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Thread Statistics | Show CCP posts - 4 post(s) |
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CCP Nozh
C C P
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Posted - 2009.03.16 13:13:00 -
[1]
So, Apocrypha is out with 3 subsystems per category, we're now starting our next development cycle where we'll look at the fourth variation. There are already tons of good ideas floating around at the office, but before we proceed we'd like to hear your ideas.
What bonuses would you like to see on the fourth subsystems? -What other subsystems would you use it with? -How does is it differ from the other choices? -Drawbacks when fitted, if any?
Please keep the thread clean and stay on topic.
Nozh Game Designer CCP Games |
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IceAero
Amarr Shadow Company
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Posted - 2009.03.16 13:49:00 -
[2]
Edited by: IceAero on 16/03/2009 13:53:03 reserved (I have a TON of ideas, and this will take some time for me to write )
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Tarminic
Aliastra
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Posted - 2009.03.16 14:27:00 -
[3]
Writing up ideas now, watch this space... ---------------- Play EVE: Downtime Madness v0.83 (Updated 7/3) |
Lumy
Minmatar eXceed Inc. Minor Threat.
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Posted - 2009.03.16 14:37:00 -
[4]
Propulsion subsystem (All races): Multiplies the cloaked velocity by 125% per level. 1 high slot (for cloak obviously)
Electronics subsystem (All races): -75% to -100% targeting delay after decloaking per level. Allows to use covert jump portal. 3 med and 1 low slots (or other combination?)
Legion offensive: 5 high slots 1 low slot 5 launcher hardpoint 25 mbit/sec drone bandwidth 50 m3 drone capacity 7.5% heavy assault missile rate of fire per level 10% heavy assault missile velocity per level
Joomla! in EVE - IGB compatible CMS. |
IceAero
Amarr Shadow Company
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Posted - 2009.03.16 14:45:00 -
[5]
Edited by: IceAero on 16/03/2009 14:54:28 Edited by: IceAero on 16/03/2009 14:45:30
Originally by: Lumy Propulsion subsystem (All races): Multiplies the cloaked velocity by 125% per level. 1 high slot (for cloak obviously)
Electronics subsystem (All races): -75% to -100% targeting delay after decloaking per level. Allows to use covert jump portal. 3 med and 1 low slots (or other combination?)
That's my idea too!!! I'm glad we agree...
And the high slot should be with the electronic subsystem, not propulsion :)
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Stitcher
Caldari ForgeTech Industries
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Posted - 2009.03.16 14:52:00 -
[6]
hell, I'll give you four AND five.
Tengu: Electronics: probe scanning strength or Siege warfare link use +bonus Defense: Increased shield recharge rate or reduced shield booster cap use. Engineering: reduced powergrid and cap cost for oversized remote reppers or increased energy transfer amount (Not both!) Offense: hybrid damage+tracking or missile kinetic damage+missile explosion velocity and radius Propulsion: 5% speed per level or reduction in ship mass per level
Loki: Electronics: target painter effectiveness or skirmish warfare links Defense: Shield HP or armour HP Engineering: reduced powergrid and cap cost for oversized remote reppers or increased energy transfer amount (Not both!) Offense: missile explosive damage+missile explosion velocity and radius or missile explosive damage+ROF Propulsion: reduced MWD sig radius increase or reduced MWD cap penalty.
Legion Electronics: Siege warfare link or tracking disruptor effectiveness+range Defense: Armour HP or drone HP and damage Engineering: reduced powergrid and cap cost for oversized remote reppers or increased energy transfer amount Offense: missile EM damage+missile explosion velocity and radius or missile EM damage+ROF Propulsion: MWD cap penalty or ship agility
Proteus Electronics: Probe strength or web range Defense: Armour HP or reduced armour rep cap use Engineering: reduced powergrid and cap cost for oversized remote reppers or increased energy transfer amount Offense: hybrid damage+tracking or hybrid damage+ROF Propulsion: AB speed bonus or Drone MWD speed and range
Basically, the three big things I'd like are warfare links (one per ship, max), missile explosion velocity and radius bonuses (not so hot for cruiser-on-cruiser combat, but frigates beware!) and expanding the potential of tech 3 for use as logistics platforms without overshadowing actual logistics ships.
here's hoping at least one of them makes it in - Verin "Stitcher" Hakatain. |
Reatu Krentor
Minmatar Void Spiders Fate Weavers
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Posted - 2009.03.16 14:57:00 -
[7]
Originally by: Lumy
Legion offensive: 5 high slots 1 low slot 5 launcher hardpoint 25 mbit/sec drone bandwidth 50 m3 drone capacity 7.5% heavy assault missile rate of fire per level 10% heavy assault missile velocity per level
I guess you want to eat your cake (amarr victor )
electronics subsystems for the other ewar (at least for all races but caldari, caladari get nothing!)
subsystems that give abilities such as the ability to fit bubble launcher or the hictor's thingy, blackops abilities(a propulsion system?)
Engineering subsystem(all races): shield transfer/remote repper capacitor use reduction for respective races, with a corresponding reduction in firepower(negative bonuses to hardpoints/drone stuff).
-- stuff -- |
Gneeznow
North Eastern Swat Pandemic Legion
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Posted - 2009.03.16 15:12:00 -
[8]
if each electronic subsystem ADDED another race's sensor type it would go some way to making t3 ships better when being falcon'd, for example the 4'th subsystem would give minmatar some magnometric magnetometric sensor aswell as their ladar, and the amarr one would get some gravimetric aswell as their radar, making them less vulnerable to racial jamming
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Stitcher
Caldari ForgeTech Industries
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Posted - 2009.03.16 15:27:00 -
[9]
Originally by: Gneeznow if each electronic subsystem ADDED another race's sensor type it would go some way to making t3 ships better when being falcon'd, for example the 4'th subsystem would give minmatar some magnometric magnetometric sensor aswell as their ladar, and the amarr one would get some gravimetric aswell as their radar, making them less vulnerable to racial jamming
There's already a sensor strength subsytem, what more do we need? Making them falcon-proof would be taking things a step too far. - Verin "Stitcher" Hakatain. |
Lumy
Minmatar eXceed Inc. Minor Threat.
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Posted - 2009.03.16 15:31:00 -
[10]
Proteus offensive subsystem: (drone sniper) 5 high slots 1 low slot 3 turret 100 (or 125?) mbit/sec drone bandwidth (higher bandwidth because no damage bonus) 200 m3 drone capacity 7.5% sentry drone tracking speed per level 10% sentry drone optimal range per level 7.5% sentry drone hitpoints per level
Joomla! in EVE - IGB compatible CMS. |
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Finnroth
Caldari The Guardian Agency Guardian Federation
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Posted - 2009.03.16 15:32:00 -
[11]
I believe what he means ist what we already had on sisi for a while. Standard Sensor strength (something between 17-20) but instead of all the way ladar all kinds of sensors. This makes it effectivly harder to guess which type you posses and in return makes the ships alot more ECM proof.
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.03.16 15:46:00 -
[12]
Electronics:
Allow fitting of CovOps cloak IIs, or if you don't want to do that, remove sensor recalibration time for Improved Cloak IIs **IN ADDITION TO REMOVING THE SCAN RESOLUTION PENALTY**.
Offense:
Missile bonused subsystems for the Proteus and Legion, drone bonused systems for the Tengu and Loki.
Defense:
75% resistance to all cap warfare (nos/neuts).
Engineering:
Installs jump drive, allowed to jump to Covert Cynos.
Propulsion:
Reduced mass per level.
With the last minute changes to the subsystems right before they were delivered to TQ the T3 ships' slot layouts and bonuses are now pretty boring. Of all the possible combinations only two or three per ship are even remotely viable with all the rest being total crap.
The basic three subsystems need to be improved as well as the fourth and fifth being added.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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Illectroculus Defined
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Posted - 2009.03.16 16:16:00 -
[13]
Mining Bonuses, and ability to fit strip miners ;-)
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Gypsio III
Dirty Filthy Perverts
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Posted - 2009.03.16 16:16:00 -
[14]
Sensor types of racial allies, as we had on Test for a while, would be very nice. E.g., the Tengu gets an option for Radar sensors, the Loki gets an option for magnetometric, etc.
Covops cloak will not work. It's far, far too powerful a mod. It could break the strategic cruiser class by making it stupid to fit any other electronics subsystem, and the overlap with Force Recons would be very difficult to balance. OTOH, bonuses to cloaked speed, sensor recalibration time and scan res when using a "normal" cloak would be viable.
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Deviana Sevidon
Gallente Panta-Rhei Guardian Federation
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Posted - 2009.03.16 16:20:00 -
[15]
For the Legion would be Khanid-Type Subsystem a good thing, with Bonuses for HAMs.
Another idea might be, to create something a like an Ion Frigate from the Homeworld Series. A Module that allows to effectivly use an oversized weapon system in a small Hull at the cost of defense and maneuverabilty. Perhaps give them the ability to fit a single XL weapon on their Hull.
Another idea would be, to give the T3 Ships an Electronics Subsystem that gives extended Cargo and an in-space refit option for ships, similar to the ability Carriers have.
Quote: Disclaimer: All mentioned above contains my opinion and is therefore an absolute truth (for me anyway, my universe, muhahaha.....ok, done
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Lumy
Minmatar eXceed Inc. Minor Threat.
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Posted - 2009.03.16 17:19:00 -
[16]
Engineering subsystem: Tengu, Loki: X% reduction in Shield Transport and Shield Booster capacitor use per level Legion, Proteus: X% reduction in Remote Armor Repair and Armor Repairer capacitor use per level
where X is somewhere between 5% to 10%.
Joomla! in EVE - IGB compatible CMS. |
Takeshi Yamato
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Posted - 2009.03.16 17:24:00 -
[17]
Edited by: Takeshi Yamato on 16/03/2009 17:24:21
Quote: What bonuses would you like to see on the fourth subsystems?
For the Legion - Offensive subsystem: khanid style heavy assault missile bonus - Electronics: tracking disruptor bonus, 2 med, 1 low
In general - Engineering: +20% cap booster amount per level, cap transfer range/strength bonus - Propulsion: mwd and afterburner mass penality reduction - Electronics: stasis webifier strength - Electronics: reduction in delay after uncloaking - Defensive subsystem: passive armor repair
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Lumy
Minmatar eXceed Inc. Minor Threat.
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Posted - 2009.03.16 17:38:00 -
[18]
Loki offensive subsystem: 5 high slots 1 med slot 5 turret 25 mbit/sec drone bandwidth 25 m3 drone capacity 7.5% bonus to medium projectile turret rate of fire per level 10% bonus to the velocity factor of stasis webifiers per level 7.5% bonus to medium projectile turret tracking per level (maybe overkill?)
Joomla! in EVE - IGB compatible CMS. |
El Yatta
Mercenary Forces
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Posted - 2009.03.16 17:46:00 -
[19]
-Missile subsystem for Proteus and Legion (offensive) -Drone subsystem for Tengu and Loki (offensive)
-PLEASE make new subsystems have different slots from existing ones!
-Need to be able to use a subsystem to switch around the "racial" mid/low - e.g. atm I cant get a midslot-heavy, few-low Proteus, yet I can fly a Lachesis that does just that! Example - Proteus subsystem, engineering. -2 Lows, +3 mids. Vice versa for Tengu.
-Remote repair range and cap use (engineering).
-Nos/neut resistance (defensive)
-Web strength (electronic)
-Off-racial tanking (armor resists tengu defensive)
_______________________________________________ Mercenary Forces |
Lumy
Minmatar eXceed Inc. Minor Threat.
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Posted - 2009.03.16 18:28:00 -
[20]
And last one of offensive subsystems
Tengu offensive subsystem: 5 high slots 1 med slot 5 missile 10% bonus to Heavy, Heavy Assault and Assault missile launcher damage per level 5% bonus to light missile, heavy and heavy assault explosion velocity per level and eduction in explosion radius 10% bonus to heavy missile and heavy assault missile velocity per level
Already mentioned above, but posting because of: 1. want to have full set 2. (imho) more reasonable slot layout and numbers Defensive subsystems: Loki, Tengu: 150% Bonus to Shield Transport range (T2: 15km, 24km, 33km, 42km, 51km) 10% bonus to shield transporter effectiveness per level 1 high slot 1 med slot
Legion, Proteus 150% Bonus to Remote Armor Repair System range (T2: 15km, 24km, 33km, 42km, 51km) 10% bonus to remote armor repair system effectiveness per level 1 high slot 1 low slot
Joomla! in EVE - IGB compatible CMS. |
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Kalintos Tyl
Minmatar
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Posted - 2009.03.16 18:49:00 -
[21]
Warfare links diffrent type of sensor like magneto for amarr drone hulls for caldari,amar,minmatar another race ew bonuses painter for caldari, ecm for minmatar and such covert ops hulls
60D GTC - shattared link |
Spazz21
Amarr Lonetrek Trade and Industries Ethikos Trade Alliance
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Posted - 2009.03.16 18:50:00 -
[22]
I would like to see something for the Industrialists, currently its all designed for combat,so really it doesn't change up the usefulness too much, just usefulness in combat only. However, if we had parts that could rival the other ships, that would be great.
I don't know about the stats specificly, but just some brain storming be nice to see for something like: Electronic Systems: Increase Warp stability and decreases cargo size. Defense Systems: Increase in cargo Size, resistance, additional Turret Slot/s Offensive Systems: Inc cargo, Turret slots, Mining Laser bonus. Engineer: Increase CPU/Decrease CPU needs from Mining Laser with Harvesting bonus. Propulsion: Idk lol
Just something along that idea would be great so can mix it up so someone can still mine sufficiently and not worry about rats much or something, yet don't want to make ships like transports completely useless, but something that can mine between a BS(with uppgrades and such) but still less then a Hulk and not have to jetcan or warp back to station every 3mins. Maybe have a special secured Jet can only T3 can make? Size of a normal jet can but have password to prevent flippers and still have the 2hr timer on them.
Basically I want stuff that I can mix it up and do other stuff with. If I wanted an all out combat ship, I would just get a HAC or a BS, no point in getting a T3 Ship if all the parts are going to be similar to that of a HAC. As for the Large Weapons idea, that is also a great idea since you got the Stealth Bomber, then having a cruiser that can use large weapons with smaller signature rating would be neat too.
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IceAero
Amarr Shadow Company
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Posted - 2009.03.16 19:11:00 -
[23]
Originally by: Lumy
Already mentioned above, but posting because of: 1. want to have full set 2. (imho) more reasonable slot layout and numbers
Think about this for a second.
You're taking away the hp/resist/tanking bonus and adding something that only helps out in a a t3-specific gang.
I think the 2 low or 2 mid slots are balanced, they won't even make up for the loss of the bonus.
Having 1 low/ 1 mid for the defensive subsystems will make the ships a good bit weaker than they are now.
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Lijhal
FrEE d00M Fighters
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Posted - 2009.03.16 19:22:00 -
[24]
as some people here posted already:
tengu & loki offensive: 5% medium turret damage, 10% bonus to drone damage, 7.5% bonus to drone hitpoints per level 5 high / 1 med / 0 low ; 100m3 drone bay / 75Mbit/sec ; 3 turret / 0 missile hardpoints
defensive: 10% bonus to armor hitpoints per level 0 high / -1 med / 3 low ; 3550 armor HP
engineering: 5% shield booster & armor repairer energy consumtion reduction per level 1 high / 1 med / 1 low
electronic: 5% signature reduction per level 0 high / 2 med / 2 low
vica versa for proteus & legion
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IceAero
Amarr Shadow Company
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Posted - 2009.03.16 19:32:00 -
[25]
OK everyone, my top post is complete with the best ideas I can come up with for making T3 the best thing that ever happened to this game :)
Please give me some feedback!
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Uzume Ame
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Posted - 2009.03.16 19:41:00 -
[26]
Originally by: Bellum Eternus
With the last minute changes to the subsystems right before they were delivered to TQ the T3 ships' slot layouts and bonuses are now pretty boring. Of all the possible combinations only two or three per ship are even remotely viable with all the rest being total crap.
The basic three subsystems need to be improved as well as the fourth and fifth being added.
This. I would like to know someday the rationale for releasing the subsytems as they're, now T3 is nothing but glorified T2 ships which will cost much more, have SP sink, and with soem terrible useless bonuses/subsystems. Stop adding and fix stuff damnit (the iteration before last minute changes was just much better, I still don't get the changes).
As for the topic, for a change what about doing soemthing different/not boring: - Bonus that somehow give you ability to adapt your ship to tactical enviorenments in whole. Probably would requiere not lazy programming so probably is not a possibility, oh welll...
/rant
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Lumy
Minmatar eXceed Inc. Minor Threat.
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Posted - 2009.03.16 19:58:00 -
[27]
Originally by: IceAero OK everyone, my top post is complete with the best ideas I can come up with for making T3 the best thing that ever happened to this game :)
Please give me some feedback!
Ok, me being all negative:
1. You are being too generous with slot layout. I think the idea is max 15 slots total for cruiser hulls. Combination of your subsystems are giving 3 more (going to BC territory). 2. Covops cloak - Just NO. Sorry, this is overkill. 3. Your Proteus offensive = Drone Synthesis Projector on steroids - Not really original. 4. Tengu offensive - Lacking on damage department. Compared to Accelerated Ejection Bay. 7.5% ROF just alone gives 1.6x all dmg (2.0x kinetic) at level V vs 1.375x kinetic only.
Joomla! in EVE - IGB compatible CMS. |
IceAero
Amarr Shadow Company
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Posted - 2009.03.16 20:21:00 -
[28]
Originally by: Lumy
Originally by: IceAero OK everyone, my top post is complete with the best ideas I can come up with for making T3 the best thing that ever happened to this game :)
Please give me some feedback!
Ok, me being all negative:
1. You are being too generous with slot layout. I think the idea is max 15 slots total for cruiser hulls. Combination of your subsystems are giving 3 more (going to BC territory). 2. Covops cloak - Just NO. Sorry, this is overkill. 3. Your Proteus offensive = Drone Synthesis Projector on steroids - Not really original. 4. Tengu offensive - Lacking on damage department. Compared to Accelerated Ejection Bay. 7.5% ROF just alone gives 1.6x all dmg (2.0x kinetic) at level V vs 1.375x kinetic only.
1)
a] The idea behind the Engineering Subsystem #4 is that it IS BC-sized, so that's why it adds 1 low or mid slot and adds mass/signature. I also justify this addition of a slot by saying it has no bonuses to powergrid or cap/caprecharge!
b] The Defensive subsystem 4 adds a high slot, so you can add 1 remote rep without losing a turret, considering it doesn't have any actual bonuses to hp/resists/tanking I believe this high slot balances that out.
c] The Electronic/Propulsion combination always adds 1 high slot, nothing else. But maybe more balanced would be NOT to have it add a high slot, so you must drop a turret or launcher to fit your cloak. I think I like this idea, I've made the change.
2) People really want this, it seems, and I like it as well. I can see it being over powered. See my previous line.
3) True, but CCP though the Drone Synthesis Projector should be a mix drone/hybrid damage platform, which is cool for close range work where 3 blasters + 4 heavy drones will be a lot of damage, but I thought 5 heavy drones without the turrets should be an option.
4) Agreed, I forgot to go back and look at this, as I was wondering about the difference myself. I want this subsystem to do less damage but hit smaller ships a lot harder. 7.5% dmg bonus = 1.44x kinetic. 12.5% = 1.8x kinetic. So I've changed it to 12.5% damage bonus
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Arushia
Nova Labs Empire Research
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Posted - 2009.03.16 20:42:00 -
[29]
Proteus Electronics - Drone Link Augmentation +5km drone control range per level 400 CPU 0 Highslots 2 Midslots 1 Lowslot +25 mbit//s bandwidth +50 m^3 drone bay
Target range/resolution/strength: whatever
This would let it finally compete with the Ishtar for Drone DPS, at the cost of a slot.
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IceAero
Amarr Shadow Company
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Posted - 2009.03.16 21:10:00 -
[30]
Originally by: Arushia Proteus Electronics - Drone Link Augmentation +5km drone control range per level 400 CPU 0 Highslots 2 Midslots 1 Lowslot +25 mbit//s bandwidth +50 m^3 drone bay
Target range/resolution/strength: whatever
This would let it finally compete with the Ishtar for Drone DPS, at the cost of a slot.
I like your idea about the drone control range, I added it to my post, and took away a high slot. Basically forcing-fit a drone range augmenter.
However, you can't have your offensive subsystem adding no high slots, or else you could have 0 high slots, and that just doesn't fly.
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