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NanDe YaNen
The Funkalistic
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Posted - 2008.07.27 05:12:00 -
[1]
Forked version. V 0.5.5
Tier II BC's are more offensive than tier I. Make them the offensive analog to defensive geared command ships. Give them enemy gimping ability.
Roleplay garbage: Designed for ambush. Infiltrates command interface hardware to gain access to subsystems.
Good tank. Grid-wide race appropriate de-buff to give the desired edge to attacker. De-buff is ~2min duration, hits everything on grid including friendlies, thus only useful in offense. Kill the ship to lift the effect early. Use with logistics and command ships to make truly effective.
- Gallante: Grid-wide scripted RSD
- Mini: Grid-wide target painting (or speed reducing maybe?)
- Amarr: Grid-wide scripted tracking disruption (maybe capacitor gimp?)
- Caldari: Grid-wide ECM burst (needs work)
Let them go in first, do their thing, and then patch them up with logistics and let their high resists make them a pain. Couple with command ships. Since you get to jump the enemy and choose which tactical upper hand you want, you can tailor the application to how that tactical advantage will most be useful.
Race command ships + infiltrators + logistics work as a team:
Amarr == Sniper support Squad (suppressed enemy firepower and increased tank) Gallante == Sniper/Ambush support Squad (slow locks or inability to lock at range) Minmitar == Speed Support Squad (faster friendly locks and speed advantage) Caldari == Disengages ~10% of the enemy at the onset of combat.
These look like tactics. Fun tactics. Tactics where you have to coordinate setups and pick your fights well. OH MY GOD! I believe it's a good design. It's simple. It's an analog to a command ship that works well with a command ship.
Skills: Recon IV BC V Hacking V Race respective encryption methods IV
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NanDe YaNen
The Funkalistic
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Posted - 2008.07.27 17:06:00 -
[2]
Bump for awesomeness. Shoot it down or give your seal.
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NanDe YaNen
The Funkalistic
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Posted - 2008.07.29 02:23:00 -
[3]
*Bump* Focused first-strike design.
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Avar Davola
Knights Varangian
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Posted - 2008.07.29 04:37:00 -
[4]
Originally by: NanDe YaNen
Roleplay garbage:
You got my vote with this alone!
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NanDe YaNen
The Funkalistic
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Posted - 2008.08.02 18:07:00 -
[5]
Bump. Because it's still an awesome idea. =D Yes, you could use a pile of recons, but when it comes to setting up a gang with a tactical focus, having one ship do a minor thing to a lot of ships would be incredibly valuable, moreso than a handful of ships doing a major thing to a lot of ships.
In addition, since the ability works as a solo tool as well, the ship is a viable solo ship that happens to have bad implications for an enemy gang who jumps it, making it an ideal ship to start an engagement with. Sorta like a HIC in that respect.
Strength of all effects should be less than what one module on a recon would do. Maybe even just half. Idea is you can set your ships up for a particular advantage, and set this ship up to give a corresponding disadvantage to the enemy at the onset of combat. Duration a bit shorter maybe. One active module per grid limitation.
These are just balancing issues though. Mechanics are solid.
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