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Alowishus
Shadow Company Lotka Volterra
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Posted - 2007.01.10 19:29:00 -
[1]
Edited by: Alowishus on 10/01/2007 19:25:35 This is not a rant, whine, request or petition. Just an idea I had today.
Tier 2 Destroyers: What do destroyers do? They kill frigs fast. The Tier 1 destroyers do this this simply with lots of fast tracking guns. Tier 2 Destroyers should work a bit differently toward the same goal. They should be the logistic side of killing frigs and have less guns but with cool bonuses to web range, nos range, target painters, etc. These ships should be somewhat durable, with the slots and cap for tanking along with bonuses to tanking in some cases (either resists or rep/boost amount).
Escort Ships: These would be the Tech 2 version of the above. They'd be very sturdy with high resists. They'd also be able to do a fair amount of killing, they should be able to handily destroy any T1 Cruiser and possibly BC. What will make these special is a device called an "escort module," which they will have a 99% CPU reduction for.
The escort module does the following:
50% increase to speed of gangmates 25% bonus to agility of gangmates 50% increase in cargo hold size of gangmates 250% increase in warp speed of gangmates +2 WCS strength of gangmates
Penalties:
+75% locking time of gangmates -75% locking range of gangmates -50% tracking of gangmates
Possibly:
Everything within 1000m can break a warp disruption field. This will obviously be controversial. And it's not fool proof. Obviously the target, lets assume a hauler, isn't going to uncloak 1000m from their escort. This means that the enemy camp has a chance to get enough points on the hauler before the escort can get with 1000m of it.
Discuss.
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Shandling
Minmatar Disband
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Posted - 2007.01.10 19:38:00 -
[2]
Originally by: Alowishus Penalties:
+75% locking time of gangmates -75% locking range of gangmates -50% tracking of gangmates
What I see happening is a short-mid range missile based gang engaging their target, THEN adding the Escort ship to the gang after the locks are done.
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Alowishus
Shadow Company Lotka Volterra
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Posted - 2007.01.10 19:43:00 -
[3]
Originally by: Shandling
Originally by: Alowishus Penalties:
+75% locking time of gangmates -75% locking range of gangmates -50% tracking of gangmates
What I see happening is a short-mid range missile based gang engaging their target, THEN adding the Escort ship to the gang after the locks are done.
Change it to +100% ROF then. Whatever it takes to prevent the Escort ship from being of benefit to combat gangs.
Also, I wanted to add: +150% bonus to Afterburner (NOT MWD) thrust.
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Audri Fisher
Caldari The Keep THE R0CK
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Posted - 2007.01.10 20:12:00 -
[4]
eh, for a lot of selfish reasons, no. mainly all trainging I have in dessy, and small rails. the sabre has a ****load of small guns, the pg to only fit small ones which fire very rapidly, and no rof penalty. why can't we get a combat oriented tech II destroyer for each race? To do this, we need tech teir II destroyers first. all tech II dessies would keep 25% rof penalty.
caldari: 6 missle bays, 50% role based range bonus. and either 5% bonus to all damge types or 10% kinetic damage to light missles.
Galente: take 15 pg off current one add 20 drone bay space 7 turret hard points. role bonus of 50% range on hybrids. bonus 1: 5m3 drone bay space per level bonus 2: 1 more drone that can be controlled per level. Gallente dont have a tech I light drone carrier, this is it.
Minitar: Typhoon wannabe done right role bonus of 50% optimal range for projectiles. 6 missle hardpoint, 6 turret hard points bonus: 5% damage to projectiles and explosive missles per level.
Amaar is a toughie, but since they are alway whinning about lack of mids and lack of damage types... switch mid and low slots on coercer same bonuses take 10 pg off, and 20m3 drone bay.
this allows us to make tech II combat versions for destroyers. Take the teir 1 hulls take the rof penalty off, add 10 cpu and pg to everyone all around. then give them 1/2 assault racial assault resist, like cepters get.
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Rennard
Janissaries
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Posted - 2007.01.10 20:14:00 -
[5]
GIEF AMMRA 1000% AMROR BONUS FTW111ONE!!1!1111
...Not playing EvE at the moment, currently hibernating and forum whoring... |
Bardi MecAuldnis
Amarr Pirates of Destruction Union
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Posted - 2007.01.10 20:19:00 -
[6]
Originally by: Audri Fisher stuff
I wrote a post about something similar a while back. No one took much interest, though. I can't find it either --- Hey hey let's go kenka suru! Taisetsuna mono protect my balls! Boku ga warui so lets fighting! LET'S FIGHTING LOVE!!! |
Sokratesz
Guardians of Hell's Gate Tactical Narcotics Team
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Posted - 2007.01.10 20:57:00 -
[7]
Edited by: Sokratesz on 10/01/2007 20:54:09
I like the general idea but its lacking in alot of ways. First of all several aspects you mentioned are impossible to implement, (like the cargohold bonus - what if your gangmate crashes and you find yourself at the next gate, unable to jump with 100k zydrine aboard?), second it'll be insane amounts of coding...
Modified idea:
Warp Core Assistance Catalyst
This module activates just like anything else, on a ship targetted. It gives the following:
- Ability of the target ship to warp, regardless of scrammed or in a bubble - Activation time: Infinite, untill the target ship has warped or has been killed - Penalties: -90% scan resolution, -90% velocity while activated - Reactivation delay: 30 seconds (to prevent a single destroyer from moving an entire friendly fleet through a camp)
The module would use something like 50 units strontium with 5 unit reduction per skill level.
Basilisk Fitting Link |
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