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Zurrar
Gallente Epiphyte Mining and Exploration Majesta Empire
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Posted - 2009.05.23 07:26:00 -
[1]
Edited by: Zurrar on 23/05/2009 07:37:55 Edited by: Zurrar on 23/05/2009 07:29:10 escort carriers- The premise for these working are fighter pods. These pods hold one fighter each and would extend the drone bay to allow fighters. with a base start of 1 pod (so at lvl 4 there are 5 pods)
caldari battleship bonus- 5% bonus to shield resist - 150% bonus to Shield Transport and Energy Transfer Array range caldari carrier bonus- 7.5% bonus to shield boost per level - allows one fighter pod per level, with level 5 5% bonus to fighter damage logistic bonus- 5% bonus to shield and energy transfer capacitor use per level
gallente battleship bonus- 5% bonus to fighter damage - 150% bonus to armor repair and shield transfer range gallente carrier bonus- 8% bonus to armor repair per level - allows one fighter pod per level, with level 5 5% bonus to fighter damage logistic bonus- 5% bonus to armor capacitor use and +10m3 standard drone bay space per level
minmatar battleship bonus- 5% bonus to shield and armor repair amount per level - 150% bonus to Shield Transport and Remote armor range per level minmatar carrier bonus- 7.5% bonus to shield boost per level - allows one fighter pod per level, with level 5 5% bonus to fighter damage logistic bonus- 5% bonus to armor and shield capacitor use per level and 5% bonus to velocity per level
amarr battleship bonus- 5% bonus to armor resistance per level- 150% bonus to armor and energy transfer range per level amarr carrier bonus- 7.5% bonus to armor repair amount per level - allows one fighter pod per level, with level 5 5% bonus to fighter damage logistic bonus- 5% bonus to armor and energy transfer capacitor use per level - 5% bonus to capacitor recharge per level.
basically these would be a bridge between carriers and battleships, a logistics ship that would be hard to remove, can dictate fighters and work as a repair station in cyno jammed systems.
drone bays would be around 800m3 for standard drones. drone bandwith would be 125Mbit/s
gallente slot layout 7/4/7 (3 rig slot) caldari slot layout 7/6/5 (3) minmatar slot layout 7/5/5 (3) amarr slot layout 7/4/6 (3)
maximum jump range 5ly (would have to move with support fleet or dreads)
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hsrytjfdtyjh
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Posted - 2009.05.23 07:41:00 -
[2]
Don't like it.
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Zurrar
Gallente Epiphyte Mining and Exploration Majesta Empire
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Posted - 2009.05.23 07:44:00 -
[3]
Originally by: hsrytjfdtyjh Don't like it.
of course, because its something new...
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Max Tux
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Posted - 2009.05.23 07:55:00 -
[4]
i doubt the idea will be publicly accepted, by out of interest why do they all get a 7.5% carrier bonus, except the gallente that gets an 8% per level?
* gallente carrier bonus- 8% bonus to armor repair per level
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Zurrar
Gallente Epiphyte Mining and Exploration Majesta Empire
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Posted - 2009.05.23 07:58:00 -
[5]
Edited by: Zurrar on 23/05/2009 07:58:52
Originally by: Max Tux i doubt the idea will be publicly accepted, by out of interest why do they all get a 7.5% carrier bonus, except the gallente that gets an 8% per level?
* gallente carrier bonus- 8% bonus to armor repair per level
their racials get a bonus to rep amount (IE- myrm, brutix), this 8% bonus is attributed to the scientific research put into nanite control threw the use of ship systems
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Halycon Gamma
Caldari The Flying Tigers United Front Alliance
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Posted - 2009.05.23 08:03:00 -
[6]
Edited by: Halycon Gamma on 23/05/2009 08:06:20 Also don't like it.
Its um.. too general of a ship. If you make it really good at either of the things you're proposing, you'll make other ships in the fleets obsolete. If you make it good at both, carriers will be delegated even farther into the status of glorified freighters.
I don't have a problem with the idea of a ship which is custom built for the role of helping breach cyno jammed systems. I just think that it will out-model current ships in other roles as well with these type of bonuses.
I really don't have a suggestion for you though on what could be done to make it work without being over powered in other areas.
Also, why are you hosing the caldari on the logistics bonus? Couldn't come up with a suitable 2nd bonus for them?
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1600 RT
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Posted - 2009.05.23 09:04:00 -
[7]
dont like it and the slot layout is flawed, why amarr and minmatar have 1 less slot than caldari/gallente? gallente one with more low than amarr
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Lewyrus
Jugis Modo Utopia Skunk-Works
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Posted - 2009.05.23 09:36:00 -
[8]
From the rig slots, I assume this is a t1 ship. So, a couple of questions:
Why they get bonuses from 3 skills? Why there are 6 bonuses from skills? Caldari: 2 local tank, 3 remote tank, 1 fighter Gallente: 1 local tank, 2 remote tank, 2 fighter, 1 drone... +10m3? So at level 5, an extra flight of meds? Minmatar: 1 local tank, 3 remote tank, 1 fighter and 1... velocity? On a capital? Amarr: 3 local tank, 2 remote tank, 1 fighter
Carrier comparison, all get one fighter bonus and gangmodule-capability. Caldari and amarr: one local and one remote tank bonus Minnie have two remote rep bonus, and gallente have one remote tank and one extra fighter bonus.
Some minnie ships do get shield boost amount bonuses, why the gallente is the only one that gets the 0,5% more local rep amount?
If these are "paired down" carriers, why they have more and uneven number of slots? If these are "carriers on steroids",,would they obsolete current carriers? Is there a need or niche for this kind of ship? What stats (shield, armor, cap, cpu, grid) would these ships have? What cargohold, ship maint. and corporate hangar array would they have?
Your ideas, especially around the bonuses, are medicore at best, not thought through, and most importantly, have have nothing to with game development.
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Ausser
Cybertech Industrials Agency
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Posted - 2009.05.25 17:09:00 -
[9]
LOL - That are really overpowered units. But why not? Let's think about how they could look like so they get enough itchiness to compensate for their overpowered capabilities.
- These units should not be new t1 hulls.
Instead, they could be the t2 version of tier 2 battlecrusiers. That would limit rig slots and calibration points.
Thus their excessive price would balance for their overpowered capabilities. 500m per unit would be acceptable. When ganged, they would be verry hard to kill either.
- They should not be able to use capital class modules, maybe except triage. (Capital class toys on seven high slots - you must have been drunken while posting this.)
- Corp hangar should also not be present, and if present, it should be verry verry tiny.
- 7 (seven!!) high slots are far too much - there should not be more that 4-5 high slots on these units. Orca has three, so they could be happy with four.
- 25% fighter dmg bonus? Nice try - forget it! If you delegate five of these fighters to somebody, then he can deal 25% more dmg than what he would get from a carrier. The luxus to get fighters from these awesome small mini-carriers should be penalized. Add a -37.5% base fighter dmg and hitpoints penalty, which is then partially compensated by the +25% dmg from skills. The main advantage of fighters is their warping capability.
The only point i can see that's allready balanced is their lack of fighter control range bonus. And i agree, they should not have it. |
Artassaut
Minmatar Oblivion Amalgamated
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Posted - 2009.05.25 17:13:00 -
[10]
Originally by: Zurrar
Originally by: hsrytjfdtyjh Don't like it.
of course, because its something new...
No. It's because it gets suggested every 7-21 days, in different flavours. |
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Ausser
Cybertech Industrials Agency
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Posted - 2009.05.25 18:14:00 -
[11]
Originally by: Lewyrus Some minnie ships do get shield boost amount bonuses, why the gallente is the only one that gets the 0,5% more local rep amount?
This 0.5% asymmetricity is the best idea in this concept. I love it. It makes the ships more distinct. It should be applied to some of the other ships too. E.g. give amarr 0.5% more cap transfer bonus, and so on.
If it is small enough not to give a too large advantage, but strong enough to force pp to go green with envy, then it adds one aspect to the game. Ppl start to feel like their buddy got a better toy than theirs. Life is not fair, isnt it?
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666Devious
Sinister Elite Raining Doom
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Posted - 2009.05.25 18:57:00 -
[12]
I like it but needs to reduce the amount of high slots and Drone bonus damage.
If these can use gates this would be a very useful tool in pos warfare offering some assistance to B/S fleets and assigning drones to take cyno jammers down.
I think its a step in the right direction, just needs refining.
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Mafaka
Amarr The 5th Freedom Wildly Inappropriate.
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Posted - 2009.05.25 20:10:00 -
[13]
we need to improve existing carriers , not invent new ones
i dont like the idea , especially logistics in it , useless skill at all for cap pilot , treiange module only but hey who uses it average player |
Ausser
Cybertech Industrials Agency
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Posted - 2009.05.25 21:28:00 -
[14]
Originally by: Mafaka we need to improve existing carriers , not invent new ones
i dont like the idea , especially logistics in it , useless skill at all for cap pilot , treiange module only but hey who uses it
Hey, the existing carriers are great. Please dont touch them.
The triage module is also cool if you just want to deploy one carrier where remote repping it is not applicable. To have the skill at 5 also allows to fit+fly guardian/basi - it's nice to have. |
Amantus
Gallente Neckbeards International
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Posted - 2009.05.25 22:19:00 -
[15]
This is the worst idea I have ever read on these forums. |
Xodd Hil
Gallente Anunnaku The Wrong Alliance
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Posted - 2009.05.26 16:03:00 -
[16]
Part of the underlying idea (small noncap mini-carrier) is a good one, although fairly old. I would rather say that 5 fighters is way too much, maybe 1-2-3. Slot layout is also a bit flawed, overpowered. But yeah, I would like something like this - properly balanced!
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4THELULZ
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Posted - 2009.05.26 18:34:00 -
[17]
Sigh. Another escort carrier thread. We certainly don't have enough of those already...
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Ausser
Cybertech Industrials Agency
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Posted - 2009.05.26 21:11:00 -
[18]
Originally by: Xodd Hil Part of the underlying idea (small noncap mini-carrier) is a good one, although fairly old. I would rather say that 5 fighters is way too much, maybe 1-2-3. Slot layout is also a bit flawed, overpowered. But yeah, I would like something like this - properly balanced!
Let it be 5 fighters. They are expensive, so it's nice. That's why i've nerfed fighter dmg/hitpoints by the penalty, similar to destroyer rof penalty.
High slot layout could look like this: 1x Triage 2x large rr (because x4 boosted by the triage these are effectiveley 8x large rr) 1x large cap transfer
Since lar and lst are affected by command links, they boost even more. Maybe that's too much so it probable could be nerfed a little more.
I've noticed some more things which are still overpowered - nerfbat should be aimed on:
- They should not be able to jump. They can use gates or bridge instead.
- 800 m¦ drone space is too much. You should sacrify one fighter to get lots of drones on the way. 125 m¦ spare for drones is enough overpower on a t2 battlecrusier.
- Maint bay and maint service: should these ships have these? You can bring orca/carrier instead - and have to keep them alive. Teamwork is nice.
- Both bonus for armor/shield resi and boost/repair is overpowered on amarr/caldari. Think about triage, it also boosts self-repair by factor 4x. Together with command link it should be sufficient. Thus delete the repair/boost bonus on amarr and caldari. Delete something else on gallente/minmatar to bring it in line.
I've didnt looked on mid/low slots - i bet they need a nerf too.
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Quesa
Atlas Alliance
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Posted - 2009.05.27 00:16:00 -
[19]
Originally by: Zurrar
Originally by: hsrytjfdtyjh Don't like it.
of course, because its something new...
= "Of course you don't like it, it wasn't your idea."
Thats all your reply says.
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