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Dark Deviant
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Posted - 2009.05.04 18:22:00 -
[1]
It's been a long while since I saw this topic. Maybe that's because I come and go within the EVE universe over time ....
Eight months ago, I decided to start EVE again. I wanted to do something different this time around. I sat down and looked at the play style that I enjoyed the most. I chose to play a race whose ships fit my play style the best. That was Khanid. Armor tank with Missiles. Neat! If only I could stick with my character's racial history as I play the game.
I don't mind the month's of training to get into a T2 missile Battle cruiser .... I do mind not having an Amarr battleship with missiles. You would think the Khanid would want to develop a battle ship worthy of their black hull! They have had enough time. Truth be told, I cross trained to fly a Raven. I hate the concept of it ... but I rationalize flying the raven because the Khanid have a history of working with the Caldari.
When I think about the racial conflicts in the EVE universe, it boils down to: Gallante vs. Caldari and Amarr vs. Minmatar. Looking strictly at battle ships, that means Gallante drones and turrets compete against Caldari missiles, EW, and turrets. Amarr turrets compete against Minmatar turrets.
It seems fair to say there could be some balancing along these lines. If it were up to me, I'd recommend the Minmatar getting a dedicated Missile boat as well. The phoon is an OK hybrid, but having a dedicated missile boat would be nice. Imagine having a real option to projectiles? Wouldn't it fit conceptually for the Gallante to have a dedicated EW ship compete against the Scorpion? Adding faction ships could, on paper, balance out some of the power issues and allow players to more readily dedicate themselves to their character's racial history.
The adjustment of skills would look something like: Gallante EW, drones, turrets vs. Caldari Missiles, EW and turrets. Amarr turrets and missiles vs. Minmatar turrets and missiles.
I don't think CCP would need to create NEW ships models. Why not use the old T1 or T2 models with slight color and/or graphic updates? Give them new bonuses and allow these ships to be purchased like any other faction battle ship? Mission LP or complex drops?
Just a thought.
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Haakelen
Gallente REUNI0N Against ALL Authorities
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Posted - 2009.05.04 18:26:00 -
[2]
More faction/T2 BSes would be nice, yes. I still want a Khanid Torpabaddon. IMO, the Blops should've gotten racial EW bonuses. Or at least a second hull that had the cloak target delay bonus, Ewar bonuses from Recons, but no bridge/jump drive.
With ISK the way it is these days, though, any new faction BS should be around the pricelevel or higher than the pirate BSes. The Navy BSes are tad cheap.
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Arthur Frayn
V.O.F.L IRON CORE H E L I C O N
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Posted - 2009.05.04 19:57:00 -
[3]
Black Khanid Apoc:
8 high (4 launchers, 4 turrets) 3 mid 8 low
Role bonus: 25% bonus to armor resistances.
5% to large energy turret damage per level. 5% to torpedo rate of fire per level.
Better than a pure torpedo boat. -- Eventus stultorum magister. |
Dirk Magnum
Royal Hiigaran Navy SCUM.
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Posted - 2009.05.04 20:47:00 -
[4]
Originally by: Arthur Frayn Black Khanid Apoc:
8 high (4 launchers, 4 turrets) 3 mid 8 low
Role bonus: 25% bonus to armor resistances.
5% to large energy turret damage per level. 5% to torpedo rate of fire per level.
Better than a pure torpedo boat.
Those sound like pirate faction bonuses though, not navy faction. Navy faction ships don't have a role bonus or other flat bonus that I'm aware of.
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Ruze Ahkor'Murkon
Amarr No Applicable Corporation
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Posted - 2009.05.04 20:50:00 -
[5]
I personally want to T2 harbinger, myself. Khanid black or Carthum red-gold would be awesome. Viziam green is just plain ugly, but that's my opinion.
Another T2 Armageddon would also be awesome. I've never been a fan of the Apoc, and still think the Abaddon looks more like a cargo ship than a battleship.
Posts by Ruze Ahkor'Murkon and Ruze |
Dirk Magnum
Royal Hiigaran Navy SCUM.
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Posted - 2009.05.04 22:02:00 -
[6]
Originally by: Ruze Ahkor'Murkon I personally want to T2 harbinger, myself. Khanid black or Carthum red-gold would be awesome. Viziam green is just plain ugly, but that's my opinion.
Another T2 Armageddon would also be awesome. I've never been a fan of the Apoc, and still think the Abaddon looks more like a cargo ship than a battleship.
Well the Field Commands should have been changed to the second-tier BC hulls like two years ago but whatever. Granted that won't help the Damnation become a missile-spewing black Harbinger since it's a Fleet Command... but, well I'm not sure where I was going with this.
But a red Harb would be pretty neat too. At least you could use a black Nighthawk/Drake if you were so inclined.
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Armoured C
Gallente Federation of Freedom Fighters Aggression.
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Posted - 2009.05.04 22:07:00 -
[7]
i still think navy ships should get a bonus to navy fittings.
it would make sence and now i hate flying navy /pirate faction ships since i am a pvpr i see it pointless to me apart from the isk i use to get them could be put to more ships
but even i see that what i have said above should be fact :)
twitter blog
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Dirk Magnum
Royal Hiigaran Navy SCUM.
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Posted - 2009.05.04 22:13:00 -
[8]
Edited by: Dirk Magnum on 04/05/2009 22:14:04
Originally by: Armoured C i still think navy ships should get a bonus to navy fittings.
it would make sence and now i hate flying navy /pirate faction ships since i am a pvpr i see it pointless to me apart from the isk i use to get them could be put to more ships
but even i see that what i have said above should be fact :)
Home faction bonuses are probably not a bad idea. Faction ships are primarysauce anyway, so it's not like people will say "double primary the CNR and take his CN fittings hurrr." Well someone might but it won't change the fact that the ship was target #1 anyway.
I had originally planned to put faction propulsion and faction webs on my Fleet Stabber, since it was something I'd labored in missions for like a goof and I wanted to actually pimp a ship a little for once. In the end the only pimp thing about it is the fact that I actually rigged it. I don't rig anything (hardly.) But I'd reconsider navy mods if it got bonuses for them.
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Neshirana
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Posted - 2009.05.04 23:02:00 -
[9]
I too think there should be a Khanid BS available.
It would be so nice to put the missile training that you did for the Vengeance, Sacrilege, & Damnation to good use in the battleship class. If you're trying to stay pure Amarr/Khanid, you'll have to use the Damnation for level 4 missions (a job more suited to a BS).
It's not a huge omission, and I am grateful CCP did something spicy by even making Khanid ships in the first place .....but they're just one ship away from completing the full set :)
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Ghoest
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Posted - 2009.05.04 23:42:00 -
[10]
More faction BSs and some BCs would be welcome.
Wherever you went - Here you are.
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Tarazed Aquilae
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Posted - 2009.05.05 00:05:00 -
[11]
I like the idea in general. In fact, why not create four new faction battleships, one for each race. This way no one feels left out. HereÆre my first thoughts about what ships I would like to seeà
Amarr: Khanid Abaddon. 8/5/7 with 8 missile slots. Role bonus: +25% to torpedo damage. Amarr BS bonus: +5% armor resists per level. Caldari BS bonus: +10% to cruise and torpedo velocity per level.
Caldari: Faction Rokh: 8/5/7 with 8 turrets. Role Bonus: +25% large hybrid damage Caldari BS Bonus: +10 large hybrid optimal range per level Amarr BS bonus: +5% armor resists per level.
Gallente: Faction Hyperion: 8/5/7 with 8 turrets. Role Bonus: +25% large hybrid damage per level Gallente BS Bonus: +7.5% armor boost amount per level. Minmatar BS Bonus: +5% large hybrid optimal range and falloff per level.
Minmatar: Faction Maelstrom: 7/7/6 with 6 turrets. Role Bonus: +5% large projectile optimal range and falloff per level. Minmatar BS Bonus: +5% large projectile rate of fire per level. Gallente BS Bonus: +10% drone damage and hitpoints per level.
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Lilla Kharn
Amarr
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Posted - 2009.05.05 00:15:00 -
[12]
Faction battleships should not have dual race battleship training. It's faction, not pirate. It should just be one race. And there is no role bonus on faction battleships afaik. ------------------------------- "Only the dead have seen the end of war" - Plato |
Tarazed Aquilae
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Posted - 2009.05.05 00:26:00 -
[13]
Originally by: Lilla Kharn Faction battleships should not have dual race battleship training. It's faction, not pirate. It should just be one race. And there is no role bonus on faction battleships afaik.
I think you are rightà
But the fact that pirate ships have them indicates that they are possible within the logic of the Eve Universe.
And itÆs natural that allies in a war will share technology with each other. So, given the current factional warfare it only makes sense that the various races would develop dual skill/role bonus battleships.
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Dirk Magnum
Royal Hiigaran Navy SCUM.
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Posted - 2009.05.05 00:44:00 -
[14]
Edited by: Dirk Magnum on 05/05/2009 00:44:45
Originally by: Tarazed Aquilae
Originally by: Lilla Kharn Faction battleships should not have dual race battleship training. It's faction, not pirate. It should just be one race. And there is no role bonus on faction battleships afaik.
I think you are rightà
But the fact that pirate ships have them indicates that they are possible within the logic of the Eve Universe.
And itÆs natural that allies in a war will share technology with each other. So, given the current factional warfare it only makes sense that the various races would develop dual skill/role bonus battleships.
That's true, but given the considerable superiority of those proposed ship designs over virtually all other T1 battleships, you'd have a serious balancing hurdle to get over. Pirate faction missions all take place in nullsec, so that right there is a balance for the fact that pirate faction ships are better than navy faction most of the time. Offering navy ships that are that good from accrued FW or mission rewards probably can't be balanced, IMO, unless you remove the high sec component from the equation. If you required the LPs spent on the ships to have been acquired from low sec agents only, then you might be on to something as far as balance.
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Sir Substance
Minmatar Deep Black Industries House of Mercury
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Posted - 2009.05.05 01:44:00 -
[15]
Originally by: Ruze Ahkor'Murkon Viziam green is just plain ugly, but that's my opinion.
heathen! may your house be disbanded for this blasphemy!
/me hopes noone notices he is minmatar >.>
but seriously, the Vaziam green is the schizzle. not a fan of red-gold, khanid black is pretty epic. http://www.voogru.com/images/signature/farmers.jpg |
Ruze Ahkor'Murkon
Amarr No Applicable Corporation
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Posted - 2009.05.05 01:50:00 -
[16]
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
Posts by Ruze Ahkor'Murkon and Ruze |
Jaina Proudmoar
Caldari School of Applied Knowledge
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Posted - 2009.05.05 01:51:00 -
[17]
Originally by: Tarazed Aquilae I like the idea in general. In fact, why not create four new faction battleships, one for each race. This way no one feels left out. HereÆre my first thoughts about what ships I would like to seeà
Amarr: Khanid Abaddon. 8/5/7 with 8 missile slots. Role bonus: +25% to torpedo damage. Amarr BS bonus: +5% armor resists per level. Caldari BS bonus: +10% to cruise and torpedo velocity per level.
Caldari: Faction Rokh: 8/5/7 with 8 turrets. Role Bonus: +25% large hybrid damage Caldari BS Bonus: +10 large hybrid optimal range per level Amarr BS bonus: +5% armor resists per level.
Gallente: Faction Hyperion: 8/5/7 with 8 turrets. Role Bonus: +25% large hybrid damage per level Gallente BS Bonus: +7.5% armor boost amount per level. Minmatar BS Bonus: +5% large hybrid optimal range and falloff per level.
Minmatar: Faction Maelstrom: 7/7/6 with 6 turrets. Role Bonus: +5% large projectile optimal range and falloff per level. Minmatar BS Bonus: +5% large projectile rate of fire per level. Gallente BS Bonus: +10% drone damage and hitpoints per level.
Why is minmatar shafted again? A maelstrom with 6 turrets?
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nails
Caldari Ota Corps
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Posted - 2009.05.05 02:19:00 -
[18]
Originally by: Dark Deviant
I don't think CCP would need to create NEW ships models. Why not use the old T1 or T2 models with slight color and/or graphic updates? Give them new bonuses and allow these ships to be purchased like any other faction battle ship? Mission LP or complex drops?
Just a thought.
Noooooooo We want new models for faction ships. There are only two unique battleship faction models. Machariel and Nightmare. We need moooore!!! I'm sure Enigma would agree with me. --------------
http://nails.otaku.jp/ota-corps/ |
Hiroshima Jita
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Posted - 2009.05.05 10:05:00 -
[19]
Id agree. A khanid bs would be cool. T1 would be awesome but I can't see people being too happy about handing any of the existing hulls over. Geddon and Apoc are good ships.
Maybe people wouldn't mind seeing the Abaddon turned into a missile boat? Or yeah just make a faction bs.
On the other hand I can't beleive anybody would complain if the maller and prophecy got turned over to the khanid and those things became missile boats. Those ships are kinda crappy right now. Any change would probably be a good change. Especially if there was more of a difference between the two BC, and the prophecy wasn't just a crappy harbinger.
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To mare
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Posted - 2009.05.05 12:29:00 -
[20]
Originally by: Tarazed Aquilae I like the idea in general. In fact, why not create four new faction battleships, one for each race. This way no one feels left out. HereÆre my first thoughts about what ships I would like to seeà
Amarr: Khanid Abaddon. 8/5/7 with 8 missile slots. Role bonus: +25% to torpedo damage. Amarr BS bonus: +5% armor resists per level. Caldari BS bonus: +10% to cruise and torpedo velocity per level.
Caldari: Faction Rokh: 8/5/7 with 8 turrets. Role Bonus: +25% large hybrid damage Caldari BS Bonus: +10 large hybrid optimal range per level Amarr BS bonus: +5% armor resists per level.
Gallente: Faction Hyperion: 8/5/7 with 8 turrets. Role Bonus: +25% large hybrid damage per level Gallente BS Bonus: +7.5% armor boost amount per level. Minmatar BS Bonus: +5% large hybrid optimal range and falloff per level.
Minmatar: Faction Maelstrom: 7/7/6 with 6 turrets. Role Bonus: +5% large projectile optimal range and falloff per level. Minmatar BS Bonus: +5% large projectile rate of fire per level. Gallente BS Bonus: +10% drone damage and hitpoints per level.
why all the races get OP ships while minmatar get the usual crap?
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Shadow Devourer
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Posted - 2009.05.05 12:35:00 -
[21]
Lol at the minmatars in this thread.
Dual damage bonus on 6 turrets + drone damage bonus > 8 single damage bonused turrets
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Mr Reeth
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Posted - 2009.05.05 13:40:00 -
[22]
Nobody wants a Khanid torp chucking geddon but 8 bonused launchers?
CCP will never let any other races missile ship out perform the Raven or her sisters.
CCP has done a lot of work keeping the races ships unique.
A Khanid Geddon will have to be very different from the Raven and her sisters in order for CCP to even think about putting it in game.
Lots of people wanted Khanid ships to be just like their Caldari counterparts. CCP rejected that. Then a player suggest a very well thought out plan to make Khanid armor tanking missile ships that were still different from the caldari ships.
Khanid are different from Caldari in that they are specifically designed to be faster, and have a shorter range. So the Khanid Geddon must follow... keeping in mind this would be a navy faction ship, not a tech 2 or pirate faction.
So 8 highs)7 lanchers 0 turrets 4 mids)this is a plus 1 8 lows)same
+5% torp(not cruise) dmage per level +5% armor resists per level. Drone BW reduced to 50. Redesign the specs so that it can fit torps and is lighter than a standard geddon. This ship would have less range than a Raven, CNR or Golem. And do less damage than a CNR or Golem. It would out damage the standard raven but it is a faction ship that will probably sell for 600mil at least.
... or something like this.
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Mr Reeth
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Posted - 2009.05.05 13:51:00 -
[23]
Originally by: Hiroshima Jita
Maybe people wouldn't mind seeing the Abaddon turned into a missile boat?
On the other hand I can't beleive anybody would complain if the maller and prophecy got turned over to the khanid and those things became missile boats. Those ships are kinda crappy right now. Any change would probably be a good change. Especially if there was more of a difference between the two BC, and the prophecy wasn't just a crappy harbinger.
First, people would mind very much to see the Abaddon turned into a missile boat.
Second, the Maller and the Prophecy have a purpose are decent ships. But like all Amarr ships are limited in what they can and should do. They should not be turned into missile boats.
Third, I will agree in principle that there should be Khanid tech 1 ships. One should have the option of going all one way. It's possible to be a Caldari missile or hybrid only character. There are ships at every level to support that. In fact Caldari can go pretty much just Ewar all the way to the Scorp. Gallente have a similar choice when it comes to blasters or drones. There are a lot of Gallente out there that can only use drones well. You can read the complaints about the Gallente marauder being modeled after the mega and not the domi.
Maybe a second marauder is in order?
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Moonmonkey
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Posted - 2009.05.05 17:12:00 -
[24]
Edited by: Moonmonkey on 05/05/2009 17:14:21 Faction battleships that jumps from star to star and can't use gates would be nice. A new set of weapon types based of the factions normal weapons.
Minmater long range autocannons with 4 single damage type shells, 200km fallof... Gallante battleship with the ability to use 10x drones, drones can warp to 0 of a target... Caldari missiles with a EW secondary effect, target painting, senser jamming, turret jamming, what ever at random... Amarr turrets that drain cap and add it to their own...
The other factions could add their own mix to the weapon types
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Mr Reeth
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Posted - 2009.05.06 09:31:00 -
[25]
Originally by: Moonmonkey
Amarr turrets that drain cap and add it to their own...
Never in a million years... but would be soooo sweet.
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Zackaryel
Caldari Echolalia. Shangri-La.
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Posted - 2009.05.06 10:25:00 -
[26]
Wanna fly a Jove Navy Eidolon.
For the droolz
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Originally by: CCP Whisper Boo hoo. Cry some more.
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Yaggher Xanuben
Minmatar Republic Military School
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Posted - 2009.05.06 10:31:00 -
[27]
Typhoon Fleet Issue...
8/4/8 6 guns/6 launchers with the additional HPs as all the faction BSs
I want
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Davinel Lulinvega
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Posted - 2009.05.06 10:47:00 -
[28]
A khanid bs would be awesome. All those missile skills can go to use instead of being wasted on an rr raven with no damage mods or a gunship. I would train all the way to amarr bs 5 for that.
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Maisonian
Amarr The Green Machine
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Posted - 2009.05.06 11:28:00 -
[29]
Has the possability of a T2 COMMAND battleship been considered? What would be nice to see is the fielding of some T2 battleships; the marauder in practice *should* be the way forward in fleet fights (to explain, the 4 bonused turrets put less of a strain on the server, causing less lag theoretically) but has obvious bonuses to mission running. Perhaps a similar apporach could be geared into the Tier 3 T2 BSs so that it can act simultaneously as a (fleet? - i.e. 3 modules) command ship without gimping DPS. For example:
Kahnid Command Ship:
7 - 5 - 7 layout 4 missle turrets Tier 2 resistances 100% damage bonus to weapon systems & the ability to use 3 command modules
Ok, I realise these ships would be extraordinarily expensive (probably 1-2 billion) but if matched with survivability whilst giving a significant battlefield advantage I can't see any detremental effect of introducing this form of ship.
Thoughts?
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Tarazed Aquilae
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Posted - 2009.05.07 01:14:00 -
[30]
Originally by: Jaina Proudmoar
Originally by: Tarazed Aquilae I like the idea in general. In fact, why not create four new faction battleships, one for each race. This way no one feels left out. HereÆre my first thoughts about what ships I would like to seeà
Amarr: Khanid Abaddon. 8/5/7 with 8 missile slots. Role bonus: +25% to torpedo damage. Amarr BS bonus: +5% armor resists per level. Caldari BS bonus: +10% to cruise and torpedo velocity per level.
Caldari: Faction Rokh: 8/5/7 with 8 turrets. Role Bonus: +25% large hybrid damage Caldari BS Bonus: +10 large hybrid optimal range per level Amarr BS bonus: +5% armor resists per level.
Gallente: Faction Hyperion: 8/5/7 with 8 turrets. Role Bonus: +25% large hybrid damage per level Gallente BS Bonus: +7.5% armor boost amount per level. Minmatar BS Bonus: +5% large hybrid optimal range and falloff per level.
Minmatar: Faction Maelstrom: 7/7/6 with 6 turrets. Role Bonus: +5% large projectile optimal range and falloff per level. Minmatar BS Bonus: +5% large projectile rate of fire per level. Gallente BS Bonus: +10% drone damage and hitpoints per level.
Why is minmatar shafted again? A maelstrom with 6 turrets?
Well it was just a thought. And I actually thought I was making the Minmatar ship too powerful. After all, the Dominix is considered to be a pretty good PvP ship and this is essentially a Dominix on steroids. I didnÆt mention it, but my original idea was for it to have a large drone bay and enough powergrid (unlike the Dominix) to fit some decent guns. The ship has enough midslots to fit a decent shield tank and some PvP gear, leaving the lowslots free for damage mods. Or it could fit a decent armor tank and have all the mids free for whatever. And thereÆs a free highslot for an energy neut or something. Being webbed, scrambled, painted, and neutralized while 6 large autocannons and 5 boosted heavy drones chew me up doesnÆt sound too fun.
I donÆt really feel the need to defend any of these ship ideas since they are just first draft ideas that will almost certainly never even be seriously looked at (much less tested) by the developers. They are just ideas, not something I have any real emotional attachment to.
But the ideas were all based off of a perceived need.
The thread was based on the idea of a Khanid torpedo slinging monster battleship. And it would be nice to see one in the game so thatÆs what I had to suggest for the Amarr.
The Caldari really need an armor tanking battleship for fleet operations with the Amarr. Remote repping gets complicated when you have both shield and armor tanking ships.
And the Gallente would likely feel the need to try and match the superior range of the Caldari ships. Giving them a split optimal/falloff bonus lets the bonus help some with blasters and still be somewhat useful with railguns.
And I figured the Minmatar might just want to copy the Gallente drone technology and design a battleship around it.
Are these ships overpowered? Yea, probably they are. But faction ships would probably cost several times what a regular battleship does, so they should be powerful. And they would require two sets of battleship skills to get the bonuses.
Besides, if youÆre going to dream, dream big.
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