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Arthur Frayn
V.O.F.L IRON CORE H E L I C O N
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Posted - 2009.04.03 07:04:00 -
[1]
Edited by: Arthur Frayn on 03/04/2009 07:05:35 I think that none of the current ship classes really fit well with exploring wormholes, aside from marauders and they're really too expensive and can't fit in the smaller wormholes anyway. So here is my idea for exploratory battlecruisers:
Resist bonuses equalling or slightly weaker than field command ships.
All have 7 highslots with only four turret or missile hardpoints.
Role bonus: 100% bonus to primary weapon damage, 100% bonus to range and velocity of tractor beams.
Tech 1 bonuses: Remove the damage bonuses for all ships(except for the Hurricane which should retain the ROF bonus), retain tank/cap bonuses, add 10% bonus to shield or armor hitpoints per level. Tech 2 bonuses: 5% bonus to scan probe strength, 5% bonus to access difficulty for salvagers, codebreakers and analyzers. -- Eventus stultorum magister. |

Arthur Frayn
V.O.F.L IRON CORE H E L I C O N
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Posted - 2009.04.03 07:08:00 -
[2]
Reserved. -- Eventus stultorum magister. |

Crawler
Gallente Northern Star Brigade
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Posted - 2009.04.03 08:11:00 -
[3]
i like the idea but they seem a bit over powered. give them a 50 - 75% damage modifier and they would be better.
these ships have to do more then combat. they are not CS's that are geared towards combat and nothing else. they don't have the power plants of marauders. they are small, Carrying only what they need to stay in space for a long time exploring. there focus shouldn't be confrontation but evading.
so a 50% damage bonus and a +2 warp bonus making them very hard to capture, would be in order _____________________________________________ yawnnnnn |

Arthur Frayn
V.O.F.L IRON CORE H E L I C O N
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Posted - 2009.04.03 08:42:00 -
[4]
Edited by: Arthur Frayn on 03/04/2009 08:45:50
Originally by: Crawler i like the idea but they seem a bit over powered. give them a 50 - 75% damage modifier and they would be better.
these ships have to do more then combat. they are not CS's that are geared towards combat and nothing else. they don't have the power plants of marauders. they are small, Carrying only what they need to stay in space for a long time exploring. there focus shouldn't be confrontation but evading.
so a 50% damage bonus and a +2 warp bonus making them very hard to capture, would be in order
Well they only have 6 effective turrets/launchers. Three weapon hardpoints with a double damage bonus seems fair to me. That means the Juno has the damage of a Ferox, the Centurion has the damage of a Prophecy and the Albatross does less damage than a Caracal with kinetic missiles! Would you call that overpowered?
If anything, their tanks are too heavy. Maybe removing the hitpoint bonus in favour of a +1 scan probe controlled per level? -- Eventus stultorum magister. |

Tamahra
Garoun Investment Bank
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Posted - 2009.04.03 09:10:00 -
[5]
the idea sounds very good, i like it.
but
Exploratory Cruiser Skill Bonus: 5% Scan probe strength, 5% bonus to access difficulty for salvagers, codebreakers and analyzers.
MUST NOT be per Level of skill, or the Explaratory Cruiser would be overpowered with 25% total bonus to scan probe strenght. The Cov Ops Frigate always needs to be the nr. 1 for exploring, with the most scan probe strenght boni among all existing ships.
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King Rothgar
Death of Virtue
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Posted - 2009.04.03 09:25:00 -
[6]
Not a bad idea and I'm ok with the +25% max possible probe strength, the t1 probe frigates already have this bonus so it's nothing new. Cov Ops have a +10% bonus per level, not +5% so it's fine I think. A BC sized marauder is a good idea for this type of thing. I would not do the warp core strength as suggested, makes it too much of a carebear ship imho.
The armor/shield amount bonus is a bit over the top, should consider something else like cargo capacity or cap recharge. The idea being to increase their endurance in unknown space with little or no support. 6 effective guns is about right with plenty of armor/shield resistance and a big cargo capacity for hauling cap boosters/ammo in and loot out.
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Lifelongnoob
Caldari Final Conflict UK Ethereal Dawn
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Posted - 2009.04.03 09:28:00 -
[7]
albatros is a crap name for a t2 drake.... albatros have a large wingspan.. the drake hull doesnt.... to be honest it looks more like a cuttlefish...
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Arushia
Nova Labs Empire Research
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Posted - 2009.04.03 09:31:00 -
[8]
Originally by: Arthur Frayn Edited by: Arthur Frayn on 03/04/2009 07:25:19 Janus Hull: Myrmidon
Battlecruiser Skill Bonus: 7.5% increase to armor repair amount and 5% bonus to armor hitpoints per level per level.
Exploratory Cruiser Skill Bonus: 5% Scan probe strength, 5% bonus to access difficulty for salvagers, codebreakers and analyzers.
Role Bonus: 100% bonus to Medium Hybrid Turret damage , 100% bonus to range and velocity of tractor beams
Low slots: 5 Med Slots: 5 High Slots 7 Turret Hardpoints: 3
With the Myrmidon being a drone hull, I'd swap out the 100% hybrid damage bonus for 125mbit bandwidth and a larger drone bay.
Otherwise, good idea. A ship class that would let solo players do meaningful wormhole eploration.
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Arthur Frayn
V.O.F.L IRON CORE H E L I C O N
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Posted - 2009.04.03 10:56:00 -
[9]
Originally by: Lifelongnoob albatros is a crap name for a t2 drake.... albatros have a large wingspan.. the drake hull doesnt.... to be honest it looks more like a cuttlefish...
I don't think so. -- Eventus stultorum magister. |

Arthur Frayn
V.O.F.L IRON CORE H E L I C O N
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Posted - 2009.04.03 10:58:00 -
[10]
Originally by: Arushia With the Myrmidon being a drone hull, I'd swap out the 100% hybrid damage bonus for 125mbit bandwidth and a larger drone bay.
Of course drones die pretty quickly against sleepers, so I decided to leave them out.
-- Eventus stultorum magister. |

King Rothgar
Death of Virtue
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Posted - 2009.04.03 11:16:00 -
[11]
I'm going to call bull**** on drones getting popped, some die if you are reckless with them but careful management will keep losses at a minimum. The most successful setups for w-space exploration I've seen are RR domi fleets of 4-5 ships. RR domi's feature no guns and rely exclusively on drones, the fleets I've been with lose maybe 1-2 drones at most in any given plex.
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Abrazzar
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Posted - 2009.04.03 11:23:00 -
[12]
The one issue I have with those ships is that they are all basically the same. There is basically no racial difference between them, which makes the whole class a rather boring addition. Then again this is kind of a pet peeve of mine, so that may be a magnified perception of mine.
Those T2 Exploration BCs would be a good escalation of my T2 Explorer Cruisers for deep Wh/0.0 exploration, though. -------- Ideas for: Mining
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Tamahra
Garoun Investment Bank
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Posted - 2009.04.03 12:53:00 -
[13]
oh good news. Your Idea OP is already being worked on; not on t2 BCs but on T3 Strategic Cruisers. (and since they are t3 they are as good as t2bc):
Hey!
Sorry for not being very vocal on the forums, I have been reading them, but haven't really given myself time to post. Here's a small update.
Note: bonuses might change around slightly but you should get the general idea and goal of each subsystem.
"Legion Offensive - Convergent Beam Focuser" is being changed into a Khanid subsystem. Now getting a 5% bonus to missile launcher rate of fire and a 5% bonus heavy assault missile damage with 5 launcher hardpoints. Coupled with the changed "Legion Engineering - Power Core Multiplier" you'll be able to field 6 launchers, dealing plenty of damage.
4th Offensive subsystem:
Covert Ops Cloaking Device fitting bonus. Ability to deploy and use a Covert Ops Cynosural Field. They'll have a single damage bonus (Amarr only gets the standard capacity bonus) and 4 turret slots.
4th Defensive Subsystem:
Warfare link bonuses. Only one warfare link at a time, but with a higher bonuses.
4th Propulsion Subsystem:
Immunity against warp disruption fields. Deployed, launched and/or projected. They won't grant an extra slot like the other propulsion subsystems and will make your ship less agile. The agility drawback can be nullified by training the subsystem skill.
4th Engineering Subsystem:
Will give you another bonus to heat damage reduction, allowing you to overheat your modules for an extended period of time. I'm going to be doing some extensive heat time testing to see if we need to adjust these bonuses.
4th Electronic Subsystem:
A simple CPU bonus to scan probe launchers, allowing you to fit an expanded probe launcher with ease, along with a nice 10% increase to scan strength of probes, making it an very good scanning platform. In addition to this they'll give a tractor beam range / velocity bonus.
These are in authoring right now, so you can expect to see them on Singularity very soon. I'm working on getting the subsystems re-seeded, should happen very soon.
Also. The price, don't panic quite yet, we're still confident the price will go down.
Comments!
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Arthur Frayn
V.O.F.L IRON CORE H E L I C O N
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Posted - 2009.04.03 13:59:00 -
[14]
Originally by: Tamahra oh good news. Your Idea OP is already being worked on; not on t2 BCs but on T3 Strategic Cruisers. (and since they are t3 they are as good as t2bc):
Hey!
Sorry for not being very vocal on the forums, I have been reading them, but haven't really given myself time to post. Here's a small update.
Note: bonuses might change around slightly but you should get the general idea and goal of each subsystem.
"Legion Offensive - Convergent Beam Focuser" is being changed into a Khanid subsystem. Now getting a 5% bonus to missile launcher rate of fire and a 5% bonus heavy assault missile damage with 5 launcher hardpoints. Coupled with the changed "Legion Engineering - Power Core Multiplier" you'll be able to field 6 launchers, dealing plenty of damage.
4th Offensive subsystem:
Covert Ops Cloaking Device fitting bonus. Ability to deploy and use a Covert Ops Cynosural Field. They'll have a single damage bonus (Amarr only gets the standard capacity bonus) and 4 turret slots.
4th Defensive Subsystem:
Warfare link bonuses. Only one warfare link at a time, but with a higher bonuses.
4th Propulsion Subsystem:
Immunity against warp disruption fields. Deployed, launched and/or projected. They won't grant an extra slot like the other propulsion subsystems and will make your ship less agile. The agility drawback can be nullified by training the subsystem skill.
4th Engineering Subsystem:
Will give you another bonus to heat damage reduction, allowing you to overheat your modules for an extended period of time. I'm going to be doing some extensive heat time testing to see if we need to adjust these bonuses.
4th Electronic Subsystem:
A simple CPU bonus to scan probe launchers, allowing you to fit an expanded probe launcher with ease, along with a nice 10% increase to scan strength of probes, making it an very good scanning platform. In addition to this they'll give a tractor beam range / velocity bonus.
These are in authoring right now, so you can expect to see them on Singularity very soon. I'm working on getting the subsystems re-seeded, should happen very soon.
Also. The price, don't panic quite yet, we're still confident the price will go down.
Comments!
I saw that update already, but I thought since strategic cruiser prices may end up levelling off between command ship and marauder prices, I thought a t2 exploration cruiser might be a good way to go. -- Eventus stultorum magister. |

Abrazzar
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Posted - 2009.04.03 14:15:00 -
[15]
Strategic Cruisers are a one-size-fits all. Guess we now should remove all T2 cruisers, too, as the strategic cruisers can fill their roles as well. -------- Ideas for: Mining
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Terminus Vindictus
Caldari
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Posted - 2009.04.03 16:21:00 -
[16]
As long as those bonuses only apply while in W-space, I'd be OK with a special class of exploration ships. otherwise they're op for normal space.
Hello, I'm from the Government and I'm here to help. |

Arthur Frayn
V.O.F.L IRON CORE H E L I C O N
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Posted - 2009.04.03 17:53:00 -
[17]
Originally by: Terminus Vindictus As long as those bonuses only apply while in W-space, I'd be OK with a special class of exploration ships. otherwise they're op for normal space.
They're not op, so shut up. -- Eventus stultorum magister. |

Lear Hepburn
Caldari Ascendant Strategies Inc. The Transcendent
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Posted - 2009.04.03 18:05:00 -
[18]
Originally by: Arthur Frayn
Originally by: Terminus Vindictus As long as those bonuses only apply while in W-space, I'd be OK with a special class of exploration ships. otherwise they're op for normal space.
They're not op, so shut up.
Good argument. 10/10.

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Arthur Frayn
V.O.F.L IRON CORE H E L I C O N
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Posted - 2009.04.04 05:39:00 -
[19]
Originally by: Lear Hepburn
Originally by: Arthur Frayn
Originally by: Terminus Vindictus As long as those bonuses only apply while in W-space, I'd be OK with a special class of exploration ships. otherwise they're op for normal space.
They're not op, so shut up.
Good argument. 10/10.

If someone says my idea is overpowered then I expect them to give me reasons why. If they don't, then I mock them by saying they're wrong. -- Eventus stultorum magister. |
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