damage dealing abilities compared to drone-centric battleships (not joking, the only way to exceed battleship damage and apply it properly is to fit the carrier in a way where it lacks a tank) - the defining traits of a carrier are... --- its remote repair and triage abilities (it is an oversized logistics ship) --- its rather large maintence bay with a decent sized fleet hanger (it is a larger "space truck" than the Orca is) --- capital level Effective Hitpoints (which, when combined with the above two points) becomes a problem in the relative safety of high-sec)
How did you Veterans start?
The Skillpoint System and You
|
Wynta
KarmaFleet Goonswarm Federation
22
|
Posted - 2015.06.15 18:35:03 -
[3] - Quote
Carriers are not solo boats, they are and should remain a boat that require a fleet supporting it. Although I do think that there should be a revamp to blackop gameplay and I have made a post about it. A carrier with a covops cloak is in itself not overpowered but it should be specialized in striking behind enemy lines. If there was a carrier as your suggesting I would suggest no links, no triage, limited fighter range. It should be a versatile support boat to a black ops fleet. Little bit of damage, little bit of logistics.
I honestly think that it would be best served as a pirate carrier, as the lore and theme fits.
Guristas could have shield resists and drone damage.
SoE could have armor resists and rep amount.
Angel Cartel could have drone tracking and damage/hitpoints
Blood Raiders could have armor resists and nuet amount, with the Raiders vamp bonus
|
Danika Princip
GoonWaffe Goonswarm Federation
3491
|
Posted - 2015.06.15 18:46:53 -
[4] - Quote
Why pay double a carrier's price for something with half the DPS at best?
What is the point of this ship? It can't outfight either carriers or battleships. Is there anything this thing could actually be used for besides a highsec pantheon setup?
Anything you want it to do in a fight in highsec, a battleship and a logi would do better, and anything you want it to do anywhere else, a carrier will do better. Both alternatives are going to be cheaper.
Why would anyone ever fly this? |
Wynta
KarmaFleet Goonswarm Federation
22
|
Posted - 2015.06.15 18:58:21 -
[5] - Quote
Danika Princip wrote:Why pay double a carrier's price for something with half the DPS at best?
What is the point of this ship? It can't outfight either carriers or battleships. Is there anything this thing could actually be used for besides a highsec pantheon setup?
Anything you want it to do in a fight in highsec, a battleship and a logi would do better, and anything you want it to do anywhere else, a carrier will do better. Both alternatives are going to be cheaper.
Why would anyone ever fly this?
Covert Jump Bridges and Cloaked Warping |
Danika Princip
GoonWaffe Goonswarm Federation
3491
|
Posted - 2015.06.15 19:05:05 -
[6] - Quote
Wynta wrote:Danika Princip wrote:Why pay double a carrier's price for something with half the DPS at best?
What is the point of this ship? It can't outfight either carriers or battleships. Is there anything this thing could actually be used for besides a highsec pantheon setup?
Anything you want it to do in a fight in highsec, a battleship and a logi would do better, and anything you want it to do anywhere else, a carrier will do better. Both alternatives are going to be cheaper.
Why would anyone ever fly this? Covert Jump Bridges and Cloaked Warping
In that case, the OP can **** RIGHT off. |
d0cTeR9
Astro Technologies SpaceMonkey's Alliance
184
|
Posted - 2015.06.15 19:20:34 -
[7] - Quote
Fit istabs i guess... wtf is this even? |
ShahFluffers
Ice Fire Warriors Snuffed Out
8186
|
Posted - 2015.06.15 19:30:43 -
[8] - Quote
FYI... CCP have largely implied that they see covert-ops cloaks on anything more capable than a cruiser as being overpowered.
Hell... the current class of Black-Ops battleships come "pre-nerfed" in order to have their current cloaking and bridging/jumping ability. They are so nerfed in fact, that a single Tech 1 cruiser is an actual, credible threat against a BO Battleship (hint: this is why people fly them in fleets and avoid "brawling" at all costs).
How did you Veterans start?
The Skillpoint System and You
|
Gunsofwar
Industry and Trade Union
0
|
Posted - 2015.06.15 19:46:41 -
[9] - Quote
The idea was basically to fit a role similar to an Orca a fleet support ship for small gangs and up while adding some safety features in this case speed to run away and covert cloaks the covert cloak could come off I guess but what bonus does it really give over a reg cloak that carrier can fit other than warp cloak and some speed which just saves you the trouble of trying to the the MWD+cloak trick on a capital ship.
& yes it is expensive but so is getting a fleet of friends to support you in the case it is paid for by being able to more effectively run away from small gangs/threats.
If its damage seems low idk I was just trying to balance it if more damage is needed just imagine a ~100% bonus to fighter damage or something I just wanted to fill a void I felt was their without replacing the carrier as the superior logistics ship and the super carrier as the massive damage
also battleships don't have fleet hangars/maint. bays so for small gangs I feel this ship would work well also their is the possibility that do to less mass etc it could maybe enter c2 wh (haven't looked at the numbers) or something which would up the OP which is another reason I felt it needed to be gimper
I imagine it not as a carrier/dread fighter but a mix between an Orca and a Carrier for small gangs where flying an Orca is dangerous cuz it can't defend itself and small gangs might not be able to protect it and a Carrier draws way to much attention where a small gang will not be able to defend it either. |
Zan Shiro
Alternative Enterprises
666
|
Posted - 2015.06.15 23:13:33 -
[10] - Quote
For refits in dangerous space you don't want to bring a carrier mobile depot says hi.
Believe it or not, many years ago roams and ops just launched out of the station. Fit you had was what you had all night long. Pick targets wisely or, you know, take your chances and if the gamble lost cowboy up and say well that was maybe a bad idea. TBH I have had more fun dying in a blaze of glory in eventual lost causes than "winning" some turkey shoots. As well...winning a turkey shoot is not really thrilling to me.
Want logi....put in the fleet advert. Or as I have seen have fc kindly ask some peeps run it in the utlitiy high slot. Offline it if grid issues. Deep space even a crap rr on a frig or cruiser is better than nothing. Most roams I went on this was completely skipped tbh. Only thing asked for, actually more required, was paste. Lots and lots of paste. One fc loved to have cook offs mod wise.
There ya go...a self repping, refitting small gang comp.
What this BS is (in both meanings of the abbreviation) I have no clue. Why exactly would this pilot with a ship in baqy control its abilities? The CO cloak.....been beat to death on why no to BS's in both the blops threads and nestor. I as a blops pilot do not even want this. |
|
Nevyn Auscent
Broke Sauce
2238
|
Posted - 2015.06.15 23:35:52 -
[11] - Quote
The only reason there is a 'gap' is because Battleships EHP is too close to BC's & Cruisers in terms of ratio. Covert Ops cloak has incidentally not been beaten to death, people just raged and pretended it would be the end of the world while in reality it would hardly do a thing other than allow Blops to move around via gates stealthily. But that's a different story.
To both remove the gap and make BS's more popular (since we all know and even CCP has acknowledged there are issues), just do a significant increase in the base hull EHP. Adjust shield recharge rates to keep passive tank the same, and active tank isn't defined by the hulls EHP so it could easily have 0 effect on the local tank of the ships, but would increase their survival and place them more in the middle of the gap between cruisers and caps, rather than a tiny fraction of caps. |
Zan Shiro
Alternative Enterprises
666
|
Posted - 2015.06.16 04:21:07 -
[12] - Quote
Nevyn Auscent wrote:The only reason there is a 'gap' is because Battleships EHP is too close to BC's & Cruisers in terms of ratio. Covert Ops cloak has incidentally not been beaten to death, people just raged and pretended it would be the end of the world while in reality it would hardly do a thing other than allow Blops to move around via gates stealthily. But that's a different story.
To both remove the gap and make BS's more popular (since we all know and even CCP has acknowledged there are issues), just do a significant increase in the base hull EHP. Adjust shield recharge rates to keep passive tank the same, and active tank isn't defined by the hulls EHP so it could easily have 0 effect on the local tank of the ships, but would increase their survival and place them more in the middle of the gap between cruisers and caps, rather than a tiny fraction of caps.
The more bitters can correct ofc, I am only 6 years and change bitter, but eve was here before iirc. Ships had higher EHP. BS's at least.
And ehp lowered because barring massive N+1 alpha of doom...fights were basically becoming press F1 and walk away. Fight was going nowhere fast and just eternal slug fests. Can stay and watch it or do something more entertaining like watch paint dry.
EHP dropped and it wasn't a go to round 150 fight every single time. At least until because of logistics became an issue. Which would be worse if this implemented. It be because of logi repping because of BS ehp on steroids. |
ShahFluffers
Ice Fire Warriors Snuffed Out
8186
|
Posted - 2015.06.16 05:02:19 -
[13] - Quote
Zan Shiro wrote:The more bitters can correct ofc, I am only 6 years and change bitter, but eve was here before iirc. Ships had higher EHP. BS's at least. Actually, this is incorrect.
There have been little tweaks here and there in terms of HP... but no ship in the game has ever had a dramatic reduction in HP except for Supercapitals (which also had their mineral requirements lowered somewhat as compensation).
In anything... HP levels have been generally creeping upward bit by bit for all ships. Yet battleships have always been the pinnacle of sub-capital HP at 150k to 200k+ EHP.
The problem these days just boils down to mobility and range dictation being king... which cruiser-sized ships and down have received major buffs in.***
***Hint: This is why Ishtars have been so potent despite the repeated nerfs they have received. It has nothing to do with their sentry drones per se... it is because they can plop down their sentries and fly around the engagement zone independent of them and away from danger.
How did you Veterans start?
The Skillpoint System and You
|
Samillian
Angry Mustellid The Periphery
840
|
Posted - 2015.06.16 07:36:35 -
[14] - Quote
I thought the last variant of this particular idea (posted the other week) was madly OP but in comparison to this it almost seems reasonable.
Not supported.
NBSI shall be the whole of the Law
|
Nyalnara
Dark Evil Undead Ponies Productions
21
|
Posted - 2015.06.16 09:09:40 -
[15] - Quote
I'm mostly fine with the thing as proposed , EXCEPT the integrated warp stabs & covert cloaking device. Remove the warp stabs, and give the ship a debuff to sensor recalibration like 1-2 minutes. That way, people see you coming on DScan if you want to agress them right after landing, and you don't have free GTFO if you attack small gangs. Commit to the fight or die. Also, fighters only, no smaller drones, to ensure the utility of a support fleet to clean eventual tacklers.
Still need to look at stats in detail for more tweaks, though.
Also, should need racial BS skills at 5. 2 racial BS if that thing is pirate faction. Will ensure we won't see these things everywhere...
@ShahFluffers : Faction BS can easily go over 300k ehp if armor tanked.
In case of ponies, keep calm and start running.
French half-noob. Founder of [DEUPP]Dark Evil Undead Ponies Productions.
|
Gunsofwar
Industry and Trade Union
0
|
Posted - 2015.06.16 20:50:57 -
[16] - Quote
Do you know what the last idea was called or have a link? I'd be interested to see it :)
I am curious as to why you want to remove the warp stabs I just thought of it as a small security to get a chance to evade being hot dropped by a small gang even with +5 a single tackle ship could still in theory lock you down so it isn't that OP.
Sensor Recalibration is the target lock after you de-cloak yes? If so I think the default 6 seconds + a carriers like half a min lock time would give nearly anyone that is paying attention time to run.
Also limiting it to fighters would likely require a lot of work game side to release it would be like trying to prevent a BS from being able to equip small guns and if that were a requirement for this ship to work it wouldn't get added just for the level of work needed?
I think the stats as is would prevent it from being everywhere the shear cost of the hull and the inability to match carrier abilities like triage and 10-15 fighters would prevent it from being a large fleet ship because a carrier would excel. Leaving it as a ship for small gangs who would like the some benefits of a carrier while remaining fairly mobile.
Another idea that could be used to remain mobile would be give it a say 100% bonus to ECM Burst range/effect so that it could bail from a fight but if allowed into highsec it would be dangerous to do so instead try to rely on the improved stats which gankers have proven many times wouldn't be a problem also some ships get bonuses to Warp scrams range I believe still allowing the carrier to get tackled but then again they would have to be further away making the orbit at 500m to avoid fighters plan work less. Idk just another thing to think about.
|
Nyalnara
Dark Evil Undead Ponies Productions
21
|
Posted - 2015.06.16 22:03:40 -
[17] - Quote
Gunsofwar wrote:I am curious as to why you want to remove the warp stabs I just thought of it as a small security to get a chance to evade being hot dropped by a small gang even with +5 a single tackle ship could still in theory lock you down so it isn't that OP. Small ganks attacking farmers usually don't have 5 people in it. Unless it's a blob. Most gankers are alone btw, with a scout alt who may have points too, eventually... I'd agree to a +2 bonus, which would mean a scram+point inty would still be able to stop.
Gunsofwar wrote:Sensor Recalibration is the target lock after you de-cloak yes? If so I think the default 6 seconds + a carriers like half a min lock time would give nearly anyone that is paying attention time to run. Sorry, forgot about the fact that cap-size have a crappy lock time.
Gunsofwar wrote:Also limiting it to fighters would likely require a lot of work game side to release it would be like trying to prevent a BS from being able to equip small guns and if that were a requirement for this ship to work it wouldn't get added just for the level of work needed? As far as i remember, capital class drone bays cannot contain anything slower than fighters anymore. Because of spider Archons with 80.000m3 of sentries were deemed too OP. Thus nerfed.
Gunsofwar wrote:I think the stats as is would prevent it from being everywhere the shear cost of the hull and the inability to match carrier abilities like triage and 10-15 fighters would prevent it from being a large fleet ship because a carrier would excel. Leaving it as a ship for small gangs who would like the some benefits of a carrier while remaining fairly mobile. Well, it 'll perform better than a BS as a damage dealing ship. Will also have more EHP. Then it WILL replace BS as a top ship in big fleet fight, because large groups have the money to do so. Remember supers & titans? When CCP designed them, they were supposed to be rare because hard to build, & costly... Now they are everywhere because big empires have sh**loads of ISKs.
Gunsofwar wrote:I think I should also say this that I am not trying to make an indestructible ship I just feel that with the emphasis on smaller than a carrier, more speed, less mass, less dmg, half or less tank, less repairs, that a defense that focuses on getting away from danger such as traited warp stabs, ecm burst, or something should be added without going the OP route of immune to e-war to again prevent the indestructible ship that could pick a fight until it hits 50% armor then run at will, this is why I picked the warp stabs default bonus because it gives you several seconds while they try to get whatever 3+ tackles on you to run whereas the ECM would allow the fight till it goes bad which is OP. I see this as a small gang ship so that a couple friends could fly around a low/null/wh for a few hours where an Orca would not have the tank/reps to help enough and a carrier would draw a big fleet for the kill mail. That is why the price tag would be worth it to me an extra bill or 2 to draw a hair less attention and draw a mid-line between an Orcas low tank/low reps and a carrier where the insane tank/reps is quite honestly to much for a small gang anyways. Correct me if I am wrong though I have little experience with Orcas in low/null/wh because I see them as not enough whereas Carriers are just to much.
- Orcas are not logi ships. Remoting is done with the Logistic cruisers, which are awesome at doing that.
- If you want a ship to cast less attention, don't make the thing pricier. More expensive ship? More people to break it.
- About the integrated warp core stabs? Keep in mind than most of the people which will use it are farmers from null, because a carrier with less tank but warp core stabs WITHOUT debuffs would be way too good for getting away from most tricky situations.
In case of ponies, keep calm and start running.
French half-noob. Founder of [DEUPP]Dark Evil Undead Ponies Productions.
|
baltec1
Bat Country Goonswarm Federation
16227
|
Posted - 2015.06.16 22:06:25 -
[18] - Quote
We already have agile carriers.
Join Bat Country today and defend the Glorious Socialist Dictatorship
|
Zan Shiro
Alternative Enterprises
669
|
Posted - 2015.06.17 06:44:24 -
[19] - Quote
Gunsofwar wrote: I see this as a small gang ship so that a couple friends could fly around a low/null/wh for a few hours where an Orca would not have the tank/reps to help enough and a carrier would draw a big fleet for the kill mail. That is why the price tag would be worth it to me an extra bill or 2 to draw a hair less attention and draw a mid-line between an Orcas low tank/low reps and a carrier where the insane tank/reps is quite honestly to much for a small gang anyways. Correct me if I am wrong though I have little experience with Orcas in low/null/wh because I see them as not enough whereas Carriers are just to much..
You'd have a several billion isk ride....you'd still get people crawling out of the woodwork to kill it. enter the reason why Nestor really took off. After several tries. As well anything ccp had it do you'd be better off scaring up a say CO prober and an armour logi. Both lost its well under 500 mil.
Its not because of the word carrier people go out of there way to follow pings to kill them. Its the fun of racking up 2+ bil isk kills.
Blops in fact have this same problem. Its why many fly them conservatively (read: bridge only). Few of these on the field is 1 bil a pop kills. Rarely covered under FRP/SRP based on homes I was in to boot so good chance the pilots will feel the loss in their wallet at least a little bit. Covert Ninjya hit squads with blops support....they paid their own way really.
Also your movement related stats....how are you justifying a ship that does more than any tier 3 bs having similar movement stats to them?
You have a boosting/logi'ing/refitting/maint bay having BS monster that has the same base speed as my rokh. How does this seem in any way reasonable? |
FT Diomedes
The Graduates Get Off My Lawn
1110
|
Posted - 2015.06.17 06:49:16 -
[20] - Quote
Nyalnara wrote:Gunsofwar wrote:Also limiting it to fighters would likely require a lot of work game side to release it would be like trying to prevent a BS from being able to equip small guns and if that were a requirement for this ship to work it wouldn't get added just for the level of work needed? As far as i remember, capital class drone bays cannot contain anything slower than fighters anymore. Because of spider Archons with 80.000m3 of sentries were deemed too OP. Thus nerfed.
Sadly, this is not the case yet. Supercarriers can only use Fighters and Fighter-Bombers, regular Carriers can still use all drones. Of course it is technically feasible to do this...
OP - as with most ideas concerning a "ship-class between Battleships and Carriers" your idea is bad. There is no problem in need of a solution here.
Insanity: doing the same thing over and over again and expecting different results. So, why do I post here?
I'm stubborn.
|
|
Gunsofwar
Industry and Trade Union
0
|
Posted - 2015.06.17 08:03:45 -
[21] - Quote
Okay so I was wrong about the fighters I guess. Only fighters is fine I wouldn't have a problem with that.
Okay, I'll try to explain it another way instead of saying what the ship can do I'll say want I want to do and see what ideas pop up.
-Haul all me/my friends loot since BS with 500m3 cargo that use 50 for mobile depot and 100 for MTU and how much for spare ammo/drones doesn't have much room to stash the treasures for trips lasting hours at least in my experience.
-Store ships so that someone coming with us doesn't have to sit in their scanning ship doing nothing while we run sites be it combat sites/data/relic/wh/mining etc; yes we could assign this person to be our eyes and ears but honestly watching local (in lowsec) and pressing d-scan we can all do so it would be nice if he could throw the scanner in the hold and pull out a cruiser/bc now ofc this isn't so bad now with the SoE ships that can scan and fight well and with mobile depot but it can't switch scanning rigs easily which is the plus for scanning frigates + they can scout other ships better than a Stratios & Nestor or at least faster :)
-Speaking of saving the scout from doing nothing it would be nice if the pilot holding our loots / ships etc could do something also like maybe logistics which would allow us to build more dps based ships rather than everyone flying heavy tanks allowing us to earn more ISK/hr.
-It would be nice if our logi/loot holder could do so without being such a huge vulnerable target that is stuck as soon as a covert ops frigate decloaks and scrams it before it can warp even though it was aligned, it would also be nice if our logi had some limited self protection (drones likely, maybe not even fighters just able to fight off at least 1-2 people so drone bonuses needed at least, but honestly by the time drones can fight off 1-2 people 40 will be here to kill it so it would be nice if it were immune to the annoying covert ops frigate that single handedly doomed billions of ISK with 30mill and surprise.) So maybe not + 5 warp stab but maybe something new? Lore Idea: "This ship has a heavily defended warp core and it would take 20 secs for a warp stab to have any effect." That would give you 26 secs to get away 20 + 6 for covert de-cloak not enough to recall drones but hey who cares?
-It would also be nice to not be limited to cynos I would like to use the stargate like an Orca can, but you ask why not use an Orca? because reason 3 & 4 / no tank / not very stable logi, so maybe I should of made the thread name "Small Gang Command Industrial Ship" but whatever.
-Since it is here it would be nice if we had some fleet bonuses from it "Warfare Links" but hey a couple % I'm not married to this part at all.
-Honestly I'd be able to lose the covert ops cloak if it couldn't be warp scrammed for 20sec believe me I'd get out and push it to warp if I had to in order to get to warp in under 20sec. Also maybe add a side effect of the warp resist than for every sec scrammed over 20 that is a % chance to drop out of warp early because of some unstableness but at least travel half-1au so that the attackers would have time to scan down and try again adding more risk and balance as a gang of 40 with a few scouts could have probes every .5 au in the direction you are going so they could be their 3 sec after you which would add more balance / challenge / fun when in pvp situations?
-So to wrap up I'd like to order an Orca with a Battleship level shield or armor tank that can also spare capacitor to be logi (Yes logi can with a Guardian hold up with a cruiser tank but they also have a cruiser sig radius and speed etc), have at least drone bonuses to help fight off attacks by npcs and players alike, and to have an ability to get into remote regions/corners of New Eden without being stopped in its tracks by the first gate camp (covert cloak, warp resist, ecm burst, etc), and have 15-30secs+ to see a threat and retreat when doing something.
& when you think about it or at least when I do a lot of this carriers have but they can't use stargates apparently, have massive tanks to wait for fleet support, but when a gate camp is 12 people and your gang is 6(inc. carrier) and everyone and their mother is going to travel to your location to help the gate campers to get a kill can a small gang really have the capacity to use a carrier? & do they really need even 50-60% of its tank/reps etc for the small content they wish to do?
Responses:
My movement related stats are an attempt to make a ship that can run as fast as possible cuz 6 vs 20 doesn't end well the ship doesn't need to go 115 m/s or whatever but it just fit the theme so I put it there.
The fighter situation is just an issue because I felt this kind of ship would fit into eve as a carrier since the goals are similiar and carriers use fighters at the end of the day your high slots are cloaks, reps, warfare links, whathaveyou your weapons are drones and on an expensive ship they should be decent at minimum.
But at the end of the day having your ship in jeopardy (likely destroyed) for not responding within ~6 sec for cloaker and whatever the warp no lock timer is a risk that a small gang simply can't afford in Eve. I have used Orcas before and while I haven't lost one yet I also know the day will come & yes don't fly what you can't afford to lose, but the idea that a 30m cloaker can be the climax reason behind a billion loss and that the only way to prevent it is to have more friends than he does or to flood the area around the Orca with corpses (giving away its location, OUCH!!) & also seeing than Orca not helping us earn more ISK just storing our scan ships and loot so we can get more seems like a waste. I'm sure I let my inner carebear out screaming "I want safety!" but is asking to pay a billion + more than an Orca, for a ship that can provide that safety and help us earn more ISK really to much to ask? |
Gunsofwar
Industry and Trade Union
0
|
Posted - 2015.06.17 08:23:23 -
[22] - Quote
Apparently, I talked to much :)
I also hate that I look at small gangs and even heck ((( --- S O L O --- ))) players in wh space that create a POS to provide storage for loot, ships, etc and if they ever have a bad day they have 24 hrs to evacuate their goods and they risk what ~300m on a POS
I mean ya we could build a POS in lowsec/null/wh but for one I'm sure some corps/alliances will hate us & combat sites etc get depleted meaning our loot holder could be 3 jumps away and we have to... stop and go back losing ISK/sites, & we have seriously considered this before we are just a little shy of the corps/alliances we could anger...
So what gives?
A carrier would fit the glove perfectly except we can't protect it A orca ties up fleet members doing nothing slowing down ISK A pos could help but it could also put us in a big spot of trouble, and the travel time to get scanning ships, drop off loot etc adds up. A mobile depot can protect your goods but you can't pick it up with stuff in it so you still need a transport but we have cloakers of those so not to bad but it still leaves other problems we need to solve.
Maybe now y'all get why we are requesting such a vessel and while we can live without it and have it would be a massive help to us and I'd imagine other small gangs as well. EVE is a team game, I like to play and joke around with friends, you can't do that easily when theirs battlecoms.
|
Samillian
Angry Mustellid The Periphery
842
|
Posted - 2015.06.17 08:34:55 -
[23] - Quote
If I am reading your most recent posts right basically what you want is a Swiss Army knife of a ship that provides you a massive advantages and reduces the need to pass jobs out to other fleet members (or even bother with other fleet members at all) while farming for virtually no risk to the ship itself.
Not supported.
NBSI shall be the whole of the Law
|
Gunsofwar
Industry and Trade Union
0
|
Posted - 2015.06.17 08:52:10 -
[24] - Quote
It wouldn't be no risk you'd need to be aligned etc or you'd still blow up. A carrier fills all the roles this ship could reps/dps/loot storage/ etc it is just to much for a small gang in nearly every way 10+ fighters would pwn everything we do, the reps could repair a fleet x5 bigger than ours, the maint. bay could hold dozens of ships we need it to hold maybe a scanning frigate or 2 and ~5 ventures if we are insanely bored and want to park the Orca/Carrier in the middle of nowhere and mine. I don't mean to sound like I want 0% risk their is always risk I just can't think of a way to fight other gangs bigger than us to protect a carrier that we don't even need in all its glory 25-30% of a carrier's abilities would suit us perfectly, and I feel that for 'losing' those abilities we could trade for a defense to add even 5-10secs to the time to split and run because while on paper the warp target delay and ~6sec de-cloak lock sound like enough it requires you to see, understand, know what just happened process it in your brain and right click your warp away and click warp with no error or delay when you are not expecting it. Big corps/alliances have this defense in carrier in the form of its tank which can hold a while even out of Triage mode which is could be enough to mount its rescue. A small gang like us wants a portion of what a carrier is without the need to have 40+ members on at a time to defend a carrier so we think of it as a trade 70-75% of a carriers abilities for 10secs of protections my original proposal for the ship accomplished this by +5 warp stab which 1 cloaker is unlikely to break yes but what other way is their? |
Danika Princip
GoonWaffe Goonswarm Federation
3492
|
Posted - 2015.06.17 11:36:54 -
[25] - Quote
Look, you cannot have an uncatchable ship that can do absolutely everything.
25-30% of a carrier's abilities is called a Nestor, a guardian/damnation combo, a hospital domi or some other RRing drone BS. Not an invincible wtfpwnmobile.
You also apparently don't know a thing about carriers, which is amusing. Here's the thing. Solo, a carrier is dead meat. It's slow, fat, incredibly vulnerable to neuts, and if you drop triage, immobile for five minutes.
Your ship has none of these issues, has a covops cloak (making it literally the only thing bigger than a cruiser that can fit one), the highest base warp strength in the game, battleship speed and retaining the refit and ship storage abilities...
You cannot have everything in one ship without anything that even resembles a downside. |
Nyalnara
Dark Evil Undead Ponies Productions
21
|
Posted - 2015.06.17 18:33:53 -
[26] - Quote
Gunsofwar wrote:-Be able to use stargates.
Maybe you should read the devblogs from times to times. Capitals, Supers AND Titans have been able to go through stargates for a few months already...
In case of ponies, keep calm and start running.
French half-noob. Founder of [DEUPP]Dark Evil Undead Ponies Productions.
|
Gunsofwar
Industry and Trade Union
0
|
Posted - 2015.06.17 18:39:55 -
[27] - Quote
Really? Thanks I've never boiled down and got a carrier (for the some of the reasons I am arguing) So I didn't know sorry for my noobness. I'll remove the stargate bit then. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |