Ruze Ahkor'Murkon
Amarr No Applicable Corporation
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Posted - 2009.05.05 01:50:00 -
[2]
Some similar thoughts, taken from THIS post.
Originally by: Ruze Ahkor'Murkon Edited by: Ruze Ahkor''Murkon on 04/05/2009 16:02:51 Some players and developers firmly support the old 'chessboard' mindset when it comes to ships. That is, don't introduce a ship unless it has a specific role to play, like a knight on a chessboard. They also tend to believe that the differences between ships, classes and manufacturers should be as varied as possible, in order to preserve the role of each 'piece.'
I'm of a different approach. I feel that more ships and styles and classes are better, especially when they cross traditional roles. I like the organic approach of having many choices at your fingertips, and the idea of running across a ship that is doing something completely unexpected.
The following are just some ideas, though, and by no means a 'must'.
New Manufactures For Each Race
Each race has several 'manufacturers', which determine some of the style and variation within T2 ship design. For example, Amarr ships are broken down into "Carthum Conglomerate" (more turrets, more damage, red and gold design), "Khanid" (more mid slots, missile bays, black and blue design), and "Viziam" (more armor, slower, gold and green design). The following concepts are additional manufacturers, which further allow characters to cross train non-racial skills and apply them to racial ships, though often in unique ways.
Ammatar Mandate (Amarr) - Look: Based on Amarr hulls, the main physical distinction between Ammatar ships and standard Amarr ships is the rusty, patchy look of hull plating, resultant of the Ammatar's poorer lifestyle. - Design: Simply put, Ammatar make the best of what they receive in Derelik. Their ships favor projectile weapons, with very little drone space. They often have larger engines (thus, are faster), but also suffer from weaker armor, than standard Amarr ships. Their ships receive bonuses to projectile weapons, as well as speed/agility modifiers, but lack drone or missile bays. - Qualities: Speed, Autocannons, no drone/missiles.
Brutor Tribe (Minmatar) - Look: Based off Minmatar hulls, these ships are often painted with vivid blues, reds and greens, giving them a much more colorful look than their Republic counterparts (without the appearance of a gay pride parade), to reflect their tribal differences. - Design: Due to the direct nature of the Brutors, they tend to build slower ships with far more cargo capacity, and a peculiar reliance on shields over speed or armor. Their ships receive bonuses to drone range and damage, as well as shield defenses, with a lot of focus on missile capabilities. - Qualities: Drones, Shields, Missiles
Mordu's Legion (Caldari) - Look: Based off of Caldari hulls, these ships are often painted in more organic shades of green and brown, to reflect their Gallente heritage. - Design: Mordu have a peculiar focus on blaster hybrids, as well as a fascination with armor tanking, which most Caldari find embarrassing from the merc outfit. Though not as technologically advanced in Ewar as their fleet counterparts, with much weaker shields, the ships are still able to hold their own. Bonuses are focused on blasters, and armor tanks, with some bonuses to speed. - Qualities: Blasters, Armor, Speed
Syndicate (Gallente) - Look: Gallente based, these ships are often glossy silver in color, much more flashy and apparently less organic than their Gallente counterparts. - Design: Syndicate ship building has a very interesting focus of using laser weaponry, and ECM. While often containing sub-par tanks, these ships are better suited for extreme range fights than traditional Gallente ships, specifically focused for sniping. Their bonuses support beam lasers in particular, as well as long-range ECM. - Qualities: Range, Beam Lasers, ECM
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