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Draahk Chimera
Interstellar eXodus R0ADKILL
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Posted - 2007.03.21 22:11:00 -
[1]
Just something I came up with. The idea is a "super command ship" with the ability to jump a squad. No guns or drones means it cannot become a "1-man pwnmobile". I forsee 3 different uses for theese ships. 1/ To jump pvpers into a fight, either a small roaming gang of 1 squad or a whole fleet (with each squad commander in a t2 bs + every wing commander and the fleet commander in their own). 2/ A kind of "super command ship" as mentioned above. A ship for the fleet commander to sit in during fleet fights and pass out gang assists. 3/ (crazy maybe but doable) Advanced ninja mining. An empire based corp could send a cyno alt into 0.0. The squad commander jumps in a squad of barges and haulers and starts tanking the spawn. When the haulers are full or if the local residents drop by he can jump the mining gang back to empire. ------------------------------
Tech 2 battleship Hislots: All races: 4. Turret hp 0, launcher hp 0. Medslots. Caldari and minmatar 7, gallante 5, amarr 4 Lowslots: Caldari and minmatar 5, gallante 7, amarr 8 Rigslots: All races 3 Drone bay: All races 0m3
Required skills: Race specific battleship 5, assault ships 4, heavy assault ships 4, leadership 5, command ships 4, wing command 5, tech-2-bs-skill 1
Special ability: 99% cpu reduction for gang assist modules, ability to use 3 gang assist modules, 99% cpu reduction for limited jump bridge module. Race specific battleship skill: 20% effectivness of gang assist modules per skill level Tech-2-bs-skill: 100% increase in limited jump bridge module jump range per level All of them have their race specific t2 resists. ------------------------------------
Limited jump bridge module Allows a squad commander to jump his squad to a cynosoral field as long as they are all undocked, uncloaked and in the same grid. Warp scrambled, mobile bubbled or dictor bubbled ships cannot jump. Hislot item Range (base): 1 lightyear Required skills: Navigation 5, Jump drive operation 1, Leadership 5 (note that jump calibration skill wouldnt affect this module, jump fuel conservation skill would however)
As a sidenote I would like to propaganda for the use of tier 1 bs hull for the t2 bs. Finally a use for something that looks like a typhoon \o/
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Marquis Dean
The Last Thing You'll Ever See
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Posted - 2007.03.21 23:02:00 -
[2]
I like this idea. I think the lack of any offense is a good idea, maybe give them Scorpion-like turrets, launchers and drone bay.
And in return give them Recon/Logistics resists rather than HAC resists. ---
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source
Amarr Infinity Enterprises Interstellar Alcohol Conglomerate
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Posted - 2007.03.21 23:59:00 -
[3]
Think Arbiter from Starcraft. Gangwide cloaking ability and highly inefficient cyno generator that consumes alot of fuel possibly reduced per bs II level.
Cloaking effect would also consume fuel as well at an incredibly fast rate (think maybe 20 minutes tops) again possibly extended by bs II.
Give them racial bonus maybe equivalent to that of the lower res command ships (astarte/absolution/nighthawk/etc) and maybe 100 dronebay with a unbonused split weapons system 3/3 tops. Maybe limited grid so the use of nos w/ a tank will be harder
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Kldraina
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Posted - 2007.03.22 04:03:00 -
[4]
I still want to see a mobile force field. A ship that can project it's shields to protect all nearby ships. ---
Most players have no idea what makes a game good. |
The g0ose
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Posted - 2007.03.22 05:13:00 -
[5]
Originally by: Kldraina I still want to see a mobile force field. A ship that can project it's shields to protect all nearby ships.
doomsday protection would be cool
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Tulisin Dragonflame
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Posted - 2007.03.22 05:57:00 -
[6]
It is tech2, it gets two rigslots.
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goodby4u
Logistic Technologies Incorporated Free Trade Coalition
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Posted - 2007.03.22 06:28:00 -
[7]
It has to be either uber gankntank OR as you suggested all logistics,possibly stuff as mentioned in this post...Force field jumping for the gang gang cloaking so on and so forth
IF YOU TURN IT INTO A NINJA MINER I'LL KILL YOU __________________________________________ Yes it is great being amarr. I am minmatar,fly amarr,use gellente drones and am in caldari space. |
VanNostrum
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Posted - 2007.03.22 07:01:00 -
[8]
Edited by: VanNostrum on 22/03/2007 06:58:13
Looking at the suggested abilities, why not call it Tech II Command Ships, instead of Tech II BS?
I can't get used to the idea of a battleship that has no DPS whatsoever..
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Sokratesz
Guardians of Hell's Gate Tactical Narcotics Team
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Posted - 2007.03.22 07:48:00 -
[9]
Originally by: VanNostrum
Looking at the suggested abilities, why not call it Tech II Command Ships, instead of Tech II BS?
I can't get used to the idea of a battleship that has no DPS whatsoever..
Commandships are already T2. Logistics as it is is highly underrated in pvp and a ship like these could breathe new life into the support role.
Originally by: Mastin Dragonfly Radio is essential for Amarr, to call the much needed backup...
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VanNostrum
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Posted - 2007.03.22 07:58:00 -
[10]
oops i mean tier 2 command ships
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Eko Zeni
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Posted - 2007.03.22 08:00:00 -
[11]
How about calling it a "Flagship" instead of a TII Commandship (Which is allready TII)
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Winter II
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Posted - 2007.03.22 08:03:00 -
[12]
how many can one ship take in one jump? 1 t2 ship brings in a fleet of 400? or a gang of 40?
i¦d like to se this and then move a gang of freighters frome empire to 0.0 insteed of flying them... easy :)
carriers hauling options with the possebility to jump would not be needed very mutch then...
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Miss KillSome
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Posted - 2007.03.22 08:15:00 -
[13]
i think it needs some defenses anyway..
maybe 2 turrets hardpoints which cannot be triggered when jump portal is active..
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Miss KillSome
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Posted - 2007.03.22 08:18:00 -
[14]
Originally by: Winter II how many can one ship take in one jump? 1 t2 ship brings in a fleet of 400? or a gang of 40?
i¦d like to se this and then move a gang of freighters frome empire to 0.0 insteed of flying them... easy :)
carriers hauling options with the possebility to jump would not be needed very mutch then...
one squad, this is max 10 ppl
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MrRookie
Caldari Dark and Light inc. D-L
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Posted - 2007.03.22 08:51:00 -
[15]
Not too bad of an idea but I wouldn't like to see them replace the command ships so I'd rather have them use one gang module. But some speciall abilities would be cool. Maybe some anti blob mobiles with heavy tanks and a bonus to smart bombs :p And for sure the limited jump bridge module Sig removed. Please email us at [email protected] if you would like to know why. -Conuion Meow |
Druadan
Gallente Aristotle Enterprises Ethereal Dawn
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Posted - 2007.03.22 09:48:00 -
[16]
Originally by: Miss KillSome
Originally by: Winter II how many can one ship take in one jump? 1 t2 ship brings in a fleet of 400? or a gang of 40?
i¦d like to se this and then move a gang of freighters frome empire to 0.0 insteed of flying them... easy :)
carriers hauling options with the possebility to jump would not be needed very mutch then...
one squad, this is max 10 ppl
Link it to the leadership skills. You can jump in as many squads/wings as you can 'manage' i.e. pass bonuses to from above. That, or if the ship itself requires fleet command V, have a separate set of leadership skills: Squad Movement, Wing Movement, Fleet Movement - operating in the same way as the leadership skills do but instead of enabling gang bonus passage, enabled you to move that many people/squads/wings. __________________________________________________
"A witty saying proves nothing." - Voltaire |
smallgreenblur
Minmatar Wreckless Abandon
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Posted - 2007.03.22 10:33:00 -
[17]
Looks like a good idea, I would say 'flagship' instead of battleship II tho.
The other thing is I would give them bonuses to remote repair rather than gang assist mods. Gang mods, although with 7 mil in leadership it's killing me to say this, are pretty damn good as they are. Further boosts (other than to allow commanders to actually benefit from the bloody things) are going to severely unbalance pvp.
sgb
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Draahk Chimera
Interstellar eXodus R0ADKILL
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Posted - 2007.03.22 13:02:00 -
[18]
Some really good input and ideas here. Heres my new version based on that. Changed the "super command ship" idea to a large logistics ships idea and because of that removed command ships from the skill tree and added logistics. I still think they should have no offencive capabileties, why? Because imagine a battleship sized nighthawk or damnation with a heavy cap injector and a warp scrambler. Could probably take on 15 other guys in t1 battleships, and we dont want a super-one-man-fleet ship. We want a ship that continues down the line of MMO.
Flagship Hislots: All races: 4. Turret hp 0, launcher hp 0. Medslots. Caldari and minmatar 7, gallante 5, amarr 4 Lowslots: Caldari and minmatar 5, gallante 7, amarr 8 Rigslots: All races 3 Drone bay: All races 0m3
Required skills: Race specific battleship 5, assault ships 4, heavy assault ships 4, leadership 5, wing command 3, long range targeting 5, logistic ships 4, flagships 1
Special ability: 99% cpu reduction for gang assist modules, 99% cpu reduction for limited jump bridge module. Race specific battleship skill: Caldari and minmatar: -10% cap use for large shield transporter per skill level, 100% bonus to large shield transporter optimal range per level. Amarr: -10% cap use for large capacitor transfer per skill level, 100% bonus to large capacitor transfer optimal range per level. Gallante: -10% cap use for large remote armour repairer cap use per skill level, 100% bonus to large remote armour repairer optimal range per skill level. Flagships: 100% increase in limited jump bridge module jump range per level All of them have their race specific t2 resists.
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Castar
Aliastra
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Posted - 2007.03.22 13:50:00 -
[19]
You will most defenitely need a serious tanking ability. The penultimate hyperexpensive logistics ship... can you say "primary"?
- Fluffy Wuffy Bunny > Die, pig. * Fluffy Wuffy Bunny utterly destroys you in a bunnylike fashion. Fluffy Wuffy Bunny > Victory is mine! |
Shannaria
Caldari
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Posted - 2007.03.22 14:02:00 -
[20]
t2 bs should be a combo of hacs, recons, logistics, and CS... by that they should have huge drone bays, remote reps, stealth/e-war, and gang mod ability... but none as good as the cruiser/bc versions.. just a nice combo
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Brodde Dim
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Posted - 2007.03.22 14:05:00 -
[21]
I like the idea, needs some refining, but still a good start.
I would really like to see the existing logistics ships and modules fixed first though.
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Subbaculcha
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Posted - 2007.03.22 14:14:00 -
[22]
but:
a battleship is a big ship with big guns
none of the t2 version of any ship has lesser abilities/attributes than its original version.
i'd rather see a limited jump-bridge module on a mothership which comes right after the titan class
faction bses are something near to a t2 bs
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Jackal79
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Posted - 2007.03.22 14:16:00 -
[23]
***est idea ever. It should cost massive money and it should be a 1 man wrecking crew if the user chooses to solo it - hey if you want to risk nearly a billion in a solo venture you should at least be a pretty scary opponent. If the ship alone costs that much I doubt that many people will solo it though.
It should be like a command ship is to a battlecruiser - alot more defensive capability, a bit more offensive capability.
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Jain Za
Jewel Enterprises
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Posted - 2007.03.22 14:57:00 -
[24]
Originally by: Castar You will most defenitely need a serious tanking ability. The penultimate hyperexpensive logistics ship... can you say "primary"?
QFT.
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